- p_sight.cpp, p_spec.cpp and p_switch.cpp refactored.
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4d8070927d
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13e25faea7
3 changed files with 39 additions and 38 deletions
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@ -430,7 +430,7 @@ void P_PlayerInSpecialSector (player_t *player, sector_t * sector)
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{
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// Falling, not all the way down yet?
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sector = player->mo->Sector;
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if (player->mo->z != sector->floorplane.ZatPoint(player->mo)
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if (player->mo->Z() != sector->floorplane.ZatPoint(player->mo)
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&& !player->mo->waterlevel)
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{
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return;
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@ -507,7 +507,7 @@ static void DoSectorDamage(AActor *actor, sector_t *sec, int amount, FName type,
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if (!(flags & DAMAGE_PLAYERS) && actor->player != NULL)
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return;
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if (!(flags & DAMAGE_IN_AIR) && actor->z != sec->floorplane.ZatPoint(actor) && !actor->waterlevel)
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if (!(flags & DAMAGE_IN_AIR) && actor->Z() != sec->floorplane.ZatPoint(actor) && !actor->waterlevel)
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return;
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if (protectClass != NULL)
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@ -553,12 +553,12 @@ void P_SectorDamage(int tag, int amount, FName type, const PClass *protectClass,
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z1 = z2;
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z2 = zz;
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}
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if (actor->z + actor->height > z1)
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if (actor->Z() + actor->height > z1)
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{
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// If DAMAGE_IN_AIR is used, anything not beneath the 3D floor will be
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// damaged (so, anything touching it or above it). Other 3D floors between
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// the actor and this one will not stop this effect.
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if ((flags & DAMAGE_IN_AIR) || actor->z <= z2)
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if ((flags & DAMAGE_IN_AIR) || actor->Z() <= z2)
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{
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// Here we pass the DAMAGE_IN_AIR flag to disable the floor check, since it
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// only works with the real sector's floor. We did the appropriate height checks
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@ -1058,7 +1058,7 @@ void P_SpawnSkybox(ASkyViewpoint *origin)
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if (Sector == NULL)
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{
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Printf("Sector not initialized for SkyCamCompat\n");
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origin->Sector = Sector = P_PointInSector(origin->x, origin->y);
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origin->Sector = Sector = P_PointInSector(origin->X(), origin->Y());
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}
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if (Sector)
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{
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@ -2152,8 +2152,8 @@ DPusher::DPusher (DPusher::EPusher type, line_t *l, int magnitude, int angle,
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if (source) // point source exist?
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{
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m_Radius = (m_Magnitude) << (FRACBITS+1); // where force goes to zero
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m_X = m_Source->x;
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m_Y = m_Source->y;
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m_X = m_Source->X();
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m_Y = m_Source->Y();
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}
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m_Affectee = affectee;
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}
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@ -2268,7 +2268,7 @@ void DPusher::Tick ()
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{
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if (hsec == NULL)
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{ // NOT special water sector
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if (thing->z > thing->floorz) // above ground
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if (thing->Z() > thing->floorz) // above ground
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{
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xspeed = m_Xmag; // full force
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yspeed = m_Ymag;
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@ -2282,7 +2282,7 @@ void DPusher::Tick ()
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else // special water sector
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{
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ht = hsec->floorplane.ZatPoint(thing);
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if (thing->z > ht) // above ground
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if (thing->Z() > ht) // above ground
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{
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xspeed = m_Xmag; // full force
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yspeed = m_Ymag;
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@ -2310,7 +2310,7 @@ void DPusher::Tick ()
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{ // special water sector
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floor = &hsec->floorplane;
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}
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if (thing->z > floor->ZatPoint(thing))
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if (thing->Z() > floor->ZatPoint(thing))
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{ // above ground
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xspeed = yspeed = 0; // no force
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}
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