- 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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@ -1075,8 +1075,8 @@ bool PIT_CheckThing(AActor *thing, FCheckPosition &tm)
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abs(thing->y - tm.thing->y) < (thing->radius+tm.thing->radius))
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{
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fixed_t newdist = P_AproxDistance(thing->x - tm.x, thing->y - tm.y);
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fixed_t olddist = P_AproxDistance(thing->x - tm.thing->x, thing->y - tm.thing->y);
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fixed_t newdist = thing->AproxDistance(tm.x, tm.y, tm.thing);
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fixed_t olddist = thing->AproxDistance(tm.thing);
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if (newdist > olddist)
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{
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@ -1754,7 +1754,7 @@ void P_FakeZMovement(AActor *mo)
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{ // float down towards target if too close
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if (!(mo->flags & MF_SKULLFLY) && !(mo->flags & MF_INFLOAT))
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{
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fixed_t dist = P_AproxDistance(mo->x - mo->target->x, mo->y - mo->target->y);
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fixed_t dist = mo->AproxDistance(mo->target);
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fixed_t delta = (mo->target->z + (mo->height >> 1)) - mo->z;
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if (delta < 0 && dist < -(delta * 3))
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mo->z -= mo->FloatSpeed;
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