- floatified P_TryMove and the sliding and bouncing code.

This commit is contained in:
Christoph Oelckers 2016-03-27 13:29:58 +02:00
commit 26ff2f73d7
10 changed files with 259 additions and 281 deletions

View file

@ -280,25 +280,16 @@ bool P_CheckPosition(AActor *thing, const DVector2 &pos, bool actorsonly = false
inline bool P_CheckPosition(AActor *thing, const DVector2 &pos, FCheckPosition &tm, bool actorsonly = false);
AActor *P_CheckOnmobj (AActor *thing);
void P_FakeZMovement (AActor *mo);
bool P_TryMove (AActor* thing, fixed_t x, fixed_t y, int dropoff, const secplane_t * onfloor, FCheckPosition &tm, bool missileCheck = false);
bool P_TryMove (AActor* thing, fixed_t x, fixed_t y, int dropoff, const secplane_t * onfloor = NULL);
bool P_TryMove(AActor* thing, const DVector2 &pos, int dropoff, const secplane_t * onfloor, FCheckPosition &tm, bool missileCheck = false);
bool P_TryMove(AActor* thing, const DVector2 &pos, int dropoff, const secplane_t * onfloor = NULL);
/*
inline bool P_TryMove(AActor* thing, double x, double y, int dropoff, const secplane_t * onfloor = NULL)
{
return P_TryMove(thing, FLOAT2FIXED(x), FLOAT2FIXED(y), dropoff, onfloor);
}
inline bool P_TryMove(AActor* thing, const DVector2 &pos, int dropoff, const secplane_t * onfloor = NULL)
{
return P_TryMove(thing, FLOAT2FIXED(pos.X), FLOAT2FIXED(pos.Y), dropoff, onfloor);
}
inline bool P_TryMove(AActor* thing, const DVector2 &pos, int dropoff, const secplane_t * onfloor, FCheckPosition &tm, bool missileCheck = false)
{
return P_TryMove(thing, FLOAT2FIXED(pos.X), FLOAT2FIXED(pos.Y), dropoff, onfloor, tm, missileCheck);
}
bool P_CheckMove(AActor *thing, fixed_t x, fixed_t y);
inline bool P_CheckMove(AActor *thing, double x, double y)
{
return P_CheckMove(thing, FLOAT2FIXED(x), FLOAT2FIXED(y));
}
*/
bool P_CheckMove(AActor *thing, const DVector2 &pos);
void P_ApplyTorque(AActor *mo);
bool P_TeleportMove(AActor* thing, const DVector3 &pos, bool telefrag, bool modifyactor = true); // [RH] Added z and telefrag parameters
@ -313,7 +304,7 @@ inline bool P_TeleportMove(AActor* thing, const fixedvec3 &pos, bool telefrag, b
}
void P_PlayerStartStomp (AActor *actor, bool mononly=false); // [RH] Stomp on things for a newly spawned player
void P_SlideMove (AActor* mo, fixed_t tryx, fixed_t tryy, int numsteps);
void P_SlideMove (AActor* mo, const DVector2 &pos, int numsteps);
bool P_BounceWall (AActor *mo);
bool P_BounceActor (AActor *mo, AActor *BlockingMobj, bool ontop);
bool P_CheckSight (AActor *t1, AActor *t2, int flags=0);
@ -455,6 +446,13 @@ bool Check_Sides(AActor *, int, int); // phares
// [RH]
const secplane_t * P_CheckSlopeWalk (AActor *actor, fixed_t &xmove, fixed_t &ymove);
inline const secplane_t * P_CheckSlopeWalk(AActor *actor, DVector2 &move)
{
fixedvec2 mov = { FLOAT2FIXED(move.X), FLOAT2FIXED(move.Y) };
const secplane_t *ret = P_CheckSlopeWalk(actor, mov.x, mov.y);
move = { FIXED2DBL(mov.x), FIXED2DBL(mov.y) };
return ret;
}
//
// P_SETUP