- replaced AActor::vel and player_t::Vel with a floating point version.
- Converted P_MovePlayer and all associated variables to floating point because this wasn't working well with a mixture between float and fixed. Like the angle commit this has just been patched up to compile, the bulk of work is yet to be done.
This commit is contained in:
parent
51a98d0e5d
commit
51b05d331d
140 changed files with 2406 additions and 2403 deletions
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@ -92,7 +92,7 @@ DBaseDecal::DBaseDecal (int statnum, fixed_t z)
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DBaseDecal::DBaseDecal (const AActor *basis)
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: DThinker(STAT_DECAL),
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WallNext(0), WallPrev(0), LeftDistance(0), Z(basis->Z()), ScaleX(basis->scaleX), ScaleY(basis->scaleY),
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WallNext(0), WallPrev(0), LeftDistance(0), Z(basis->_f_Z()), ScaleX(basis->scaleX), ScaleY(basis->scaleY),
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Alpha(basis->alpha), AlphaColor(basis->fillcolor), Translation(basis->Translation), PicNum(basis->picnum),
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RenderFlags(basis->renderflags), RenderStyle(basis->RenderStyle)
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{
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@ -820,22 +820,22 @@ void ADecal::BeginPlay ()
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{
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if (!tpl->PicNum.Exists())
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{
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Printf("Decal actor at (%d,%d) does not have a valid texture\n", X()>>FRACBITS, Y()>>FRACBITS);
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Printf("Decal actor at (%f,%f) does not have a valid texture\n", X(), Y());
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}
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else
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{
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// Look for a wall within 64 units behind the actor. If none can be
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// found, then no decal is created, and this actor is destroyed
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// without effectively doing anything.
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if (NULL == ShootDecal(tpl, this, Sector, X(), Y(), Z(), FLOAT2ANGLE(Angles.Yaw.Degrees) + ANGLE_180, 64*FRACUNIT, true))
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if (NULL == ShootDecal(tpl, this, Sector, _f_X(), _f_Y(), _f_Z(), FLOAT2ANGLE(Angles.Yaw.Degrees) + ANGLE_180, 64*FRACUNIT, true))
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{
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DPrintf ("Could not find a wall to stick decal to at (%d,%d)\n", X()>>FRACBITS, Y()>>FRACBITS);
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DPrintf ("Could not find a wall to stick decal to at (%f,%f)\n", X(), Y());
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}
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}
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}
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else
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{
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DPrintf ("Decal actor at (%d,%d) does not have a good template\n", X()>>FRACBITS, Y()>>FRACBITS);
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DPrintf ("Decal actor at (%f,%f) does not have a good template\n", X(), Y());
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}
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// This actor doesn't need to stick around anymore.
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Destroy();
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