- 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

@ -1198,7 +1198,8 @@ bool AActor::Grind(bool items)
{
flags &= ~MF_SOLID;
flags3 |= MF3_DONTGIB;
height = radius = 0;
height = 0;
radius = 0;
return false;
}
@ -1224,7 +1225,8 @@ bool AActor::Grind(bool items)
}
flags &= ~MF_SOLID;
flags3 |= MF3_DONTGIB;
height = radius = 0;
height = 0;
radius = 0;
SetState (state);
if (isgeneric) // Not a custom crush state, so colorize it appropriately.
{
@ -1259,7 +1261,8 @@ bool AActor::Grind(bool items)
// if there's no gib sprite don't crunch it.
flags &= ~MF_SOLID;
flags3 |= MF3_DONTGIB;
height = radius = 0;
height = 0;
radius = 0;
return false;
}
@ -1871,10 +1874,10 @@ fixed_t P_XYMovement (AActor *mo, fixed_t scrollx, fixed_t scrolly)
// through the actor.
{
fixed_t maxmove = mo->radius - FRACUNIT;
fixed_t maxmove = mo->_f_radius() - FRACUNIT;
if (maxmove <= 0)
{ // gibs can have radius 0, so don't divide by zero below!
{ // gibs can have _f_radius() 0, so don't divide by zero below!
maxmove = _f_MAXMOVE;
}
@ -3456,8 +3459,8 @@ void AActor::Tick ()
{
smokecounter = 0;
angle_t moveangle = R_PointToAngle2(0,0,_f_velx(),_f_vely());
fixed_t xo = -FixedMul(finecosine[(moveangle) >> ANGLETOFINESHIFT], radius * 2) + (pr_rockettrail() << 10);
fixed_t yo = -FixedMul(finesine[(moveangle) >> ANGLETOFINESHIFT], radius * 2) + (pr_rockettrail() << 10);
fixed_t xo = -FixedMul(finecosine[(moveangle) >> ANGLETOFINESHIFT], _f_radius() * 2) + (pr_rockettrail() << 10);
fixed_t yo = -FixedMul(finesine[(moveangle) >> ANGLETOFINESHIFT], _f_radius() * 2) + (pr_rockettrail() << 10);
AActor * th = Spawn("GrenadeSmokeTrail", Vec3Offset(xo, yo, - (height>>3) * (_f_velz()>>16) + (2*height)/3), ALLOW_REPLACE);
if (th)
{
@ -5762,7 +5765,7 @@ void P_CheckSplash(AActor *self, fixed_t distance)
//
//---------------------------------------------------------------------------
bool P_CheckMissileSpawn (AActor* th, fixed_t maxdist)
bool P_CheckMissileSpawn (AActor* th, double maxdist)
{
// [RH] Don't decrement tics if they are already less than 1
if ((th->flags4 & MF4_RANDOMIZE) && th->tics > 0)
@ -5775,9 +5778,8 @@ bool P_CheckMissileSpawn (AActor* th, fixed_t maxdist)
if (maxdist > 0)
{
// move a little forward so an angle can be computed if it immediately explodes
DVector3 advance(FIXED2DBL(th->_f_velx()), FIXED2DBL(th->_f_vely()), FIXED2DBL(th->_f_velz()));
double maxsquared = FIXED2DBL(maxdist);
maxsquared *= maxsquared;
DVector3 advance = th->Vel;
double maxsquared = maxdist*maxdist;
// Keep halving the advance vector until we get something less than maxdist
// units away, since we still want to spawn the missile inside the shooter.
@ -5785,11 +5787,8 @@ bool P_CheckMissileSpawn (AActor* th, fixed_t maxdist)
{
advance *= 0.5f;
}
while (DVector2(advance).LengthSquared() >= maxsquared);
th->SetXYZ(
th->_f_X() + FLOAT2FIXED(advance.X),
th->_f_Y() + FLOAT2FIXED(advance.Y),
th->_f_Z() + FLOAT2FIXED(advance.Z));
while (advance.XY().LengthSquared() >= maxsquared);
th->SetXYZ(th->Pos() + advance);
}
FCheckPosition tm(!!(th->flags2 & MF2_RIP));