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- Annotate all sprite angles that are being set as the player angle t…
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…o review later.

* Once the angles between player and sprite have been unified, these will be much harder to identify.
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mjr4077au committed Nov 26, 2022
1 parent 79687be commit 61b5f51
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Showing 9 changed files with 27 additions and 27 deletions.
4 changes: 2 additions & 2 deletions source/games/blood/src/player.cpp
Expand Up @@ -812,7 +812,7 @@ void playerStart(int nPlayer, int bNewLevel)
GetActorExtents(actor, &top, &bottom);
actor->spr.pos.Z -= bottom - actor->spr.pos.Z;
actor->spr.pal = 11 + (pPlayer->teamId & 3);
actor->spr.Angles.Yaw = pPlayer->angle.ang = pStartZone->angle;
actor->spr.Angles.Yaw = pPlayer->angle.ang = pStartZone->angle; // check me out later.
actor->spr.type = kDudePlayer1 + nPlayer;
actor->clipdist = pDudeInfo->fClipdist();
actor->spr.flags = 15;
Expand Down Expand Up @@ -1499,7 +1499,7 @@ int ActionScan(PLAYER* pPlayer, HitInfo* out)

void UpdatePlayerSpriteAngle(PLAYER* pPlayer)
{
pPlayer->actor->spr.Angles.Yaw = pPlayer->angle.ang;
pPlayer->actor->spr.Angles.Yaw = pPlayer->angle.ang; // check me out later.
}

//---------------------------------------------------------------------------
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10 changes: 5 additions & 5 deletions source/games/duke/src/actors.cpp
Expand Up @@ -362,7 +362,7 @@ void movedummyplayers(void)
{
act->spr.cstat = CSTAT_SPRITE_BLOCK_ALL;
act->spr.pos.Z = act->sector()->ceilingz + 27;
act->spr.Angles.Yaw = ps[p].angle.ang;
act->spr.Angles.Yaw = ps[p].angle.ang; // check me out later.
if (act->temp_data[0] == 8)
act->temp_data[0] = 0;
else act->temp_data[0]++;
Expand Down Expand Up @@ -465,7 +465,7 @@ void moveplayers(void)
p->angle.addadjustment(deltaangle(p->angle.ang, (p->wackedbyactor->spr.pos.XY() - p->GetActor()->spr.pos.XY()).Angle()) * 0.5);
}
}
act->spr.Angles.Yaw = p->angle.ang;
act->spr.Angles.Yaw = p->angle.ang; // check me out later.
}
}
else
Expand Down Expand Up @@ -499,13 +499,13 @@ void moveplayers(void)
if (act->spr.extra < 8)
{
act->vel.X = 8;
act->spr.Angles.Yaw = p->angle.ang;
act->spr.Angles.Yaw = p->angle.ang; // check me out later.
act->spr.extra++;
ssp(act, CLIPMASK0);
}
else
{
act->spr.Angles.Yaw = DAngle360 - minAngle - p->angle.ang;
act->spr.Angles.Yaw = DAngle360 - minAngle - p->angle.ang; // check me out later.
SetActor(act, act->spr.pos);
}
}
Expand Down Expand Up @@ -816,7 +816,7 @@ bool queball(DDukeActor *actor, int pocket, int queball, int stripeball)
if (actor->spr.pal == 12)
actor->vel.X = 10.25;
else actor->vel.X = 8.75;
actor->spr.Angles.Yaw = ps[p].angle.ang;
actor->spr.Angles.Yaw = ps[p].angle.ang; // check me out later.
ps[p].toggle_key_flag = 2;
}
}
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2 changes: 1 addition & 1 deletion source/games/duke/src/actors_d.cpp
Expand Up @@ -1685,7 +1685,7 @@ static void greenslime(DDukeActor *actor)

SetActor(actor, actor->spr.pos);

actor->spr.Angles.Yaw = ps[p].angle.ang;
actor->spr.Angles.Yaw = ps[p].angle.ang; // check me out later.

if ((PlayerInput(p, SB_FIRE) || (ps[p].quick_kick > 0)) && ps[p].GetActor()->spr.extra > 0)
if (ps[p].quick_kick > 0 || (ps[p].curr_weapon != HANDREMOTE_WEAPON && ps[p].curr_weapon != HANDBOMB_WEAPON && ps[p].curr_weapon != TRIPBOMB_WEAPON && ps[p].ammo_amount[ps[p].curr_weapon] >= 0))
Expand Down
2 changes: 1 addition & 1 deletion source/games/duke/src/input.cpp
Expand Up @@ -843,7 +843,7 @@ void GameInterface::GetInput(ControlInfo* const hidInput, double const scaleAdju

p->angle.processhelpers(scaleAdjust);
p->horizon.processhelpers(scaleAdjust);
p->GetActor()->spr.Angles.Yaw = p->angle.ang;
p->GetActor()->spr.Angles.Yaw = p->angle.ang; // check me out later.
}

if (packet)
Expand Down
2 changes: 1 addition & 1 deletion source/games/duke/src/player_d.cpp
Expand Up @@ -294,7 +294,7 @@ static void shootknee(DDukeActor* actor, int p, DVector3 pos, DAngle ang)
if (splash)
{
splash->spr.pos.XY() = hit.hitpos.XY();
splash->spr.Angles.Yaw = ps[p].angle.ang; // Total tweek
splash->spr.Angles.Yaw = ps[p].angle.ang; // check me out later. // Total tweek
splash->vel.X = 2;
ssp(actor, CLIPMASK0);
splash->vel.X = 0;
Expand Down
10 changes: 5 additions & 5 deletions source/games/duke/src/player_r.cpp
Expand Up @@ -185,7 +185,7 @@ static void shootmelee(DDukeActor *actor, int p, DVector3 pos, DAngle ang, int a
if (splash)
{
splash->spr.pos.XY() = hit.hitpos.XY();
splash->spr.Angles.Yaw = ps[p].angle.ang; // Total tweek
splash->spr.Angles.Yaw = ps[p].angle.ang; // check me out later. // Total tweek
splash->vel.X = 2;
ssp(actor, 0);
splash->vel.X = 0;
Expand Down Expand Up @@ -1467,7 +1467,7 @@ void checkweapons_r(player_struct* p)
auto j = spawn(p->GetActor(), 7220);
if (j)
{
j->spr.Angles.Yaw = p->angle.ang;
j->spr.Angles.Yaw = p->angle.ang; // check me out later.
j->saved_ammo = p->ammo_amount[MOTORCYCLE_WEAPON];
}
p->OnMotorcycle = 0;
Expand All @@ -1486,7 +1486,7 @@ void checkweapons_r(player_struct* p)
auto j = spawn(p->GetActor(), 7233);
if (j)
{
j->spr.Angles.Yaw = p->angle.ang;
j->spr.Angles.Yaw = p->angle.ang; // check me out later.
j->saved_ammo = p->ammo_amount[BOAT_WEAPON];
}
p->OnBoat = 0;
Expand Down Expand Up @@ -4004,7 +4004,7 @@ void OffMotorcycle(player_struct *p)
auto spawned = spawn(p->GetActor(), EMPTYBIKE);
if (spawned)
{
spawned->spr.Angles.Yaw = p->angle.ang;
spawned->spr.Angles.Yaw = p->angle.ang; // check me out later.
spawned->saved_ammo = p->ammo_amount[MOTORCYCLE_WEAPON];
}
}
Expand Down Expand Up @@ -4065,7 +4065,7 @@ void OffBoat(player_struct *p)
auto spawned = spawn(p->GetActor(), EMPTYBOAT);
if (spawned)
{
spawned->spr.Angles.Yaw = p->angle.ang;
spawned->spr.Angles.Yaw = p->angle.ang; // check me out later.
spawned->saved_ammo = p->ammo_amount[BOAT_WEAPON];
}
}
Expand Down
4 changes: 2 additions & 2 deletions source/games/exhumed/src/player.cpp
Expand Up @@ -294,7 +294,7 @@ void RestartPlayer(int nPlayer)
pActor->spr.pos = nNStartSprite->spr.pos;
ChangeActorSect(pActor, nNStartSprite->sector());
plr->angle.ang = nNStartSprite->spr.Angles.Yaw;
pActor->spr.Angles.Yaw = plr->angle.ang;
pActor->spr.Angles.Yaw = plr->angle.ang; // check me out later.

floorsprt = insertActor(pActor->sector(), 0);

Expand All @@ -308,7 +308,7 @@ void RestartPlayer(int nPlayer)
pActor->spr.pos.XY() = plr->sPlayerSave.pos.XY();
pActor->spr.pos.Z = plr->sPlayerSave.pSector->floorz;
plr->angle.ang = plr->sPlayerSave.nAngle;
pActor->spr.Angles.Yaw = plr->angle.ang;
pActor->spr.Angles.Yaw = plr->angle.ang; // check me out later.

floorsprt = nullptr;
}
Expand Down
16 changes: 8 additions & 8 deletions source/games/sw/src/player.cpp
Expand Up @@ -1510,14 +1510,14 @@ void UpdatePlayerSpriteAngle(PLAYER* pp)
{
DSWActor* plActor = pp->actor;
plActor->backupang();
plActor->spr.Angles.Yaw = pp->angle.ang;
plActor->spr.Angles.Yaw = pp->angle.ang; // check me out later.

plActor = pp->PlayerUnderActor;

if (!Prediction && plActor)
{
plActor->backupang();
plActor->spr.Angles.Yaw = pp->angle.ang;
plActor->spr.Angles.Yaw = pp->angle.ang; // check me out later.
}
}

Expand Down Expand Up @@ -1561,7 +1561,7 @@ void DoPlayerTurnVehicle(PLAYER* pp, float avel, double zz, double floordist)
if (MultiClipTurn(pp, sum, zz, floordist))
{
pp->angle.ang = sum;
pp->actor->spr.Angles.Yaw = pp->angle.ang;
pp->actor->spr.Angles.Yaw = pp->angle.ang; // check me out later.
}
}
}
Expand Down Expand Up @@ -1595,7 +1595,7 @@ void DoPlayerTurnVehicleRect(PLAYER* pp, DVector2* pos, DVector2* opos)
if (RectClipTurn(pp, sum, pos, opos))
{
pp->angle.ang = sum;
pp->actor->spr.Angles.Yaw = pp->angle.ang;
pp->actor->spr.Angles.Yaw = pp->angle.ang; // check me out later.
}
}
}
Expand Down Expand Up @@ -1641,7 +1641,7 @@ void DoPlayerTurnTurret(PLAYER* pp, float avel)
}

pp->angle.ang = new_ang;
pp->actor->spr.Angles.Yaw = pp->angle.ang;
pp->actor->spr.Angles.Yaw = pp->angle.ang; // check me out later.
}

OperateSectorObject(pp->sop, pp->angle.ang, pp->sop->pmid);
Expand Down Expand Up @@ -1850,7 +1850,7 @@ void UpdatePlayerSprite(PLAYER* pp)
if (pp->Flags & (PF_DEAD))
{
ChangeActorSect(pp->actor, pp->cursector);
actor->spr.Angles.Yaw = pp->angle.ang;
actor->spr.Angles.Yaw = pp->angle.ang; // check me out later.
UpdatePlayerUnderSprite(pp);
return;
}
Expand Down Expand Up @@ -1896,7 +1896,7 @@ void UpdatePlayerSprite(PLAYER* pp)

UpdatePlayerUnderSprite(pp);

actor->spr.Angles.Yaw = pp->angle.ang;
actor->spr.Angles.Yaw = pp->angle.ang; // check me out later.
}

//---------------------------------------------------------------------------
Expand Down Expand Up @@ -6004,7 +6004,7 @@ void DoPlayerDeathCheckKeys(PLAYER* pp)
plActor->spr.picnum = plActor->user.State->Pic;
plActor->spr.picnum = plActor->user.State->Pic;
plActor->spr.cstat &= ~(CSTAT_SPRITE_YCENTER);
plActor->spr.Angles.Yaw = pp->angle.ang;
plActor->spr.Angles.Yaw = pp->angle.ang; // check me out later.

DoSpawnTeleporterEffect(plActor);
PlaySound(DIGI_TELEPORT, pp, v3df_none);
Expand Down
4 changes: 2 additions & 2 deletions source/games/sw/src/weapon.cpp
Expand Up @@ -12201,7 +12201,7 @@ int InitSwordAttack(PLAYER* pp)
bubble = SpawnBubble(pp->actor);
if (bubble != nullptr)
{
bubble->spr.Angles.Yaw = pp->angle.ang;
bubble->spr.Angles.Yaw = pp->angle.ang; // check me out later.

auto random_amt = RandomAngle(DAngle22_5 / 4) - DAngle22_5 / 8;

Expand Down Expand Up @@ -12369,7 +12369,7 @@ int InitFistAttack(PLAYER* pp)
bubble = SpawnBubble(pp->actor);
if (bubble != nullptr)
{
bubble->spr.Angles.Yaw = pp->angle.ang;
bubble->spr.Angles.Yaw = pp->angle.ang; // check me out later.

auto random_amt = RandomAngle(DAngle22_5 / 4) - DAngle22_5 / 8;

Expand Down

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