- 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.
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parent
51a98d0e5d
commit
51b05d331d
140 changed files with 2406 additions and 2403 deletions
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@ -120,7 +120,7 @@ bool P_MorphPlayer (player_t *activator, player_t *p, PClassPlayerPawn *spawntyp
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p->MorphExitFlash = (exit_flash) ? exit_flash : RUNTIME_CLASS(ATeleportFog);
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p->health = morphed->health;
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p->mo = morphed;
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p->vel.x = p->vel.y = 0;
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p->Vel.X = p->Vel.Y = 0;
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morphed->ObtainInventory (actor);
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// Remove all armor
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for (item = morphed->Inventory; item != NULL; )
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@ -227,11 +227,9 @@ bool P_UndoPlayerMorph (player_t *activator, player_t *player, int unmorphflag,
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mo->player = player;
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mo->reactiontime = 18;
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mo->flags = ActorFlags::FromInt (pmo->special2) & ~MF_JUSTHIT;
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mo->vel.x = 0;
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mo->vel.y = 0;
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player->vel.x = 0;
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player->vel.y = 0;
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mo->vel.z = pmo->vel.z;
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mo->Vel.X = mo->Vel.Y = 0;
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player->Vel.Zero();
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mo->Vel.Z = pmo->Vel.Z;
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if (!(pmo->special2 & MF_JUSTHIT))
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{
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mo->renderflags &= ~RF_INVISIBLE;
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@ -461,9 +459,7 @@ bool P_UndoMonsterMorph (AMorphedMonster *beast, bool force)
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if (!(beast->FlagsSave & MF_JUSTHIT))
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actor->renderflags &= ~RF_INVISIBLE;
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actor->health = actor->SpawnHealth();
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actor->vel.x = beast->vel.x;
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actor->vel.y = beast->vel.y;
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actor->vel.z = beast->vel.z;
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actor->Vel = beast->Vel;
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actor->tid = beast->tid;
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actor->special = beast->special;
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actor->Score = beast->Score;
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