- 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

@ -619,8 +619,8 @@ void P_DrawRailTrail(AActor *source, const TVector3<double> &start, const TVecto
double r;
double dirz;
if (abs(mo->x - FLOAT2FIXED(start.X)) < 20 * FRACUNIT
&& (mo->y - FLOAT2FIXED(start.Y)) < 20 * FRACUNIT)
if (abs(mo->X() - FLOAT2FIXED(start.X)) < 20 * FRACUNIT
&& (mo->Y() - FLOAT2FIXED(start.Y)) < 20 * FRACUNIT)
{ // This player (probably) fired the railgun
S_Sound (mo, CHAN_WEAPON, sound, 1, ATTN_NORM);
}
@ -630,7 +630,7 @@ void P_DrawRailTrail(AActor *source, const TVector3<double> &start, const TVecto
// Only consider sound in 2D (for now, anyway)
// [BB] You have to divide by lengthsquared here, not multiply with it.
r = ((start.Y - FIXED2DBL(mo->y)) * (-dir.Y) - (start.X - FIXED2DBL(mo->x)) * (dir.X)) / lengthsquared;
r = ((start.Y - FIXED2DBL(mo->Y())) * (-dir.Y) - (start.X - FIXED2DBL(mo->X())) * (dir.X)) / lengthsquared;
r = clamp<double>(r, 0., 1.);
dirz = dir.Z;