- floatification of g_shared.

- rewrote FraggleScript's movecamera function because it was utterly incomprehensible.
This commit is contained in:
Christoph Oelckers 2016-03-24 01:46:11 +01:00
commit 4a79602325
30 changed files with 281 additions and 416 deletions

View file

@ -141,7 +141,7 @@ bool AAmmo::HandlePickup (AInventory *item)
if (!(item->ItemFlags & IF_IGNORESKILL))
{ // extra ammo in baby mode and nightmare mode
receiving = FixedMul(receiving, G_SkillProperty(SKILLP_AmmoFactor));
receiving = int(receiving * G_SkillProperty(SKILLP_AmmoFactor));
}
int oldamount = Amount;
@ -193,7 +193,7 @@ AInventory *AAmmo::CreateCopy (AActor *other)
// extra ammo in baby mode and nightmare mode
if (!(ItemFlags&IF_IGNORESKILL))
{
amount = FixedMul(amount, G_SkillProperty(SKILLP_AmmoFactor));
amount = int(amount * G_SkillProperty(SKILLP_AmmoFactor));
}
if (GetClass()->ParentClass != RUNTIME_CLASS(AAmmo) && GetClass() != RUNTIME_CLASS(AAmmo))
@ -298,7 +298,7 @@ bool P_GiveBody (AActor *actor, int num, int max)
{
if (player->health < max)
{
num = FixedMul(num, G_SkillProperty(SKILLP_HealthFactor));
num = int(num * G_SkillProperty(SKILLP_HealthFactor));
if (num < 1) num = 1;
player->health += num;
if (player->health > max)
@ -1853,7 +1853,7 @@ AInventory *ABackpackItem::CreateCopy (AActor *other)
// extra ammo in baby mode and nightmare mode
if (!(ItemFlags&IF_IGNORESKILL))
{
amount = FixedMul(amount, G_SkillProperty(SKILLP_AmmoFactor));
amount = int(amount * G_SkillProperty(SKILLP_AmmoFactor));
}
if (amount < 0) amount = 0;
if (ammo == NULL)
@ -1916,7 +1916,7 @@ bool ABackpackItem::HandlePickup (AInventory *item)
// extra ammo in baby mode and nightmare mode
if (!(item->ItemFlags&IF_IGNORESKILL))
{
amount = FixedMul(amount, G_SkillProperty(SKILLP_AmmoFactor));
amount = int(amount * G_SkillProperty(SKILLP_AmmoFactor));
}
probe->Amount += amount;
if (probe->Amount > probe->MaxAmount && !sv_unlimited_pickup)