- 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

@ -1176,7 +1176,7 @@ void G_Ticker ()
}
if (players[i].mo)
{
DWORD sum = rngsum + players[i].mo->x + players[i].mo->y + players[i].mo->z
DWORD sum = rngsum + players[i].mo->X() + players[i].mo->Y() + players[i].mo->Z()
+ players[i].mo->angle + players[i].mo->pitch;
sum ^= players[i].health;
consistancy[i][buf] = sum;
@ -1435,12 +1435,12 @@ bool G_CheckSpot (int playernum, FPlayerStart *mthing)
if (!players[playernum].mo)
{ // first spawn of level, before corpses
for (i = 0; i < playernum; i++)
if (players[i].mo && players[i].mo->x == x && players[i].mo->y == y)
if (players[i].mo && players[i].mo->X() == x && players[i].mo->Y() == y)
return false;
return true;
}
oldz = players[playernum].mo->z; // [RH] Need to save corpse's z-height
oldz = players[playernum].mo->Z(); // [RH] Need to save corpse's z-height
players[playernum].mo->z = z; // [RH] Checks are now full 3-D
// killough 4/2/98: fix bug where P_CheckPosition() uses a non-solid