- 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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c830801da3
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24 changed files with 133 additions and 121 deletions
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@ -95,7 +95,7 @@ class SightCheck
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sector_t * lastsector; // last sector being entered by trace
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fixed_t topslope, bottomslope; // slopes to top and bottom of target
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int Flags;
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divline_t trace;
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fdivline_t trace;
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int portaldir;
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int portalgroup;
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bool portalfound;
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@ -372,7 +372,7 @@ bool SightCheck::PTR_SightTraverse (intercept_t *in)
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bool SightCheck::P_SightCheckLine (line_t *ld)
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{
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divline_t dl;
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fdivline_t dl;
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if (ld->validcount == validcount)
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{
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@ -508,7 +508,7 @@ bool SightCheck::P_SightTraverseIntercepts ()
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fixed_t dist;
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intercept_t *scan, *in;
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unsigned scanpos;
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divline_t dl;
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fdivline_t dl;
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count = intercepts.Size ();
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//
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