- 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.
This commit is contained in:
Christoph Oelckers 2016-03-25 16:25:25 +01:00
commit 1125101b37
13 changed files with 108 additions and 92 deletions

View file

@ -870,7 +870,7 @@ bool FMultiBlockLinesIterator::Next(FMultiBlockLinesIterator::CheckResult *item)
void FMultiBlockLinesIterator::startIteratorForGroup(int group)
{
offset = Displacements.getOffset(basegroup, group);
offset = Displacements._f_getOffset(basegroup, group);
offset.x += checkpoint.x;
offset.y += checkpoint.y;
cursector = group == startsector->PortalGroup ? startsector : P_PointInSector(offset.x, offset.y);
@ -1104,7 +1104,7 @@ bool FMultiBlockThingsIterator::Next(FMultiBlockThingsIterator::CheckResult *ite
if (thing != NULL)
{
item->thing = thing;
item->position = checkpoint + Displacements.getOffset(basegroup, thing->Sector->PortalGroup);
item->position = checkpoint + Displacements._f_getOffset(basegroup, thing->Sector->PortalGroup);
item->portalflags = portalflags;
// same as above in floating point. This is here so that this stuff can be converted piece by piece.
@ -1146,7 +1146,7 @@ bool FMultiBlockThingsIterator::Next(FMultiBlockThingsIterator::CheckResult *ite
void FMultiBlockThingsIterator::startIteratorForGroup(int group)
{
fixedvec2 offset = Displacements.getOffset(basegroup, group);
fixedvec2 offset = Displacements._f_getOffset(basegroup, group);
offset.x += checkpoint.x;
offset.y += checkpoint.y;
bbox.setBox(offset.x, offset.y, checkpoint.z);