- 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

@ -331,13 +331,13 @@ void P_PlayerOnSpecial3DFloor(player_t* player)
if(rover->flags & FF_SOLID)
{
// Player must be on top of the floor to be affected...
if(player->mo->z != rover->top.plane->ZatPoint(player->mo->x, player->mo->y)) continue;
if(player->mo->Z() != rover->top.plane->ZatPoint(player->mo)) continue;
}
else
{
//Water and DEATH FOG!!! heh
if (player->mo->z > rover->top.plane->ZatPoint(player->mo->x, player->mo->y) ||
(player->mo->z + player->mo->height) < rover->bottom.plane->ZatPoint(player->mo->x, player->mo->y))
if (player->mo->Z() > rover->top.plane->ZatPoint(player->mo) ||
(player->mo->Z() + player->mo->height) < rover->bottom.plane->ZatPoint(player->mo))
continue;
}
@ -372,7 +372,7 @@ bool P_CheckFor3DFloorHit(AActor * mo)
if(rover->flags & FF_SOLID && rover->model->SecActTarget)
{
if(mo->floorz == rover->top.plane->ZatPoint(mo->x, mo->y))
if(mo->floorz == rover->top.plane->ZatPoint(mo))
{
rover->model->SecActTarget->TriggerAction (mo, SECSPAC_HitFloor);
return true;
@ -402,7 +402,7 @@ bool P_CheckFor3DCeilingHit(AActor * mo)
if(rover->flags & FF_SOLID && rover->model->SecActTarget)
{
if(mo->ceilingz == rover->bottom.plane->ZatPoint(mo->x, mo->y))
if(mo->ceilingz == rover->bottom.plane->ZatPoint(mo))
{
rover->model->SecActTarget->TriggerAction (mo, SECSPAC_HitCeiling);
return true;
@ -748,7 +748,7 @@ void P_LineOpening_XFloors (FLineOpening &open, AActor * thing, const line_t *li
{
fixed_t thingbot, thingtop;
thingbot = thing->z;
thingbot = thing->Z();
thingtop = thingbot + (thing->height==0? 1:thing->height);
extsector_t::xfloor *xf[2] = {&linedef->frontsector->e->XFloor, &linedef->backsector->e->XFloor};
@ -789,7 +789,7 @@ void P_LineOpening_XFloors (FLineOpening &open, AActor * thing, const line_t *li
lowestceilingpic = *rover->bottom.texture;
}
if(ff_top > highestfloor && delta1 < delta2 && (!restrict || thing->z >= ff_top))
if(ff_top > highestfloor && delta1 < delta2 && (!restrict || thing->Z() >= ff_top))
{
highestfloor = ff_top;
highestfloorpic = *rover->top.texture;