- 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

@ -271,7 +271,7 @@ bool AActor::CheckMeleeRange ()
dist = AproxDistance (pl);
if (dist >= meleerange + pl->radius)
if (dist >= meleerange + pl->_f_radius())
return false;
// [RH] If moving toward goal, then we've reached it.
@ -315,7 +315,7 @@ bool P_CheckMeleeRange2 (AActor *actor)
}
mo = actor->target;
dist = mo->AproxDistance (actor);
if (dist >= (128 << FRACBITS) || dist < actor->meleerange + mo->radius)
if (dist >= (128 << FRACBITS) || dist < actor->meleerange + mo->_f_radius())
{
return false;
}
@ -517,7 +517,7 @@ bool P_Move (AActor *actor)
// Like P_XYMovement this should do multiple moves if the step size is too large
fixed_t maxmove = actor->radius - FRACUNIT;
fixed_t maxmove = actor->_f_radius() - FRACUNIT;
int steps = 1;
if (maxmove > 0)
@ -884,7 +884,7 @@ void P_NewChaseDir(AActor * actor)
!(actor->flags2 & MF2_ONMOBJ) &&
!(actor->flags & MF_FLOAT) && !(i_compatflags & COMPATF_DROPOFF))
{
FBoundingBox box(actor->_f_X(), actor->_f_Y(), actor->radius);
FBoundingBox box(actor->_f_X(), actor->_f_Y(), actor->_f_radius());
FBlockLinesIterator it(box);
line_t *line;
@ -968,7 +968,7 @@ void P_NewChaseDir(AActor * actor)
fixed_t dist = actor->AproxDistance(target);
if (target->player == NULL)
{
ismeleeattacker = (target->MissileState == NULL && dist < (target->meleerange + target->radius)*2);
ismeleeattacker = (target->MissileState == NULL && dist < (target->meleerange + target->_f_radius())*2);
}
else if (target->player->ReadyWeapon != NULL)
{
@ -1198,7 +1198,7 @@ bool P_IsVisible(AActor *lookee, AActor *other, INTBOOL allaround, FLookExParams
{
// if real close, react anyway
// [KS] but respect minimum distance rules
if (mindist || dist > lookee->meleerange + lookee->radius)
if (mindist || dist > lookee->meleerange + lookee->_f_radius())
return false; // outside of fov
}
}
@ -2614,8 +2614,8 @@ static bool P_CheckForResurrection(AActor *self, bool usevilestates)
FState *raisestate = corpsehit->GetRaiseState();
if (raisestate != NULL)
{
// use the current actor's radius instead of the Arch Vile's default.
fixed_t maxdist = corpsehit->GetDefault()->radius + self->radius;
// use the current actor's _f_radius() instead of the Arch Vile's default.
fixed_t maxdist = corpsehit->GetDefault()->_f_radius() + self->_f_radius();
if (abs(corpsehit->_f_Pos().x - cres.position.x) > maxdist ||
abs(corpsehit->_f_Pos().y - cres.position.y) > maxdist)
@ -2649,15 +2649,15 @@ static bool P_CheckForResurrection(AActor *self, bool usevilestates)
}
corpsehit->Vel.X = corpsehit->Vel.Y = 0;
// [RH] Check against real height and radius
// [RH] Check against real height and _f_radius()
fixed_t oldheight = corpsehit->height;
fixed_t oldradius = corpsehit->radius;
double oldradius = corpsehit->radius;
ActorFlags oldflags = corpsehit->flags;
corpsehit->flags |= MF_SOLID;
corpsehit->height = corpsehit->GetDefault()->height;
bool check = P_CheckPosition(corpsehit, corpsehit->_f_Pos());
bool check = P_CheckPosition(corpsehit, corpsehit->Pos());
corpsehit->flags = oldflags;
corpsehit->radius = oldradius;
corpsehit->height = oldheight;