- replaced access to AActor's coordinate members with access functions
(first 200 compile errors down...)
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bf5ee5e542
commit
3e446ea04d
18 changed files with 112 additions and 107 deletions
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@ -3441,12 +3441,12 @@ int DLevelScript::DoSpawnSpot (int type, int spot, int tid, int angle, bool forc
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while ( (aspot = iterator.Next ()) )
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{
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spawned += DoSpawn (type, aspot->x, aspot->y, aspot->z, tid, angle, force);
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spawned += DoSpawn (type, aspot->X(), aspot->Y(), aspot->Z(), tid, angle, force);
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}
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}
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else if (activator != NULL)
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{
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spawned += DoSpawn (type, activator->x, activator->y, activator->z, tid, angle, force);
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spawned += DoSpawn (type, activator->X(), activator->Y(), activator->Z(), tid, angle, force);
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}
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return spawned;
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}
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@ -3462,12 +3462,12 @@ int DLevelScript::DoSpawnSpotFacing (int type, int spot, int tid, bool force)
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while ( (aspot = iterator.Next ()) )
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{
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spawned += DoSpawn (type, aspot->x, aspot->y, aspot->z, tid, aspot->angle >> 24, force);
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spawned += DoSpawn (type, aspot->X(), aspot->Y(), aspot->Z(), tid, aspot->angle >> 24, force);
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}
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}
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else if (activator != NULL)
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{
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spawned += DoSpawn (type, activator->x, activator->y, activator->z, tid, activator->angle >> 24, force);
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spawned += DoSpawn (type, activator->X(), activator->Y(), activator->Z(), tid, activator->angle >> 24, force);
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}
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return spawned;
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}
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@ -4145,7 +4145,7 @@ bool DLevelScript::DoCheckActorTexture(int tid, AActor *activator, int string, b
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F3DFloor *ff = sec->e->XFloor.ffloors[i];
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if ((ff->flags & (FF_EXISTS | FF_SOLID)) == (FF_EXISTS | FF_SOLID) &&
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actor->z >= ff->top.plane->ZatPoint(actor->x, actor->y))
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actor->Z() >= ff->top.plane->ZatPoint(actor))
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{ // This floor is beneath our feet.
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secpic = *ff->top.texture;
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break;
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@ -4158,14 +4158,14 @@ bool DLevelScript::DoCheckActorTexture(int tid, AActor *activator, int string, b
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}
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else
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{
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fixed_t z = actor->z + actor->height;
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fixed_t z = actor->Z() + actor->height;
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// Looking through planes from bottom to top
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for (i = numff-1; i >= 0; --i)
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{
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F3DFloor *ff = sec->e->XFloor.ffloors[i];
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if ((ff->flags & (FF_EXISTS | FF_SOLID)) == (FF_EXISTS | FF_SOLID) &&
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z <= ff->bottom.plane->ZatPoint(actor->x, actor->y))
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z <= ff->bottom.plane->ZatPoint(actor))
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{ // This floor is above our eyes.
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secpic = *ff->bottom.texture;
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break;
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@ -4728,8 +4728,8 @@ static bool DoSpawnDecal(AActor *actor, const FDecalTemplate *tpl, int flags, an
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{
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angle += actor->angle;
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}
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return NULL != ShootDecal(tpl, actor, actor->Sector, actor->x, actor->y,
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actor->z + (actor->height>>1) - actor->floorclip + actor->GetBobOffset() + zofs,
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return NULL != ShootDecal(tpl, actor, actor->Sector, actor->X(), actor->Y(),
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actor->Z() + (actor->height>>1) - actor->floorclip + actor->GetBobOffset() + zofs,
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angle, distance, !!(flags & SDF_PERMANENT));
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}
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@ -8598,7 +8598,7 @@ scriptwait:
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}
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else if (pcd == PCD_GETACTORZ)
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{
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STACK(1) = actor->z + actor->GetBobOffset();
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STACK(1) = actor->Z() + actor->GetBobOffset();
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}
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else
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{
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