- floatified the return data from Trace().
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70d87f94f2
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17 changed files with 105 additions and 108 deletions
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@ -545,7 +545,7 @@ void P_RunEffect (AActor *actor, int effects)
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}
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}
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void P_DrawSplash (int count, fixed_t x, fixed_t y, fixed_t z, angle_t angle, int kind)
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void P_DrawSplash (int count, const DVector3 &pos, DAngle angle, int kind)
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{
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int color1, color2;
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@ -562,7 +562,6 @@ void P_DrawSplash (int count, fixed_t x, fixed_t y, fixed_t z, angle_t angle, in
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for (; count; count--)
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{
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particle_t *p = JitterParticle (10);
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angle_t an;
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if (!p)
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break;
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@ -573,10 +572,10 @@ void P_DrawSplash (int count, fixed_t x, fixed_t y, fixed_t z, angle_t angle, in
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p->accz -= FRACUNIT/8;
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p->accx += (M_Random () - 128) * 8;
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p->accy += (M_Random () - 128) * 8;
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p->z = z - M_Random () * 1024;
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an = (angle + (M_Random() << 21)) >> ANGLETOFINESHIFT;
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p->x = x + (M_Random () & 15)*finecosine[an];
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p->y = y + (M_Random () & 15)*finesine[an];
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p->z = FLOAT2FIXED(pos.Z) - M_Random () * 1024;
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angle += M_Random() * (45./256);
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p->x = FLOAT2FIXED(pos.X + (M_Random() & 15)*angle.Cos());
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p->y = FLOAT2FIXED(pos.Y + (M_Random() & 15)*angle.Sin());
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}
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}
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