- 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.
This commit is contained in:
Christoph Oelckers 2016-01-10 17:52:41 +01:00
commit 1e2ce9a622
25 changed files with 1293 additions and 1286 deletions

View file

@ -129,7 +129,7 @@ void DEarthquake::Tick ()
AActor *victim = players[i].mo;
fixed_t dist;
dist = P_AproxDistance (victim->x - m_Spot->x, victim->y - m_Spot->y);
dist = m_Spot->AproxDistance (victim, true);
// Check if in damage radius
if (dist < m_DamageRadius && victim->z <= victim->floorz)
{
@ -242,8 +242,7 @@ int DEarthquake::StaticGetQuakeIntensities(AActor *victim, FQuakeJiggers &jigger
{
if (quake->m_Spot != NULL)
{
fixed_t dist = P_AproxDistance (victim->x - quake->m_Spot->x,
victim->y - quake->m_Spot->y);
fixed_t dist = quake->m_Spot->AproxDistance (victim, true);
if (dist < quake->m_TremorRadius)
{
++count;