- some more checking and refactoring of ZatPoint calls.
- removed Plane/Floor/CeilingAtPoint functions because they are overkill for the problem they were meant to solve. Calling ZatPoint with adjusted coordinates created with AActor::PosRelative is just as easy in the few places where this is needed. - made P_HitWater and P_CheckSplash portal aware.
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7 changed files with 35 additions and 84 deletions
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@ -513,8 +513,8 @@ void AActor::SetOrigin (fixed_t ix, fixed_t iy, fixed_t iz, bool moving)
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SetXYZ(ix, iy, iz);
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if (moving) SetMovement(ix - X(), iy - Y(), iz - Z());
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LinkToWorld ();
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floorz = Sector->floorplane.ZatPoint (ix, iy);
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ceilingz = Sector->ceilingplane.ZatPoint (ix, iy);
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floorz = Sector->LowestFloorAt(ix, iy, &floorsector);
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ceilingz = Sector->HighestCeilingAt(ix, iy, &ceilingsector);
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P_FindFloorCeiling(this, FFCF_ONLYSPAWNPOS);
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}
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