- 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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@ -84,7 +84,7 @@ FName MeansOfDeath;
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//
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void P_TouchSpecialThing (AActor *special, AActor *toucher)
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{
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fixed_t delta = special->z - toucher->z;
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fixed_t delta = special->Z() - toucher->Z();
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// The pickup is at or above the toucher's feet OR
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// The pickup is below the toucher.
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@ -1158,7 +1158,7 @@ int P_DamageMobj (AActor *target, AActor *inflictor, AActor *source, int damage,
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// If the origin and target are in exactly the same spot, choose a random direction.
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// (Most likely cause is from telefragging somebody during spawning because they
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// haven't moved from their spawn spot at all.)
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if (origin->x == target->x && origin->y == target->y)
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if (origin->X() == target->X() && origin->Y() == target->Y())
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{
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ang = pr_kickbackdir.GenRand32();
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}
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@ -1184,7 +1184,7 @@ int P_DamageMobj (AActor *target, AActor *inflictor, AActor *source, int damage,
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// make fall forwards sometimes
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if ((damage < 40) && (damage > target->health)
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&& (target->z - origin->z > 64*FRACUNIT)
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&& (target->Z() - origin->Z() > 64*FRACUNIT)
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&& (pr_damagemobj()&1)
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// [RH] But only if not too fast and not flying
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&& thrust < 10*FRACUNIT
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