- made AActor::radius a double.

This means that all files in g_doom are now fully converted.
This commit is contained in:
Christoph Oelckers 2016-03-20 15:04:13 +01:00
commit 0bdb65c477
41 changed files with 200 additions and 187 deletions

View file

@ -408,13 +408,13 @@ static void MakeFountain (AActor *actor, int color1, int color2)
if (particle)
{
angle_t an = M_Random()<<(24-ANGLETOFINESHIFT);
fixed_t out = FixedMul (actor->radius, M_Random()<<8);
fixed_t out = FixedMul (actor->_f_radius(), M_Random()<<8);
fixedvec3 pos = actor->Vec3Offset(FixedMul(out, finecosine[an]), FixedMul(out, finesine[an]), actor->height + FRACUNIT);
particle->x = pos.x;
particle->y = pos.y;
particle->z = pos.z;
if (out < actor->radius/8)
if (out < actor->_f_radius()/8)
particle->vel.z += FRACUNIT*10/3;
else
particle->vel.z += FRACUNIT*3;
@ -493,7 +493,7 @@ void P_RunEffect (AActor *actor, int effects)
{
// Grenade trail
fixedvec3 pos = actor->_f_Vec3Angle(-actor->radius * 2, moveangle.BAMs(),
fixedvec3 pos = actor->_f_Vec3Angle(-actor->_f_radius() * 2, moveangle.BAMs(),
fixed_t(-(actor->height >> 3) * (actor->Vel.Z) + (2 * actor->height) / 3));
P_DrawSplash2 (6, pos.x, pos.y, pos.z,
@ -528,7 +528,7 @@ void P_RunEffect (AActor *actor, int effects)
if (particle != NULL)
{
angle_t ang = M_Random () << (32-ANGLETOFINESHIFT-8);
fixedvec3 pos = actor->Vec3Offset(FixedMul (actor->radius, finecosine[ang]), FixedMul (actor->radius, finesine[ang]), 0);
fixedvec3 pos = actor->Vec3Offset(FixedMul (actor->_f_radius(), finecosine[ang]), FixedMul (actor->_f_radius(), finesine[ang]), 0);
particle->x = pos.x;
particle->y = pos.y;
particle->z = pos.z;
@ -887,8 +887,8 @@ void P_DisconnectEffect (AActor *actor)
break;
fixed_t xo = ((M_Random() - 128) << 9) * (actor->radius >> FRACBITS);
fixed_t yo = ((M_Random() - 128) << 9) * (actor->radius >> FRACBITS);
fixed_t xo = ((M_Random() - 128) << 9) * (actor->_f_radius() >> FRACBITS);
fixed_t yo = ((M_Random() - 128) << 9) * (actor->_f_radius() >> FRACBITS);
fixed_t zo = (M_Random() << 8) * (actor->height >> FRACBITS);
fixedvec3 pos = actor->Vec3Offset(xo, yo, zo);
p->x = pos.x;