- 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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@ -243,9 +243,9 @@ bool AActor::CheckMeleeRange ()
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// [RH] Don't melee things too far above or below actor.
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if (!(flags5 & MF5_NOVERTICALMELEERANGE))
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{
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if (pl->z > z + height)
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if (pl->Z() > z + height)
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return false;
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if (pl->z + pl->height < z)
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if (pl->Z() + pl->height < z)
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return false;
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}
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@ -280,11 +280,11 @@ bool P_CheckMeleeRange2 (AActor *actor)
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{
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return false;
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}
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if (mo->z > actor->z+actor->height)
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if (mo->Z() > actor->Z()+actor->height)
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{ // Target is higher than the attacker
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return false;
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}
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else if (actor->z > mo->z+mo->height)
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else if (actor->Z() > mo->Z()+mo->height)
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{ // Attacker is higher
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return false;
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}
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@ -434,7 +434,7 @@ bool P_Move (AActor *actor)
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// it difficult to thrust them vertically in a reasonable manner.
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// [GZ] Let jumping actors jump.
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if (!((actor->flags & MF_NOGRAVITY) || (actor->flags6 & MF6_CANJUMP))
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&& actor->z > actor->floorz && !(actor->flags2 & MF2_ONMOBJ))
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&& actor->Z() > actor->floorz && !(actor->flags2 & MF2_ONMOBJ))
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{
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return false;
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}
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@ -538,11 +538,11 @@ bool P_Move (AActor *actor)
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// actually walking down a step.
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if (try_ok &&
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!((actor->flags & MF_NOGRAVITY) || (actor->flags6 & MF6_CANJUMP))
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&& actor->z > actor->floorz && !(actor->flags2 & MF2_ONMOBJ))
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&& actor->Z() > actor->floorz && !(actor->flags2 & MF2_ONMOBJ))
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{
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if (actor->z <= actor->floorz + actor->MaxStepHeight)
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if (actor->Y() <= actor->floorz + actor->MaxStepHeight)
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{
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fixed_t savedz = actor->z;
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fixed_t savedz = actor->Z();
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actor->z = actor->floorz;
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// Make sure that there isn't some other actor between us and
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// the floor we could get stuck in. The old code did not do this.
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@ -553,7 +553,7 @@ bool P_Move (AActor *actor)
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else
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{ // The monster just hit the floor, so trigger any actions.
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if (actor->floorsector->SecActTarget != NULL &&
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actor->floorz == actor->floorsector->floorplane.ZatPoint(actor->x, actor->y))
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actor->floorz == actor->floorsector->floorplane.ZatPoint(actor))
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{
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actor->floorsector->SecActTarget->TriggerAction(actor, SECSPAC_HitFloor);
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}
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@ -566,7 +566,7 @@ bool P_Move (AActor *actor)
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{
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if (((actor->flags6 & MF6_CANJUMP)||(actor->flags & MF_FLOAT)) && tm.floatok)
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{ // must adjust height
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fixed_t savedz = actor->z;
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fixed_t savedz = actor->Z();
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if (actor->z < tm.floorz)
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actor->z += actor->FloatSpeed;
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@ -847,11 +847,11 @@ void P_NewChaseDir(AActor * actor)
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// Try to move away from a dropoff
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if (actor->floorz - actor->dropoffz > actor->MaxDropOffHeight &&
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actor->z <= actor->floorz && !(actor->flags & MF_DROPOFF) &&
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actor->Z() <= actor->floorz && !(actor->flags & MF_DROPOFF) &&
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!(actor->flags2 & MF2_ONMOBJ) &&
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!(actor->flags & MF_FLOAT) && !(i_compatflags & COMPATF_DROPOFF))
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{
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FBoundingBox box(actor->x, actor->y, actor->radius);
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FBoundingBox box(actor->X(), actor->Y(), actor->radius);
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FBlockLinesIterator it(box);
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line_t *line;
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@ -866,14 +866,14 @@ void P_NewChaseDir(AActor * actor)
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box.Bottom() < line->bbox[BOXTOP] &&
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box.BoxOnLineSide(line) == -1)
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{
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fixed_t front = line->frontsector->floorplane.ZatPoint(actor->x,actor->y);
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fixed_t back = line->backsector->floorplane.ZatPoint(actor->x,actor->y);
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fixed_t front = line->frontsector->floorplane.ZatPoint(actor);
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fixed_t back = line->backsector->floorplane.ZatPoint(actor);
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angle_t angle;
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// The monster must contact one of the two floors,
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// and the other must be a tall dropoff.
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if (back == actor->z && front < actor->z - actor->MaxDropOffHeight)
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if (back == actor->Z() && front < actor->Z() - actor->MaxDropOffHeight)
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{
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angle = R_PointToAngle2(0,0,line->dx,line->dy); // front side dropoff
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}
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@ -2551,11 +2551,11 @@ static bool P_CheckForResurrection(AActor *self, bool usevilestates)
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if (testsec)
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{
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fixed_t zdist1, zdist2;
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if (P_Find3DFloor(testsec, corpsehit->x, corpsehit->y, corpsehit->z, false, true, zdist1)
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!= P_Find3DFloor(testsec, self->x, self->y, self->z, false, true, zdist2))
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if (P_Find3DFloor(testsec, corpsehit->X(), corpsehit->Y(), corpsehit->Z(), false, true, zdist1)
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!= P_Find3DFloor(testsec, self->X(), self->Y(), self->Z(), false, true, zdist2))
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{
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// Not on same floor
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if (vilesec == corpsec || abs(zdist1 - self->z) > self->height)
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if (vilesec == corpsec || abs(zdist1 - self->Z()) > self->height)
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continue;
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}
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}
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@ -2569,7 +2569,7 @@ static bool P_CheckForResurrection(AActor *self, bool usevilestates)
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corpsehit->flags |= MF_SOLID;
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corpsehit->height = corpsehit->GetDefault()->height;
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bool check = P_CheckPosition(corpsehit, corpsehit->x, corpsehit->y);
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bool check = P_CheckPosition(corpsehit, corpsehit->X(), corpsehit->Y());
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corpsehit->flags = oldflags;
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corpsehit->radius = oldradius;
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corpsehit->height = oldheight;
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@ -2792,19 +2792,19 @@ void A_Face (AActor *self, AActor *other, angle_t max_turn, angle_t max_pitch, a
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// If the target z is above the target's head, reposition to the middle of
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// its body.
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if (target_z >= other->z + other->height)
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if (target_z >= other->Z() + other->height)
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{
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target_z = other->z + (other->height / 2);
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target_z = other->Z() + (other->height / 2);
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}
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//Note there is no +32*FRACUNIT on purpose. This is for customization sake.
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//If one doesn't want this behavior, just don't use FAF_BOTTOM.
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if (flags & FAF_BOTTOM)
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target_z = other->z + other->GetBobOffset();
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target_z = other->Z() + other->GetBobOffset();
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if (flags & FAF_MIDDLE)
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target_z = other->z + (other->height / 2) + other->GetBobOffset();
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target_z = other->Z() + (other->height / 2) + other->GetBobOffset();
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if (flags & FAF_TOP)
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target_z = other->z + (other->height) + other->GetBobOffset();
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target_z = other->Z() + (other->height) + other->GetBobOffset();
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if (!(flags & FAF_NODISTFACTOR))
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target_z += pitch_offset;
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@ -3072,7 +3072,7 @@ AInventory *P_DropItem (AActor *source, const PClass *type, int dropamount, int
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AActor *mo;
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fixed_t spawnz;
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spawnz = source->z;
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spawnz = source->Z();
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if (!(i_compatflags & COMPATF_NOTOSSDROPS))
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{
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int style = sv_dropstyle;
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@ -3087,7 +3087,7 @@ AInventory *P_DropItem (AActor *source, const PClass *type, int dropamount, int
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spawnz += source->height / 2;
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}
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}
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mo = Spawn (type, source->x, source->y, spawnz, ALLOW_REPLACE);
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mo = Spawn (type, source->X(), source->Y(), spawnz, ALLOW_REPLACE);
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if (mo != NULL)
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{
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mo->flags |= MF_DROPPED;
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