- replaced access to AActor's coordinate members with access functions
(first 200 compile errors down...)
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18 changed files with 112 additions and 107 deletions
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@ -998,8 +998,8 @@ void AM_restoreScaleAndLoc ()
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}
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else
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{
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m_x = (players[consoleplayer].camera->x >> FRACTOMAPBITS) - m_w/2;
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m_y = (players[consoleplayer].camera->y >> FRACTOMAPBITS)- m_h/2;
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m_x = (players[consoleplayer].camera->X() >> FRACTOMAPBITS) - m_w/2;
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m_y = (players[consoleplayer].camera->Y() >> FRACTOMAPBITS)- m_h/2;
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}
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m_x2 = m_x + m_w;
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m_y2 = m_y + m_h;
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@ -1249,8 +1249,8 @@ void AM_initVariables ()
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if (playeringame[pnum])
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break;
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assert(pnum >= 0 && pnum < MAXPLAYERS);
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m_x = (players[pnum].camera->x >> FRACTOMAPBITS) - m_w/2;
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m_y = (players[pnum].camera->y >> FRACTOMAPBITS) - m_h/2;
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m_x = (players[pnum].camera->X() >> FRACTOMAPBITS) - m_w/2;
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m_y = (players[pnum].camera->Y() >> FRACTOMAPBITS) - m_h/2;
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AM_changeWindowLoc();
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// for saving & restoring
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@ -1571,25 +1571,25 @@ void AM_doFollowPlayer ()
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fixed_t sx, sy;
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if (players[consoleplayer].camera != NULL &&
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(f_oldloc.x != players[consoleplayer].camera->x ||
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f_oldloc.y != players[consoleplayer].camera->y))
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(f_oldloc.x != players[consoleplayer].camera->X() ||
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f_oldloc.y != players[consoleplayer].camera->Y()))
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{
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m_x = (players[consoleplayer].camera->x >> FRACTOMAPBITS) - m_w/2;
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m_y = (players[consoleplayer].camera->y >> FRACTOMAPBITS) - m_h/2;
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m_x = (players[consoleplayer].camera->X() >> FRACTOMAPBITS) - m_w/2;
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m_y = (players[consoleplayer].camera->Y() >> FRACTOMAPBITS) - m_h/2;
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m_x2 = m_x + m_w;
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m_y2 = m_y + m_h;
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// do the parallax parchment scrolling.
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sx = (players[consoleplayer].camera->x - f_oldloc.x) >> FRACTOMAPBITS;
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sy = (f_oldloc.y - players[consoleplayer].camera->y) >> FRACTOMAPBITS;
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sx = (players[consoleplayer].camera->X() - f_oldloc.x) >> FRACTOMAPBITS;
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sy = (f_oldloc.y - players[consoleplayer].camera->Y()) >> FRACTOMAPBITS;
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if (am_rotate == 1 || (am_rotate == 2 && viewactive))
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{
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AM_rotate (&sx, &sy, players[consoleplayer].camera->angle - ANG90);
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}
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AM_ScrollParchment (sx, sy);
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f_oldloc.x = players[consoleplayer].camera->x;
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f_oldloc.y = players[consoleplayer].camera->y;
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f_oldloc.x = players[consoleplayer].camera->X();
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f_oldloc.y = players[consoleplayer].camera->Y();
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}
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}
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@ -2612,8 +2612,8 @@ void AM_drawPlayers ()
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mline_t *arrow;
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int numarrowlines;
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pt.x = players[consoleplayer].camera->x >> FRACTOMAPBITS;
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pt.y = players[consoleplayer].camera->y >> FRACTOMAPBITS;
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pt.x = players[consoleplayer].camera->X() >> FRACTOMAPBITS;
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pt.y = players[consoleplayer].camera->Y() >> FRACTOMAPBITS;
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if (am_rotate == 1 || (am_rotate == 2 && viewactive))
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{
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angle = ANG90;
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@ -2675,8 +2675,8 @@ void AM_drawPlayers ()
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if (p->mo != NULL)
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{
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pt.x = p->mo->x >> FRACTOMAPBITS;
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pt.y = p->mo->y >> FRACTOMAPBITS;
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pt.x = p->mo->X() >> FRACTOMAPBITS;
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pt.y = p->mo->Y() >> FRACTOMAPBITS;
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angle = p->mo->angle;
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if (am_rotate == 1 || (am_rotate == 2 && viewactive))
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@ -2707,8 +2707,8 @@ void AM_drawKeys ()
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while ((key = it.Next()) != NULL)
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{
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p.x = key->x >> FRACTOMAPBITS;
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p.y = key->y >> FRACTOMAPBITS;
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p.x = key->X() >> FRACTOMAPBITS;
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p.y = key->Y() >> FRACTOMAPBITS;
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angle = key->angle;
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if (am_rotate == 1 || (am_rotate == 2 && viewactive))
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@ -2752,8 +2752,8 @@ void AM_drawThings ()
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{
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if (am_cheat > 0 || !(t->flags6 & MF6_NOTONAUTOMAP))
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{
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p.x = t->x >> FRACTOMAPBITS;
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p.y = t->y >> FRACTOMAPBITS;
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p.x = t->X() >> FRACTOMAPBITS;
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p.y = t->Y() >> FRACTOMAPBITS;
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if (am_showthingsprites > 0 && t->sprite > 0)
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{
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@ -2979,7 +2979,7 @@ void AM_drawAuthorMarkers ()
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marked->subsector->flags & SSECF_DRAWN :
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marked->Sector->MoreFlags & SECF_DRAWN)))
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{
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DrawMarker (tex, marked->x >> FRACTOMAPBITS, marked->y >> FRACTOMAPBITS, 0,
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DrawMarker (tex, marked->X() >> FRACTOMAPBITS, marked->Y() >> FRACTOMAPBITS, 0,
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flip, mark->scaleX, mark->scaleY, mark->Translation,
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mark->alpha, mark->fillcolor, mark->RenderStyle);
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}
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