From 72de7b26f089828e8cdecb243a88d39324aad6a9 Mon Sep 17 00:00:00 2001 From: Mitchell Richters Date: Fri, 25 Nov 2022 16:26:47 +1100 Subject: [PATCH] - Rename `PlayerAngle::oang` in preparation for replacement work. --- source/core/gameinput.cpp | 2 +- source/core/gameinput.h | 12 ++++++------ source/games/blood/src/osdcmd.cpp | 2 +- source/games/duke/src/actors.cpp | 2 +- source/games/duke/src/ccmds.cpp | 2 +- source/games/duke/src/game_misc.cpp | 4 ++-- source/games/duke/src/gameexec.cpp | 2 +- source/games/duke/src/premap.cpp | 4 ++-- source/games/duke/src/sectors_d.cpp | 10 +++++----- source/games/duke/src/sectors_r.cpp | 12 ++++++------ source/games/exhumed/src/osdcmds.cpp | 2 +- source/games/sw/src/osdcmds.cpp | 2 +- source/games/sw/src/player.cpp | 14 +++++++------- 13 files changed, 35 insertions(+), 35 deletions(-) diff --git a/source/core/gameinput.cpp b/source/core/gameinput.cpp index 47729f6e112..af4968cd48d 100644 --- a/source/core/gameinput.cpp +++ b/source/core/gameinput.cpp @@ -341,7 +341,7 @@ FSerializer& Serialize(FSerializer& arc, const char* keyname, PlayerAngle& w, Pl if (arc.isReading()) { - w.oang = w.ZzANGLE; + w.ZzOLDANGLE = w.ZzANGLE; w.olook_ang = w.look_ang; w.orotscrnang = w.rotscrnang; w.inputdisabled = w.inputdisabled; diff --git a/source/core/gameinput.h b/source/core/gameinput.h index 5afd5c0d2e3..cdb6f53dd62 100644 --- a/source/core/gameinput.h +++ b/source/core/gameinput.h @@ -99,7 +99,7 @@ struct PlayerHorizon struct PlayerAngle { - DAngle ZzANGLE, oang, look_ang, olook_ang, rotscrnang, orotscrnang, spin; + DAngle ZzANGLE, ZzOLDANGLE, look_ang, olook_ang, rotscrnang, orotscrnang, spin; friend FSerializer& Serialize(FSerializer& arc, const char* keyname, PlayerAngle& w, PlayerAngle* def); @@ -109,22 +109,22 @@ struct PlayerAngle // Interpolation helpers. void backup() { - oang = ZzANGLE; + ZzOLDANGLE = ZzANGLE; olook_ang = look_ang; orotscrnang = rotscrnang; } void restore() { - ZzANGLE = oang; + ZzANGLE = ZzOLDANGLE; look_ang = olook_ang; rotscrnang = orotscrnang; } // Commonly used getters. - DAngle osum() { return oang + olook_ang; } + DAngle osum() { return ZzOLDANGLE + olook_ang; } DAngle sum() { return ZzANGLE + look_ang; } DAngle interpolatedsum(double const interpfrac) { return interpolatedvalue(osum(), sum(), interpfrac); } - DAngle interpolatedang(double const interpfrac) { return interpolatedvalue(oang, ZzANGLE, interpfrac); } + DAngle interpolatedang(double const interpfrac) { return interpolatedvalue(ZzOLDANGLE, ZzANGLE, interpfrac); } DAngle interpolatedlookang(double const interpfrac) { return interpolatedvalue(olook_ang, look_ang, interpfrac); } DAngle interpolatedrotscrn(double const interpfrac) { return interpolatedvalue(orotscrnang, rotscrnang, interpfrac); } DAngle renderlookang(double const interpfrac) { return !SyncInput() ? look_ang : interpolatedlookang(interpfrac); } @@ -178,7 +178,7 @@ struct PlayerAngle else { ZzANGLE = value; - if (backup) oang = ZzANGLE; + if (backup) ZzOLDANGLE = ZzANGLE; } } diff --git a/source/games/blood/src/osdcmd.cpp b/source/games/blood/src/osdcmd.cpp index fc14474e8e2..ff165b451a5 100644 --- a/source/games/blood/src/osdcmd.cpp +++ b/source/games/blood/src/osdcmd.cpp @@ -40,7 +40,7 @@ void GameInterface::WarpToCoords(double x, double y, double z, DAngle ang) if (ang != DAngle::fromDeg(INT_MIN)) { - pPlayer->angle.oang = pPlayer->angle.ZzANGLE = ang; + pPlayer->angle.ZzOLDANGLE = pPlayer->angle.ZzANGLE = ang; } } diff --git a/source/games/duke/src/actors.cpp b/source/games/duke/src/actors.cpp index 975213cca41..435852592be 100644 --- a/source/games/duke/src/actors.cpp +++ b/source/games/duke/src/actors.cpp @@ -401,7 +401,7 @@ void moveplayers(void) { act->restorepos(); act->backupz(); - act->spr.Angles.Yaw = p->angle.oang; + act->spr.Angles.Yaw = p->angle.ZzOLDANGLE; SetActor(act, act->spr.pos); } else diff --git a/source/games/duke/src/ccmds.cpp b/source/games/duke/src/ccmds.cpp index efbdb69bdc8..fea4f3887b2 100644 --- a/source/games/duke/src/ccmds.cpp +++ b/source/games/duke/src/ccmds.cpp @@ -123,7 +123,7 @@ void GameInterface::WarpToCoords(double x, double y, double z, DAngle ang) if (ang != DAngle::fromDeg(INT_MIN)) { - p->angle.oang = p->angle.ZzANGLE = ang; + p->angle.ZzOLDANGLE = p->angle.ZzANGLE = ang; } } diff --git a/source/games/duke/src/game_misc.cpp b/source/games/duke/src/game_misc.cpp index b56ee6dac45..044181da5b1 100644 --- a/source/games/duke/src/game_misc.cpp +++ b/source/games/duke/src/game_misc.cpp @@ -274,13 +274,13 @@ void drawoverlays(double interpfrac) else { cposxy = interpolatedvalue(pp->GetActor()->getPrevPosWithOffsetZ(), pp->GetActor()->getPosWithOffsetZ(), interpfrac).XY(); - cang = !SyncInput() ? pp->angle.ZzANGLE : interpolatedvalue(pp->angle.oang, pp->angle.ZzANGLE, interpfrac); + cang = !SyncInput() ? pp->angle.ZzANGLE : interpolatedvalue(pp->angle.ZzOLDANGLE, pp->angle.ZzANGLE, interpfrac); } } else { cposxy = pp->GetActor()->opos.XY(); - cang = pp->angle.oang; + cang = pp->angle.ZzOLDANGLE; } DrawOverheadMap(cposxy, cang, interpfrac); RestoreInterpolations(); diff --git a/source/games/duke/src/gameexec.cpp b/source/games/duke/src/gameexec.cpp index 077279bcba1..30c9dde0ee4 100644 --- a/source/games/duke/src/gameexec.cpp +++ b/source/games/duke/src/gameexec.cpp @@ -477,7 +477,7 @@ void DoPlayer(bool bSet, int lVar1, int lLabelID, int lVar2, DDukeActor* sActor, break; case PLAYER_OANG: - if (!bSet) SetGameVarID(lVar2, ps[iPlayer].angle.oang.Buildang(), sActor, sPlayer); + if (!bSet) SetGameVarID(lVar2, ps[iPlayer].angle.ZzOLDANGLE.Buildang(), sActor, sPlayer); break; case PLAYER_ANGVEL: // This no longer exists. diff --git a/source/games/duke/src/premap.cpp b/source/games/duke/src/premap.cpp index 5e6b60bcf0e..f45fbf896ff 100644 --- a/source/games/duke/src/premap.cpp +++ b/source/games/duke/src/premap.cpp @@ -72,7 +72,7 @@ void pickrandomspot(int snum) p->GetActor()->spr.pos = po[i].opos; p->GetActor()->backuppos(); p->setbobpos(); - p->angle.oang = p->angle.ZzANGLE = po[i].oa; + p->angle.ZzOLDANGLE = p->angle.ZzANGLE = po[i].oa; p->setCursector(po[i].os); } @@ -625,7 +625,7 @@ void resetpspritevars(int g, const DVector3& startpos) act->SetOwner(act); ps[j].setbobpos(); - ps[j].angle.oang = ps[j].angle.ZzANGLE = act->spr.Angles.Yaw; // check me out later. + ps[j].angle.ZzOLDANGLE = ps[j].angle.ZzANGLE = act->spr.Angles.Yaw; // check me out later. updatesector(act->spr.pos, &ps[j].cursector); diff --git a/source/games/duke/src/sectors_d.cpp b/source/games/duke/src/sectors_d.cpp index c47f9bb43e8..694dbe6fd4c 100644 --- a/source/games/duke/src/sectors_d.cpp +++ b/source/games/duke/src/sectors_d.cpp @@ -1516,17 +1516,17 @@ void checksectors_d(int snum) return; } if (p->newOwner != nullptr) - neartag(p->GetActor()->getPrevPosWithOffsetZ(), p->GetActor()->sector(), p->angle.oang, near, 80., NT_Lotag); + neartag(p->GetActor()->getPrevPosWithOffsetZ(), p->GetActor()->sector(), p->angle.ZzOLDANGLE, near, 80., NT_Lotag); else { - neartag(p->GetActor()->getPosWithOffsetZ(), p->GetActor()->sector(), p->angle.oang, near, 80., NT_Lotag); + neartag(p->GetActor()->getPosWithOffsetZ(), p->GetActor()->sector(), p->angle.ZzOLDANGLE, near, 80., NT_Lotag); if (near.actor() == nullptr && near.hitWall == nullptr && near.hitSector == nullptr) - neartag(p->GetActor()->getPosWithOffsetZ().plusZ(8), p->GetActor()->sector(), p->angle.oang, near, 80., NT_Lotag); + neartag(p->GetActor()->getPosWithOffsetZ().plusZ(8), p->GetActor()->sector(), p->angle.ZzOLDANGLE, near, 80., NT_Lotag); if (near.actor() == nullptr && near.hitWall == nullptr && near.hitSector == nullptr) - neartag(p->GetActor()->getPosWithOffsetZ().plusZ(16), p->GetActor()->sector(), p->angle.oang, near, 80., NT_Lotag); + neartag(p->GetActor()->getPosWithOffsetZ().plusZ(16), p->GetActor()->sector(), p->angle.ZzOLDANGLE, near, 80., NT_Lotag); if (near.actor() == nullptr && near.hitWall == nullptr && near.hitSector == nullptr) { - neartag(p->GetActor()->getPosWithOffsetZ().plusZ(16), p->GetActor()->sector(), p->angle.oang, near, 80., NT_Lotag | NT_Hitag); + neartag(p->GetActor()->getPosWithOffsetZ().plusZ(16), p->GetActor()->sector(), p->angle.ZzOLDANGLE, near, 80., NT_Lotag | NT_Hitag); if (near.actor() != nullptr) { switch (near.actor()->spr.picnum) diff --git a/source/games/duke/src/sectors_r.cpp b/source/games/duke/src/sectors_r.cpp index a8d2abe960b..968fe4434d8 100644 --- a/source/games/duke/src/sectors_r.cpp +++ b/source/games/duke/src/sectors_r.cpp @@ -2379,21 +2379,21 @@ void checksectors_r(int snum) } return; } - neartag(p->GetActor()->getPosWithOffsetZ(), p->GetActor()->sector(), p->angle.oang, near , 80., NT_Lotag | NT_Hitag); + neartag(p->GetActor()->getPosWithOffsetZ(), p->GetActor()->sector(), p->angle.ZzOLDANGLE, near , 80., NT_Lotag | NT_Hitag); } if (p->newOwner != nullptr) - neartag(p->GetActor()->getPrevPosWithOffsetZ(), p->GetActor()->sector(), p->angle.oang, near, 80., NT_Lotag); + neartag(p->GetActor()->getPrevPosWithOffsetZ(), p->GetActor()->sector(), p->angle.ZzOLDANGLE, near, 80., NT_Lotag); else { - neartag(p->GetActor()->getPosWithOffsetZ(), p->GetActor()->sector(), p->angle.oang, near, 80., NT_Lotag); + neartag(p->GetActor()->getPosWithOffsetZ(), p->GetActor()->sector(), p->angle.ZzOLDANGLE, near, 80., NT_Lotag); if (near.actor() == nullptr && near.hitWall == nullptr && near.hitSector == nullptr) - neartag(p->GetActor()->getPosWithOffsetZ().plusZ(8), p->GetActor()->sector(), p->angle.oang, near, 80., NT_Lotag); + neartag(p->GetActor()->getPosWithOffsetZ().plusZ(8), p->GetActor()->sector(), p->angle.ZzOLDANGLE, near, 80., NT_Lotag); if (near.actor() == nullptr && near.hitWall == nullptr && near.hitSector == nullptr) - neartag(p->GetActor()->getPosWithOffsetZ().plusZ(16), p->GetActor()->sector(), p->angle.oang, near, 80., NT_Lotag); + neartag(p->GetActor()->getPosWithOffsetZ().plusZ(16), p->GetActor()->sector(), p->angle.ZzOLDANGLE, near, 80., NT_Lotag); if (near.actor() == nullptr && near.hitWall == nullptr && near.hitSector == nullptr) { - neartag(p->GetActor()->getPosWithOffsetZ().plusZ(16), p->GetActor()->sector(), p->angle.oang, near, 80., NT_Lotag | NT_Hitag); + neartag(p->GetActor()->getPosWithOffsetZ().plusZ(16), p->GetActor()->sector(), p->angle.ZzOLDANGLE, near, 80., NT_Lotag | NT_Hitag); if (near.actor() != nullptr) { switch (near.actor()->spr.picnum) diff --git a/source/games/exhumed/src/osdcmds.cpp b/source/games/exhumed/src/osdcmds.cpp index 90985283e3a..8998c897466 100644 --- a/source/games/exhumed/src/osdcmds.cpp +++ b/source/games/exhumed/src/osdcmds.cpp @@ -48,7 +48,7 @@ void GameInterface::WarpToCoords(double x, double y, double z, DAngle ang) if (ang != DAngle::fromDeg(INT_MIN)) { - nPlayer->angle.oang = nPlayer->angle.ZzANGLE = ang; + nPlayer->angle.ZzOLDANGLE = nPlayer->angle.ZzANGLE = ang; } } diff --git a/source/games/sw/src/osdcmds.cpp b/source/games/sw/src/osdcmds.cpp index d15e7dc21b0..7e6d7a5ac37 100644 --- a/source/games/sw/src/osdcmds.cpp +++ b/source/games/sw/src/osdcmds.cpp @@ -66,7 +66,7 @@ void GameInterface::WarpToCoords(double x, double y, double z, DAngle ang) if (ang != DAngle::fromDeg(INT_MIN)) { - Player->angle.oang = Player->angle.ZzANGLE = ang; + Player->angle.ZzOLDANGLE = Player->angle.ZzANGLE = ang; } } diff --git a/source/games/sw/src/player.cpp b/source/games/sw/src/player.cpp index 97a0d8b90a9..22d4f7b9348 100644 --- a/source/games/sw/src/player.cpp +++ b/source/games/sw/src/player.cpp @@ -1311,7 +1311,7 @@ void DoPlayerTeleportPause(PLAYER* pp) void DoPlayerTeleportToSprite(PLAYER* pp, DVector3& pos, DAngle ang) { - pp->angle.ZzANGLE = pp->angle.oang = ang; + pp->angle.ZzANGLE = pp->angle.ZzOLDANGLE = ang; pp->actor->spr.pos = pos; pp->actor->backuppos(); @@ -5122,7 +5122,7 @@ void DoPlayerBeginOperate(PLAYER* pp) pp->sop = pp->sop_control = sop; sop->controller = pp->actor; - pp->angle.oang = pp->angle.ZzANGLE = sop->ang; + pp->angle.ZzOLDANGLE = pp->angle.ZzANGLE = sop->ang; pp->actor->spr.pos.XY() = sop->pmid.XY(); updatesector(pp->actor->getPosWithOffsetZ(), &pp->cursector); calcSlope(pp->cursector, pp->actor->getPosWithOffsetZ(), &cz, &fz); @@ -5212,7 +5212,7 @@ void DoPlayerBeginRemoteOperate(PLAYER* pp, SECTOR_OBJECT* sop) auto save_sect = pp->cursector; - pp->angle.oang = pp->angle.ZzANGLE = sop->ang; + pp->angle.ZzOLDANGLE = pp->angle.ZzANGLE = sop->ang; pp->actor->spr.pos.XY() = sop->pmid.XY(); updatesector(pp->actor->getPosWithOffsetZ(), &pp->cursector); calcSlope(pp->cursector, pp->actor->getPosWithOffsetZ(), &cz, &fz); @@ -5334,9 +5334,9 @@ void DoPlayerStopOperate(PLAYER* pp) { DSWActor* rsp = pp->remoteActor; if (TEST_BOOL1(rsp)) - pp->angle.ZzANGLE = pp->angle.oang = rsp->spr.Angles.Yaw; // check me out later. + pp->angle.ZzANGLE = pp->angle.ZzOLDANGLE = rsp->spr.Angles.Yaw; // check me out later. else - pp->angle.ZzANGLE = pp->angle.oang = (pp->sop_remote->pmid.XY() - pp->actor->spr.pos.XY()).Angle(); + pp->angle.ZzANGLE = pp->angle.ZzOLDANGLE = (pp->sop_remote->pmid.XY() - pp->actor->spr.pos.XY()).Angle(); } if (pp->sop_control) @@ -7047,7 +7047,7 @@ void InitAllPlayers(void) // Initialize all [MAX_SW_PLAYERS] arrays here! for (pp = Player; pp < &Player[MAX_SW_PLAYERS]; pp++) { - pp->angle.ZzANGLE = pp->angle.oang = pfirst->angle.ZzANGLE; + pp->angle.ZzANGLE = pp->angle.ZzOLDANGLE = pfirst->angle.ZzANGLE; pp->horizon.ZzHORIZON = pp->horizon.ZzOLDHORIZON = pfirst->horizon.ZzHORIZON; pp->cursector = pfirst->cursector; // set like this so that player can trigger something on start of the level @@ -7203,7 +7203,7 @@ void PlayerSpawnPosition(PLAYER* pp) ASSERT(spawn_sprite != nullptr); - pp->angle.ZzANGLE = pp->angle.oang = spawn_sprite->spr.Angles.Yaw; // check me out later. + pp->angle.ZzANGLE = pp->angle.ZzOLDANGLE = spawn_sprite->spr.Angles.Yaw; // check me out later. pp->setcursector(spawn_sprite->sector()); if (pp->actor)