- floatified AActor::Prev plus the stuff using it.
- rewrote some coordinate functions in AActor to use real float math instead of converting back and forth between float and fixed.
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2b33601d00
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1125101b37
13 changed files with 108 additions and 92 deletions
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@ -870,7 +870,7 @@ bool FMultiBlockLinesIterator::Next(FMultiBlockLinesIterator::CheckResult *item)
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void FMultiBlockLinesIterator::startIteratorForGroup(int group)
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{
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offset = Displacements.getOffset(basegroup, group);
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offset = Displacements._f_getOffset(basegroup, group);
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offset.x += checkpoint.x;
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offset.y += checkpoint.y;
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cursector = group == startsector->PortalGroup ? startsector : P_PointInSector(offset.x, offset.y);
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@ -1104,7 +1104,7 @@ bool FMultiBlockThingsIterator::Next(FMultiBlockThingsIterator::CheckResult *ite
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if (thing != NULL)
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{
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item->thing = thing;
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item->position = checkpoint + Displacements.getOffset(basegroup, thing->Sector->PortalGroup);
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item->position = checkpoint + Displacements._f_getOffset(basegroup, thing->Sector->PortalGroup);
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item->portalflags = portalflags;
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// same as above in floating point. This is here so that this stuff can be converted piece by piece.
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@ -1146,7 +1146,7 @@ bool FMultiBlockThingsIterator::Next(FMultiBlockThingsIterator::CheckResult *ite
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void FMultiBlockThingsIterator::startIteratorForGroup(int group)
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{
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fixedvec2 offset = Displacements.getOffset(basegroup, group);
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fixedvec2 offset = Displacements._f_getOffset(basegroup, group);
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offset.x += checkpoint.x;
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offset.y += checkpoint.y;
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bbox.setBox(offset.x, offset.y, checkpoint.z);
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