- 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

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