- floatified the remaining fixed point variables accessible through DECORATE. PROP_FIXED_PARAM is no longer used anywhere.
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8 changed files with 30 additions and 35 deletions
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@ -4027,7 +4027,7 @@ DAngle P_AimLineAttack(AActor *t1, DAngle angle, double distance, FTranslatedLin
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fixed_t shootz = t1->_f_Z() + (t1->_f_height() >> 1) - t1->_f_floorclip();
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if (t1->player != NULL)
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{
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shootz += fixed_t(t1->player->mo->AttackZOffset * t1->player->crouchfactor);
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shootz += FLOAT2FIXED(t1->player->mo->AttackZOffset * t1->player->crouchfactor);
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}
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else
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{
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@ -4172,7 +4172,7 @@ AActor *P_LineAttack(AActor *t1, DAngle angle, double distance,
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shootz = t1->_f_Z() - t1->_f_floorclip() + (t1->_f_height() >> 1);
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if (t1->player != NULL)
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{
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shootz += fixed_t(t1->player->mo->AttackZOffset * t1->player->crouchfactor);
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shootz += FLOAT2FIXED(t1->player->mo->AttackZOffset * t1->player->crouchfactor);
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if (damageType == NAME_Melee || damageType == NAME_Hitscan)
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{
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// this is coming from a weapon attack function which needs to transfer information to the obituary code,
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@ -4433,7 +4433,7 @@ AActor *P_LinePickActor(AActor *t1, angle_t angle, fixed_t distance, int pitch,
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shootz = t1->_f_Z() - t1->_f_floorclip() + (t1->_f_height() >> 1);
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if (t1->player != NULL)
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{
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shootz += fixed_t(t1->player->mo->AttackZOffset * t1->player->crouchfactor);
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shootz += FLOAT2FIXED(t1->player->mo->AttackZOffset * t1->player->crouchfactor);
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}
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else
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{
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@ -4707,7 +4707,7 @@ void P_RailAttack(AActor *source, int damage, int offset_xy, fixed_t offset_z, i
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{
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if (source->player != NULL)
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{
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shootz += fixed_t(source->player->mo->AttackZOffset * source->player->crouchfactor);
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shootz += FLOAT2FIXED(source->player->mo->AttackZOffset * source->player->crouchfactor);
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}
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else
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{
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@ -5092,8 +5092,6 @@ bool P_NoWayTraverse(AActor *usething, fixed_t startx, fixed_t starty, fixed_t e
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//
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//==========================================================================
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CVAR(Int, userange, 0, 0);
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void P_UseLines(player_t *player)
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{
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bool foundline = false;
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@ -5101,7 +5099,7 @@ void P_UseLines(player_t *player)
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// If the player is transitioning a portal, use the group that is at its vertical center.
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fixedvec2 start = player->mo->GetPortalTransition(player->mo->_f_height() / 2);
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// [NS] Now queries the Player's UseRange.
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fixedvec2 end = start + Vec2Angle(userange > 0? fixed_t(userange<<FRACBITS) : player->mo->UseRange, player->mo->_f_angle());
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fixedvec2 end = start + Vec2Angle(FLOAT2FIXED(player->mo->UseRange), player->mo->_f_angle());
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// old code:
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//
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@ -5141,7 +5139,7 @@ bool P_UsePuzzleItem(AActor *PuzzleItemUser, int PuzzleItemType)
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// [NS] If it's a Player, get their UseRange.
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if (PuzzleItemUser->player)
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usedist = PuzzleItemUser->player->mo->UseRange;
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usedist = FLOAT2FIXED(PuzzleItemUser->player->mo->UseRange);
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else
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usedist = USERANGE;
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