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- SW: Remove PLAYER::posGet().
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mjr4077au committed Nov 26, 2022
1 parent fe2b44e commit 5372dac
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Showing 20 changed files with 89 additions and 104 deletions.
4 changes: 2 additions & 2 deletions source/games/sw/src/ai.cpp
Expand Up @@ -316,7 +316,7 @@ int DoActorPickClosePlayer(DSWActor* actor)
// continue;
}

dist = (actor->spr.pos - pp->posGet()).Length();
dist = (actor->spr.pos - pp->actor->getPosWithOffsetZ()).Length();

if (dist < near_dist)
{
Expand All @@ -342,7 +342,7 @@ int DoActorPickClosePlayer(DSWActor* actor)
continue;
}

dist = (actor->spr.pos - pp->posGet()).Length();
dist = (actor->spr.pos - pp->actor->getPosWithOffsetZ()).Length();

DSWActor* plActor = pp->actor;

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4 changes: 2 additions & 2 deletions source/games/sw/src/bunny.cpp
Expand Up @@ -1022,7 +1022,7 @@ int DoBunnyQuickJump(DSWActor* actor)
if (pp == Player+myconnectindex)
{
choose_snd = StdRandomRange(2<<8)>>8;
if (FAFcansee(ActorVectOfTop(actor),actor->sector(),pp->posGet(), pp->cursector) && Facing(actor, actor->user.targetActor))
if (FAFcansee(ActorVectOfTop(actor),actor->sector(),pp->actor->getPosWithOffsetZ(), pp->cursector) && Facing(actor, actor->user.targetActor))
PlayerSound(fagsnds[choose_snd], v3df_doppler|v3df_follow|v3df_dontpan,pp);
}
}
Expand All @@ -1037,7 +1037,7 @@ int DoBunnyQuickJump(DSWActor* actor)
if (pp == Player+myconnectindex)
{
choose_snd = StdRandomRange(3<<8)>>8;
if (FAFcansee(ActorVectOfTop(actor), actor->sector(), pp->posGet(), pp->cursector) && Facing(actor, actor->user.targetActor))
if (FAFcansee(ActorVectOfTop(actor), actor->sector(), pp->actor->getPosWithOffsetZ(), pp->cursector) && Facing(actor, actor->user.targetActor))
PlayerSound(straightsnds[choose_snd], v3df_doppler | v3df_follow | v3df_dontpan, pp);
}
}
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4 changes: 2 additions & 2 deletions source/games/sw/src/draw.cpp
Expand Up @@ -811,7 +811,7 @@ static void analyzesprites(tspriteArray& tsprites, const DVector3& viewpos, doub
else // Otherwise just interpolate the player sprite
{
pp = tActor->user.PlayerP;
tsp->pos = interpolatedvalue(pp->posprevGet(), pp->posGet(), interpfrac);
tsp->pos = pp->actor->getRenderPos(interpfrac);
tsp->angle = pp->angle.interpolatedang(interpfrac);
}
}
Expand Down Expand Up @@ -1262,7 +1262,7 @@ void drawscreen(PLAYER* pp, double interpfrac, bool sceneonly)
{
if (pp->sop_control && (!cl_sointerpolation || (CommEnabled && !pp->sop_remote)))
{
tpos = pp->posGet();
tpos = pp->actor->getPosWithOffsetZ();
tang = pp->angle.ang;
}
tsect = pp->cursector;
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16 changes: 1 addition & 15 deletions source/games/sw/src/game.h
Expand Up @@ -1891,20 +1891,6 @@ struct PLAYER
}


DVector3 posGet()
{
return actor->spr.pos.plusZ(actor->viewzoffset);
}

void posprevSet(const DVector3& val)
{
actor->opos = val.plusZ(-actor->viewzoffset);
}
DVector3 posprevGet()
{
return actor->opos.plusZ(actor->viewzoffset);
}

DVector2& posoldXY()
{
return PlayerOldPosition.XY();
Expand Down Expand Up @@ -1986,7 +1972,7 @@ inline bool SectorIsUnderwaterArea(sectortype* sect)

inline bool PlayerFacingRange(PLAYER* pp, DSWActor* a, DAngle range)
{
return absangle((a->spr.pos - pp->posGet()).Angle(), pp->angle.ang) < range;
return absangle((a->spr.pos.XY() - pp->actor->spr.pos.XY()).Angle(), pp->angle.ang) < range;
}

inline bool FacingRange(DSWActor* a1, DSWActor* a2, DAngle range)
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4 changes: 2 additions & 2 deletions source/games/sw/src/jsector.cpp
Expand Up @@ -598,7 +598,7 @@ void JS_DrawCameras(PLAYER* pp, const DVector3& campos, double smoothratio)

// If player is dead still then update at MoveSkip4
// rate.
if (pp->posGet() == pp->posprevGet())
if (pp->actor->spr.pos == pp->actor->opos)
DoCam = true;


Expand All @@ -612,7 +612,7 @@ void JS_DrawCameras(PLAYER* pp, const DVector3& campos, double smoothratio)

if (TEST_BOOL11(camactor) && numplayers > 1)
{
drawroomstotile(cp->posGet(), cp->angle.ang, cp->horizon.horiz, cp->cursector, mirror[cnt].campic, smoothratio);
drawroomstotile(cp->actor->getPosWithOffsetZ(), cp->angle.ang, cp->horizon.horiz, cp->cursector, mirror[cnt].campic, smoothratio);
}
else
{
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4 changes: 2 additions & 2 deletions source/games/sw/src/jweapon.cpp
Expand Up @@ -1256,7 +1256,7 @@ int PlayerInitChemBomb(PLAYER* pp)
if (!pp->insector())
return 0;

auto pos = pp->posGet().plusZ(pp->bob_z + 8);
auto pos = pp->actor->getPosWithOffsetZ().plusZ(pp->bob_z + 8);

// Spawn a shot
// Inserting and setting up variables
Expand Down Expand Up @@ -1630,7 +1630,7 @@ int PlayerInitCaltrops(PLAYER* pp)
if (!pp->insector())
return 0;

auto pos = pp->posGet().plusZ(pp->bob_z + 8);
auto pos = pp->actor->getPosWithOffsetZ().plusZ(pp->bob_z + 8);

auto actorNew = SpawnActor(STAT_DEAD_ACTOR, CALTROPS, s_Caltrops, pp->cursector, pos, pp->angle.ang, (CHEMBOMB_VELOCITY + RandomRangeF(CHEMBOMB_VELOCITY)) / 2);

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6 changes: 3 additions & 3 deletions source/games/sw/src/mclip.cpp
Expand Up @@ -60,7 +60,7 @@ Collision MultiClipMove(PLAYER* pp, double zz, double floordist)
// move the box to position instead of using offset- this prevents small rounding errors
// allowing you to move through wall
DAngle ang = (pp->angle.ang + sop->clipbox_ang[i]);
DVector3 spos(pp->posGet(), zz);
DVector3 spos(pp->actor->getPosWithOffsetZ(), zz);

DVector2 vect = ang.ToVector() * sop->clipbox_vdist[i];
Collision coll;
Expand All @@ -73,7 +73,7 @@ Collision MultiClipMove(PLAYER* pp, double zz, double floordist)
min_dist = 0;
min_ndx = i;
// ox is where it should be
opos[i].XY() = pp->posGet() + ang.ToVector() * sop->clipbox_vdist[i];
opos[i].XY() = pp->actor->getPosWithOffsetZ() + ang.ToVector() * sop->clipbox_vdist[i];

// spos.x is where it hit
pos[i].XY() = spos.XY();
Expand Down Expand Up @@ -133,7 +133,7 @@ int MultiClipTurn(PLAYER* pp, DAngle new_ang, double zz, double floordist)
{
DAngle ang = new_ang + sop->clipbox_ang[i];

DVector3 spos(pp->posGet(), zz);
DVector3 spos(pp->actor->getPosWithOffsetZ(), zz);

DVector2 vect = ang.ToVector() * sop->clipbox_vdist[i];
Collision coll;
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2 changes: 1 addition & 1 deletion source/games/sw/src/ninja.cpp
Expand Up @@ -2475,7 +2475,7 @@ void SpawnPlayerUnderSprite(PLAYER* pp)
int pnum = int(pp - Player);

pp->PlayerUnderActor = SpawnActor(STAT_PLAYER_UNDER0 + pnum,
NINJA_RUN_R0, nullptr, pp->cursector, pp->posGet(), pp->angle.ang);
NINJA_RUN_R0, nullptr, pp->cursector, pp->actor->getPosWithOffsetZ(), pp->angle.ang);

DSWActor* actor = pp->PlayerUnderActor;

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