- floatified the remaining fixed point variables accessible through DECORATE. PROP_FIXED_PARAM is no longer used anywhere.

This commit is contained in:
Christoph Oelckers 2016-03-24 23:50:29 +01:00
commit 4d22b346f4
8 changed files with 30 additions and 35 deletions

View file

@ -4027,7 +4027,7 @@ DAngle P_AimLineAttack(AActor *t1, DAngle angle, double distance, FTranslatedLin
fixed_t shootz = t1->_f_Z() + (t1->_f_height() >> 1) - t1->_f_floorclip();
if (t1->player != NULL)
{
shootz += fixed_t(t1->player->mo->AttackZOffset * t1->player->crouchfactor);
shootz += FLOAT2FIXED(t1->player->mo->AttackZOffset * t1->player->crouchfactor);
}
else
{
@ -4172,7 +4172,7 @@ AActor *P_LineAttack(AActor *t1, DAngle angle, double distance,
shootz = t1->_f_Z() - t1->_f_floorclip() + (t1->_f_height() >> 1);
if (t1->player != NULL)
{
shootz += fixed_t(t1->player->mo->AttackZOffset * t1->player->crouchfactor);
shootz += FLOAT2FIXED(t1->player->mo->AttackZOffset * t1->player->crouchfactor);
if (damageType == NAME_Melee || damageType == NAME_Hitscan)
{
// this is coming from a weapon attack function which needs to transfer information to the obituary code,
@ -4433,7 +4433,7 @@ AActor *P_LinePickActor(AActor *t1, angle_t angle, fixed_t distance, int pitch,
shootz = t1->_f_Z() - t1->_f_floorclip() + (t1->_f_height() >> 1);
if (t1->player != NULL)
{
shootz += fixed_t(t1->player->mo->AttackZOffset * t1->player->crouchfactor);
shootz += FLOAT2FIXED(t1->player->mo->AttackZOffset * t1->player->crouchfactor);
}
else
{
@ -4707,7 +4707,7 @@ void P_RailAttack(AActor *source, int damage, int offset_xy, fixed_t offset_z, i
{
if (source->player != NULL)
{
shootz += fixed_t(source->player->mo->AttackZOffset * source->player->crouchfactor);
shootz += FLOAT2FIXED(source->player->mo->AttackZOffset * source->player->crouchfactor);
}
else
{
@ -5092,8 +5092,6 @@ bool P_NoWayTraverse(AActor *usething, fixed_t startx, fixed_t starty, fixed_t e
//
//==========================================================================
CVAR(Int, userange, 0, 0);
void P_UseLines(player_t *player)
{
bool foundline = false;
@ -5101,7 +5099,7 @@ void P_UseLines(player_t *player)
// If the player is transitioning a portal, use the group that is at its vertical center.
fixedvec2 start = player->mo->GetPortalTransition(player->mo->_f_height() / 2);
// [NS] Now queries the Player's UseRange.
fixedvec2 end = start + Vec2Angle(userange > 0? fixed_t(userange<<FRACBITS) : player->mo->UseRange, player->mo->_f_angle());
fixedvec2 end = start + Vec2Angle(FLOAT2FIXED(player->mo->UseRange), player->mo->_f_angle());
// old code:
//
@ -5141,7 +5139,7 @@ bool P_UsePuzzleItem(AActor *PuzzleItemUser, int PuzzleItemType)
// [NS] If it's a Player, get their UseRange.
if (PuzzleItemUser->player)
usedist = PuzzleItemUser->player->mo->UseRange;
usedist = FLOAT2FIXED(PuzzleItemUser->player->mo->UseRange);
else
usedist = USERANGE;