- replaced access to AActor's coordinate members with access functions

(first 200 compile errors down...)
This commit is contained in:
Christoph Oelckers 2016-01-17 13:48:16 +01:00
commit 3e446ea04d
18 changed files with 112 additions and 107 deletions

View file

@ -998,8 +998,8 @@ void AM_restoreScaleAndLoc ()
}
else
{
m_x = (players[consoleplayer].camera->x >> FRACTOMAPBITS) - m_w/2;
m_y = (players[consoleplayer].camera->y >> FRACTOMAPBITS)- m_h/2;
m_x = (players[consoleplayer].camera->X() >> FRACTOMAPBITS) - m_w/2;
m_y = (players[consoleplayer].camera->Y() >> FRACTOMAPBITS)- m_h/2;
}
m_x2 = m_x + m_w;
m_y2 = m_y + m_h;
@ -1249,8 +1249,8 @@ void AM_initVariables ()
if (playeringame[pnum])
break;
assert(pnum >= 0 && pnum < MAXPLAYERS);
m_x = (players[pnum].camera->x >> FRACTOMAPBITS) - m_w/2;
m_y = (players[pnum].camera->y >> FRACTOMAPBITS) - m_h/2;
m_x = (players[pnum].camera->X() >> FRACTOMAPBITS) - m_w/2;
m_y = (players[pnum].camera->Y() >> FRACTOMAPBITS) - m_h/2;
AM_changeWindowLoc();
// for saving & restoring
@ -1571,25 +1571,25 @@ void AM_doFollowPlayer ()
fixed_t sx, sy;
if (players[consoleplayer].camera != NULL &&
(f_oldloc.x != players[consoleplayer].camera->x ||
f_oldloc.y != players[consoleplayer].camera->y))
(f_oldloc.x != players[consoleplayer].camera->X() ||
f_oldloc.y != players[consoleplayer].camera->Y()))
{
m_x = (players[consoleplayer].camera->x >> FRACTOMAPBITS) - m_w/2;
m_y = (players[consoleplayer].camera->y >> FRACTOMAPBITS) - m_h/2;
m_x = (players[consoleplayer].camera->X() >> FRACTOMAPBITS) - m_w/2;
m_y = (players[consoleplayer].camera->Y() >> FRACTOMAPBITS) - m_h/2;
m_x2 = m_x + m_w;
m_y2 = m_y + m_h;
// do the parallax parchment scrolling.
sx = (players[consoleplayer].camera->x - f_oldloc.x) >> FRACTOMAPBITS;
sy = (f_oldloc.y - players[consoleplayer].camera->y) >> FRACTOMAPBITS;
sx = (players[consoleplayer].camera->X() - f_oldloc.x) >> FRACTOMAPBITS;
sy = (f_oldloc.y - players[consoleplayer].camera->Y()) >> FRACTOMAPBITS;
if (am_rotate == 1 || (am_rotate == 2 && viewactive))
{
AM_rotate (&sx, &sy, players[consoleplayer].camera->angle - ANG90);
}
AM_ScrollParchment (sx, sy);
f_oldloc.x = players[consoleplayer].camera->x;
f_oldloc.y = players[consoleplayer].camera->y;
f_oldloc.x = players[consoleplayer].camera->X();
f_oldloc.y = players[consoleplayer].camera->Y();
}
}
@ -2612,8 +2612,8 @@ void AM_drawPlayers ()
mline_t *arrow;
int numarrowlines;
pt.x = players[consoleplayer].camera->x >> FRACTOMAPBITS;
pt.y = players[consoleplayer].camera->y >> FRACTOMAPBITS;
pt.x = players[consoleplayer].camera->X() >> FRACTOMAPBITS;
pt.y = players[consoleplayer].camera->Y() >> FRACTOMAPBITS;
if (am_rotate == 1 || (am_rotate == 2 && viewactive))
{
angle = ANG90;
@ -2675,8 +2675,8 @@ void AM_drawPlayers ()
if (p->mo != NULL)
{
pt.x = p->mo->x >> FRACTOMAPBITS;
pt.y = p->mo->y >> FRACTOMAPBITS;
pt.x = p->mo->X() >> FRACTOMAPBITS;
pt.y = p->mo->Y() >> FRACTOMAPBITS;
angle = p->mo->angle;
if (am_rotate == 1 || (am_rotate == 2 && viewactive))
@ -2707,8 +2707,8 @@ void AM_drawKeys ()
while ((key = it.Next()) != NULL)
{
p.x = key->x >> FRACTOMAPBITS;
p.y = key->y >> FRACTOMAPBITS;
p.x = key->X() >> FRACTOMAPBITS;
p.y = key->Y() >> FRACTOMAPBITS;
angle = key->angle;
if (am_rotate == 1 || (am_rotate == 2 && viewactive))
@ -2752,8 +2752,8 @@ void AM_drawThings ()
{
if (am_cheat > 0 || !(t->flags6 & MF6_NOTONAUTOMAP))
{
p.x = t->x >> FRACTOMAPBITS;
p.y = t->y >> FRACTOMAPBITS;
p.x = t->X() >> FRACTOMAPBITS;
p.y = t->Y() >> FRACTOMAPBITS;
if (am_showthingsprites > 0 && t->sprite > 0)
{
@ -2979,7 +2979,7 @@ void AM_drawAuthorMarkers ()
marked->subsector->flags & SSECF_DRAWN :
marked->Sector->MoreFlags & SECF_DRAWN)))
{
DrawMarker (tex, marked->x >> FRACTOMAPBITS, marked->y >> FRACTOMAPBITS, 0,
DrawMarker (tex, marked->X() >> FRACTOMAPBITS, marked->Y() >> FRACTOMAPBITS, 0,
flip, mark->scaleX, mark->scaleY, mark->Translation,
mark->alpha, mark->fillcolor, mark->RenderStyle);
}