Convert FakeSide to enum class
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5f8075f726
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8 changed files with 30 additions and 27 deletions
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@ -602,7 +602,7 @@ void R_DrawVisVoxel(vissprite_t *spr, int minslabz, int maxslabz, short *cliptop
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// R_ProjectSprite
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// Generates a vissprite for a thing if it might be visible.
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//
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void R_ProjectSprite (AActor *thing, int fakeside, F3DFloor *fakefloor, F3DFloor *fakeceiling, sector_t *current_sector)
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void R_ProjectSprite (AActor *thing, WaterFakeSide fakeside, F3DFloor *fakefloor, F3DFloor *fakeceiling, sector_t *current_sector)
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{
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double tr_x;
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double tr_y;
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@ -817,12 +817,12 @@ void R_ProjectSprite (AActor *thing, int fakeside, F3DFloor *fakefloor, F3DFloor
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if (heightsec != NULL) // only clip things which are in special sectors
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{
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if (fakeside == FAKED_AboveCeiling)
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if (fakeside == WaterFakeSide::AboveCeiling)
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{
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if (gzt < heightsec->ceilingplane.ZatPoint(pos))
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return;
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}
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else if (fakeside == FAKED_BelowFloor)
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else if (fakeside == WaterFakeSide::BelowFloor)
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{
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if (gzb >= heightsec->floorplane.ZatPoint(pos))
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return;
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@ -1035,7 +1035,7 @@ void R_ProjectSprite (AActor *thing, int fakeside, F3DFloor *fakefloor, F3DFloor
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//
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// killough 9/18/98: add lightlevel as parameter, fixing underwater lighting
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// [RH] Save which side of heightsec sprite is on here.
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void R_AddSprites (sector_t *sec, int lightlevel, int fakeside)
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void R_AddSprites (sector_t *sec, int lightlevel, WaterFakeSide fakeside)
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{
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F3DFloor *fakeceiling = NULL;
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F3DFloor *fakefloor = NULL;
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@ -1447,12 +1447,12 @@ void R_DrawSprite (vissprite_t *spr)
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if (spr->heightsec && !(spr->heightsec->MoreFlags & SECF_IGNOREHEIGHTSEC))
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{ // only things in specially marked sectors
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if (spr->FakeFlatStat != FAKED_AboveCeiling)
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if (spr->FakeFlatStat != WaterFakeSide::AboveCeiling)
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{
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double hz = spr->heightsec->floorplane.ZatPoint(spr->gpos);
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int h = xs_RoundToInt(CenterY - (hz - ViewPos.Z) * scale);
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if (spr->FakeFlatStat == FAKED_BelowFloor)
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if (spr->FakeFlatStat == WaterFakeSide::BelowFloor)
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{ // seen below floor: clip top
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if (!spr->bIsVoxel && h > topclip)
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{
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@ -1469,12 +1469,12 @@ void R_DrawSprite (vissprite_t *spr)
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hzb = MAX(hzb, hz);
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}
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}
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if (spr->FakeFlatStat != FAKED_BelowFloor && !(spr->heightsec->MoreFlags & SECF_FAKEFLOORONLY))
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if (spr->FakeFlatStat != WaterFakeSide::BelowFloor && !(spr->heightsec->MoreFlags & SECF_FAKEFLOORONLY))
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{
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double hz = spr->heightsec->ceilingplane.ZatPoint(spr->gpos);
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int h = xs_RoundToInt(CenterY - (hz - ViewPos.Z) * scale);
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if (spr->FakeFlatStat == FAKED_AboveCeiling)
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if (spr->FakeFlatStat == WaterFakeSide::AboveCeiling)
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{ // seen above ceiling: clip bottom
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if (!spr->bIsVoxel && h < botclip)
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{
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