- made AActor::radius a double.
This means that all files in g_doom are now fully converted.
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0bdb65c477
41 changed files with 200 additions and 187 deletions
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@ -2401,7 +2401,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SpawnItem)
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if (distance == 0)
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{
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// use the minimum distance that does not result in an overlap
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distance = (self->radius + GetDefaultByType(missile)->radius) >> FRACBITS;
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distance = (self->_f_radius() + GetDefaultByType(missile)->_f_radius()) >> FRACBITS;
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}
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if (ACTION_CALL_FROM_WEAPON())
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@ -3321,13 +3321,13 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Burst)
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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 self 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 self 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_burst.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_burst() - 128)*self->radius) >> 7);
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fixed_t yo = (((pr_burst() - 128)*self->radius) >> 7);
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fixed_t xo = (((pr_burst() - 128)*self->_f_radius()) >> 7);
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fixed_t yo = (((pr_burst() - 128)*self->_f_radius()) >> 7);
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fixed_t zo = (pr_burst()*self->height / 255 + self->GetBobOffset());
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mo = Spawn(chunk, self->Vec3Offset(xo, yo, zo), ALLOW_REPLACE);
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@ -3727,8 +3727,8 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CheckLOF)
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}
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if (flags & CLOFF_MUL_WIDTH)
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{
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offsetforward = FixedMul(self->radius, offsetforward);
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offsetwidth = FixedMul(self->radius, offsetwidth);
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offsetforward = FixedMul(self->_f_radius(), offsetforward);
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offsetwidth = FixedMul(self->_f_radius(), offsetwidth);
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}
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pos = self->PosPlusZ(offsetheight - self->floorclip);
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@ -5100,7 +5100,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_WolfAttack)
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// Compute position for spawning blood/puff
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angle = self->target->__f_AngleTo(self);
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fixedvec3 bloodpos = self->target->_f_Vec3Angle(self->target->radius, angle, self->target->height >> 1);
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fixedvec3 bloodpos = self->target->_f_Vec3Angle(self->target->_f_radius(), angle, self->target->height >> 1);
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int damage = flags & WAF_NORANDOM ? maxdamage : (1 + (pr_cabullet() % maxdamage));
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