- made AActor::radius a double.
This means that all files in g_doom are now fully converted.
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41 changed files with 200 additions and 187 deletions
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@ -286,13 +286,13 @@ DEFINE_ACTION_FUNCTION(AActor, A_FreezeDeathChunks)
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// with no relation to the size of the self shattering. I think it should
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// base the number of shards on the size of the dead thing, so bigger
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// things break up into more shards than smaller things.
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// An actor with radius 20 and height 64 creates ~40 chunks.
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numChunks = MAX<int> (4, (self->radius>>FRACBITS)*(self->height>>FRACBITS)/32);
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// An actor with _f_radius() 20 and height 64 creates ~40 chunks.
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numChunks = MAX<int> (4, (self->_f_radius()>>FRACBITS)*(self->height>>FRACBITS)/32);
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i = (pr_freeze.Random2()) % (numChunks/4);
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for (i = MAX (24, numChunks + i); i >= 0; i--)
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{
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fixed_t xo = (((pr_freeze() - 128)*self->radius) >> 7);
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fixed_t yo = (((pr_freeze() - 128)*self->radius) >> 7);
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fixed_t xo = (((pr_freeze() - 128)*self->_f_radius()) >> 7);
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fixed_t yo = (((pr_freeze() - 128)*self->_f_radius()) >> 7);
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fixed_t zo = (pr_freeze()*self->height / 255);
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mo = Spawn("IceChunk", self->Vec3Offset(xo, yo, zo), ALLOW_REPLACE);
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if (mo)
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