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Rename PitchRoll stuff back
I did a find+replace because I realized the functions I added were named too similar to other ones & to make the purpose more obvious ... but it ended up changing them too anyway! Gah!
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5 changed files with 14 additions and 14 deletions
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@ -5877,7 +5877,7 @@ static void K_CalculateBananaSlope(mobj_t *mobj, fixed_t x, fixed_t y, fixed_t z
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}
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//mobj->standingslope = slope;
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P_InitPitchRollFromSlope(mobj, slope);
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P_SetPitchRollFromSlope(mobj, slope);
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}
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// Move the hnext chain!
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@ -527,8 +527,8 @@ boolean P_CheckMissileSpawn(mobj_t *th);
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void P_Thrust(mobj_t *mo, angle_t angle, fixed_t move);
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void P_ExplodeMissile(mobj_t *mo);
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void P_CheckGravity(mobj_t *mo, boolean affect);
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void P_InitPitchRollFromSlope(mobj_t *mo, pslope_t *slope);
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void P_InitPitchRoll(mobj_t *mo, angle_t pitch, angle_t yaw);
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void P_SetPitchRollFromSlope(mobj_t *mo, pslope_t *slope);
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void P_SetPitchRoll(mobj_t *mo, angle_t pitch, angle_t yaw);
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fixed_t P_ScaleFromMap(fixed_t n, fixed_t scale);
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fixed_t P_GetMobjHead(const mobj_t *);
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fixed_t P_GetMobjFeet(const mobj_t *);
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@ -2686,7 +2686,7 @@ boolean P_TryMove(mobj_t *thing, fixed_t x, fixed_t y, boolean allowdropoff)
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if (thing->momz <= 0)
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{
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thing->standingslope = tmfloorslope;
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P_InitPitchRollFromSlope(thing, thing->standingslope);
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P_SetPitchRollFromSlope(thing, thing->standingslope);
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if (thing->momz == 0 && thing->player && !startingonground)
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P_PlayerHitFloor(thing->player, true);
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@ -2699,7 +2699,7 @@ boolean P_TryMove(mobj_t *thing, fixed_t x, fixed_t y, boolean allowdropoff)
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if (thing->momz >= 0)
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{
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thing->standingslope = tmceilingslope;
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P_InitPitchRollFromSlope(thing, thing->standingslope);
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P_SetPitchRollFromSlope(thing, thing->standingslope);
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if (thing->momz == 0 && thing->player && !startingonground)
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P_PlayerHitFloor(thing->player, true);
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14
src/p_mobj.c
14
src/p_mobj.c
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@ -1231,9 +1231,9 @@ void P_CheckGravity(mobj_t *mo, boolean affect)
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}
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//
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// P_InitPitchRollFromSlope
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// P_SetPitchRollFromSlope
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//
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void P_InitPitchRollFromSlope(mobj_t *mo, pslope_t *slope)
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void P_SetPitchRollFromSlope(mobj_t *mo, pslope_t *slope)
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{
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if (slope)
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{
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@ -1251,9 +1251,9 @@ void P_InitPitchRollFromSlope(mobj_t *mo, pslope_t *slope)
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}
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//
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// P_InitPitchRoll
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// P_SetPitchRoll
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//
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void P_InitPitchRoll(mobj_t *mo, angle_t pitch, angle_t yaw)
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void P_SetPitchRoll(mobj_t *mo, angle_t pitch, angle_t yaw)
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{
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pitch = InvAngle(pitch);
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yaw >>= ANGLETOFINESHIFT;
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@ -1671,7 +1671,7 @@ void P_XYMovement(mobj_t *mo)
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{
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mo->momz = transfermomz;
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mo->standingslope = NULL;
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P_InitPitchRoll(mo, ANGLE_90,
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P_SetPitchRoll(mo, ANGLE_90,
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transferslope->xydirection
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+ (transferslope->zangle
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& ANGLE_180));
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@ -1753,7 +1753,7 @@ void P_XYMovement(mobj_t *mo)
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// Now compare the Zs of the different quantizations
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if (oldangle-newangle > ANG30 && oldangle-newangle < ANGLE_180) { // Allow for a bit of sticking - this value can be adjusted later
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mo->standingslope = oldslope;
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P_InitPitchRollFromSlope(mo, mo->standingslope);
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P_SetPitchRollFromSlope(mo, mo->standingslope);
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P_SlopeLaunch(mo);
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//CONS_Printf("launched off of slope - ");
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@ -2277,7 +2277,7 @@ boolean P_ZMovement(mobj_t *mo)
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if (((mo->eflags & MFE_VERTICALFLIP) ? tmceilingslope : tmfloorslope) && (mo->type != MT_STEAM))
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{
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mo->standingslope = (mo->eflags & MFE_VERTICALFLIP) ? tmceilingslope : tmfloorslope;
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P_InitPitchRollFromSlope(mo, mo->standingslope);
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P_SetPitchRollFromSlope(mo, mo->standingslope);
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P_ReverseQuantizeMomentumToSlope(&mom, mo->standingslope);
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}
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@ -898,7 +898,7 @@ void P_HandleSlopeLanding(mobj_t *thing, pslope_t *slope)
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if (P_MobjFlip(thing)*(thing->momz) < 0) // falling, land on slope
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{
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thing->standingslope = slope;
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P_InitPitchRollFromSlope(thing, slope);
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P_SetPitchRollFromSlope(thing, slope);
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thing->momz = -P_MobjFlip(thing);
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}
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return;
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@ -914,7 +914,7 @@ void P_HandleSlopeLanding(mobj_t *thing, pslope_t *slope)
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thing->momx = mom.x;
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thing->momy = mom.y;
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thing->standingslope = slope;
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P_InitPitchRollFromSlope(thing, slope);
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P_SetPitchRollFromSlope(thing, slope);
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thing->momz = -P_MobjFlip(thing);
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}
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}
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