- 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

@ -2401,7 +2401,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SpawnItem)
if (distance == 0)
{
// use the minimum distance that does not result in an overlap
distance = (self->radius + GetDefaultByType(missile)->radius) >> FRACBITS;
distance = (self->_f_radius() + GetDefaultByType(missile)->_f_radius()) >> FRACBITS;
}
if (ACTION_CALL_FROM_WEAPON())
@ -3321,13 +3321,13 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Burst)
// with no relation to the size of the self shattering. I think it should
// base the number of shards on the size of the dead thing, so bigger
// things break up into more shards than smaller things.
// An self with radius 20 and height 64 creates ~40 chunks.
numChunks = MAX<int> (4, (self->radius>>FRACBITS)*(self->height>>FRACBITS)/32);
// An self with _f_radius() 20 and height 64 creates ~40 chunks.
numChunks = MAX<int> (4, (self->_f_radius()>>FRACBITS)*(self->height>>FRACBITS)/32);
i = (pr_burst.Random2()) % (numChunks/4);
for (i = MAX (24, numChunks + i); i >= 0; i--)
{
fixed_t xo = (((pr_burst() - 128)*self->radius) >> 7);
fixed_t yo = (((pr_burst() - 128)*self->radius) >> 7);
fixed_t xo = (((pr_burst() - 128)*self->_f_radius()) >> 7);
fixed_t yo = (((pr_burst() - 128)*self->_f_radius()) >> 7);
fixed_t zo = (pr_burst()*self->height / 255 + self->GetBobOffset());
mo = Spawn(chunk, self->Vec3Offset(xo, yo, zo), ALLOW_REPLACE);
@ -3727,8 +3727,8 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CheckLOF)
}
if (flags & CLOFF_MUL_WIDTH)
{
offsetforward = FixedMul(self->radius, offsetforward);
offsetwidth = FixedMul(self->radius, offsetwidth);
offsetforward = FixedMul(self->_f_radius(), offsetforward);
offsetwidth = FixedMul(self->_f_radius(), offsetwidth);
}
pos = self->PosPlusZ(offsetheight - self->floorclip);
@ -5100,7 +5100,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_WolfAttack)
// Compute position for spawning blood/puff
angle = self->target->__f_AngleTo(self);
fixedvec3 bloodpos = self->target->_f_Vec3Angle(self->target->radius, angle, self->target->height >> 1);
fixedvec3 bloodpos = self->target->_f_Vec3Angle(self->target->_f_radius(), angle, self->target->height >> 1);
int damage = flags & WAF_NORANDOM ? maxdamage : (1 + (pr_cabullet() % maxdamage));