- replaced all direct access to sector plane coefficients with wrapper functions.

This commit is contained in:
Christoph Oelckers 2016-03-29 12:40:41 +02:00
commit 25f5e8449a
30 changed files with 247 additions and 246 deletions

View file

@ -808,7 +808,7 @@ bool PIT_CheckLine(FMultiBlockLinesIterator &mit, FMultiBlockLinesIterator::Chec
if (!(tm.thing->flags & MF_DROPOFF) &&
!(tm.thing->flags & (MF_NOGRAVITY | MF_NOCLIP)))
{
if ((open.frontfloorplane.c < STEEPSLOPE) != (open.backfloorplane.c < STEEPSLOPE))
if ((open.frontfloorplane.fixC() < STEEPSLOPE) != (open.backfloorplane.fixC() < STEEPSLOPE))
{
// on the boundary of a steep slope
return false;
@ -2901,7 +2901,7 @@ const secplane_t * P_CheckSlopeWalk(AActor *actor, DVector2 &move)
if (thisplanez > planezhere && thisplanez <= actor->Z() + actor->MaxStepHeight)
{
copyplane = *rover->top.plane;
if (copyplane.c < 0) copyplane.FlipVert();
if (copyplane.fC() < 0) copyplane.FlipVert();
plane = &copyplane;
planezhere = thisplanez;
}
@ -2918,7 +2918,7 @@ const secplane_t * P_CheckSlopeWalk(AActor *actor, DVector2 &move)
if (thisplanez > planezhere && thisplanez <= actor->Z() + actor->MaxStepHeight)
{
copyplane = *rover->top.plane;
if (copyplane.c < 0) copyplane.FlipVert();
if (copyplane.fC() < 0) copyplane.FlipVert();
plane = &copyplane;
planezhere = thisplanez;
}
@ -2947,7 +2947,7 @@ const secplane_t * P_CheckSlopeWalk(AActor *actor, DVector2 &move)
if (t < 0)
{ // Desired location is behind (below) the plane
// (i.e. Walking up the plane)
if (plane->c < STEEPSLOPE)
if (plane->fixC() < STEEPSLOPE)
{ // Can't climb up slopes of ~45 degrees or more
if (actor->flags & MF_NOCLIP)
{
@ -2958,12 +2958,12 @@ const secplane_t * P_CheckSlopeWalk(AActor *actor, DVector2 &move)
const msecnode_t *node;
bool dopush = true;
if (plane->c > STEEPSLOPE * 2 / 3)
if (plane->fixC() > STEEPSLOPE * 2 / 3)
{
for (node = actor->touching_sectorlist; node; node = node->m_tnext)
{
sector_t *sec = node->m_sector;
if (sec->floorplane.c >= STEEPSLOPE)
if (sec->floorplane.fixC() >= STEEPSLOPE)
{
DVector3 pos = actor->PosRelative(sec) +move;