- made player_t::crouchoffset and FPlayerStart's coordinates doubles and added a float version of divline_t so that I could complete the conversion of Hexen's game code.
- consolidated the actor based damage factor code which was repeated multiple times in various damage inflicting functions.
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24 changed files with 133 additions and 121 deletions
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@ -73,7 +73,7 @@ fixed_t P_AproxDistance (fixed_t dx, fixed_t dy)
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//
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//==========================================================================
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fixed_t P_InterceptVector (const divline_t *v2, const divline_t *v1)
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fixed_t P_InterceptVector (const fdivline_t *v2, const fdivline_t *v1)
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{
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#if 0 // [RH] Use 64 bit ints, so long divlines don't overflow
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@ -387,7 +387,7 @@ bool AActor::FixMapthingPos()
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continue;
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// Get the exact distance to the line
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divline_t dll, dlv;
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fdivline_t dll, dlv;
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fixed_t linelen = (fixed_t)g_sqrt((double)ldef->dx*ldef->dx + (double)ldef->dy*ldef->dy);
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P_MakeDivline(ldef, &dll);
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@ -1197,7 +1197,7 @@ void FPathTraverse::AddLineIntercepts(int bx, int by)
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int s1;
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int s2;
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fixed_t frac;
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divline_t dl;
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fdivline_t dl;
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// avoid precision problems with two routines
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if ( trace.dx > FRACUNIT*16
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@ -1247,7 +1247,7 @@ void FPathTraverse::AddThingIntercepts (int bx, int by, FBlockThingsIterator &it
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while ((thing = it.Next(compatible)))
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{
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int numfronts = 0;
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divline_t line;
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fdivline_t line;
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int i;
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@ -1358,7 +1358,7 @@ void FPathTraverse::AddThingIntercepts (int bx, int by, FBlockThingsIterator &it
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// Old code for compatibility purposes
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fixed_t x1, y1, x2, y2;
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int s1, s2;
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divline_t dl;
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fdivline_t dl;
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fixed_t frac;
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bool tracepositive = (trace.dx ^ trace.dy)>0;
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@ -1940,7 +1940,7 @@ int P_VanillaPointOnLineSide(fixed_t x, fixed_t y, const line_t* line)
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//
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//===========================================================================
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int P_VanillaPointOnDivlineSide(fixed_t x, fixed_t y, const divline_t* line)
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int P_VanillaPointOnDivlineSide(fixed_t x, fixed_t y, const fdivline_t* line)
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{
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fixed_t dx;
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fixed_t dy;
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