- replaced access to AActor's coordinate members with access functions
(first 200 compile errors down...)
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18 changed files with 112 additions and 107 deletions
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@ -619,8 +619,8 @@ void P_DrawRailTrail(AActor *source, const TVector3<double> &start, const TVecto
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double r;
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double dirz;
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if (abs(mo->x - FLOAT2FIXED(start.X)) < 20 * FRACUNIT
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&& (mo->y - FLOAT2FIXED(start.Y)) < 20 * FRACUNIT)
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if (abs(mo->X() - FLOAT2FIXED(start.X)) < 20 * FRACUNIT
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&& (mo->Y() - FLOAT2FIXED(start.Y)) < 20 * FRACUNIT)
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{ // This player (probably) fired the railgun
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S_Sound (mo, CHAN_WEAPON, sound, 1, ATTN_NORM);
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}
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@ -630,7 +630,7 @@ void P_DrawRailTrail(AActor *source, const TVector3<double> &start, const TVecto
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// Only consider sound in 2D (for now, anyway)
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// [BB] You have to divide by lengthsquared here, not multiply with it.
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r = ((start.Y - FIXED2DBL(mo->y)) * (-dir.Y) - (start.X - FIXED2DBL(mo->x)) * (dir.X)) / lengthsquared;
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r = ((start.Y - FIXED2DBL(mo->Y())) * (-dir.Y) - (start.X - FIXED2DBL(mo->X())) * (dir.X)) / lengthsquared;
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r = clamp<double>(r, 0., 1.);
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dirz = dir.Z;
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