- some refactoring of P_AproxDistance calls into newly defined AActor method AproxDistance.
The main reason here is to reduce the number of instances where AActor::x and AActor::y are being referenced.
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1f34372abc
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1e2ce9a622
25 changed files with 1293 additions and 1286 deletions
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@ -129,7 +129,7 @@ void DEarthquake::Tick ()
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AActor *victim = players[i].mo;
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fixed_t dist;
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dist = P_AproxDistance (victim->x - m_Spot->x, victim->y - m_Spot->y);
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dist = m_Spot->AproxDistance (victim, true);
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// Check if in damage radius
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if (dist < m_DamageRadius && victim->z <= victim->floorz)
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{
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@ -242,8 +242,7 @@ int DEarthquake::StaticGetQuakeIntensities(AActor *victim, FQuakeJiggers &jigger
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{
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if (quake->m_Spot != NULL)
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{
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fixed_t dist = P_AproxDistance (victim->x - quake->m_Spot->x,
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victim->y - quake->m_Spot->y);
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fixed_t dist = quake->m_Spot->AproxDistance (victim, true);
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if (dist < quake->m_TremorRadius)
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{
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++count;
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