- 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
|
|
@ -170,7 +170,7 @@ bool P_CheckSwitchRange(AActor *user, line_t *line, int sideno, fixedvec3 *optpo
|
|||
onesided:
|
||||
fixed_t sectorc = front->ceilingplane.ZatPoint(checkx, checky);
|
||||
fixed_t sectorf = front->floorplane.ZatPoint(checkx, checky);
|
||||
return (user->Top() >= sectorf && user->Z() <= sectorc);
|
||||
return (user->_f_Top() >= sectorf && user->_f_Z() <= sectorc);
|
||||
}
|
||||
|
||||
// Now get the information from the line.
|
||||
|
|
@ -190,8 +190,8 @@ bool P_CheckSwitchRange(AActor *user, line_t *line, int sideno, fixedvec3 *optpo
|
|||
if (!(rover->flags & FF_EXISTS)) continue;
|
||||
if (!(rover->flags & FF_UPPERTEXTURE)) continue;
|
||||
|
||||
if (user->Z() > rover->top.plane->ZatPoint(checkx, checky) ||
|
||||
user->Top() < rover->bottom.plane->ZatPoint(checkx, checky))
|
||||
if (user->_f_Z() > rover->top.plane->ZatPoint(checkx, checky) ||
|
||||
user->_f_Top() < rover->bottom.plane->ZatPoint(checkx, checky))
|
||||
continue;
|
||||
|
||||
// This 3D floor depicts a switch texture in front of the player's eyes
|
||||
|
|
@ -199,7 +199,7 @@ bool P_CheckSwitchRange(AActor *user, line_t *line, int sideno, fixedvec3 *optpo
|
|||
}
|
||||
}
|
||||
|
||||
return (user->Top() > open.top);
|
||||
return (user->_f_Top() > open.top);
|
||||
}
|
||||
else if ((TexMan.FindSwitch(side->GetTexture(side_t::bottom))) != NULL)
|
||||
{
|
||||
|
|
@ -212,8 +212,8 @@ bool P_CheckSwitchRange(AActor *user, line_t *line, int sideno, fixedvec3 *optpo
|
|||
if (!(rover->flags & FF_EXISTS)) continue;
|
||||
if (!(rover->flags & FF_LOWERTEXTURE)) continue;
|
||||
|
||||
if (user->Z() > rover->top.plane->ZatPoint(checkx, checky) ||
|
||||
user->Top() < rover->bottom.plane->ZatPoint(checkx, checky))
|
||||
if (user->_f_Z() > rover->top.plane->ZatPoint(checkx, checky) ||
|
||||
user->_f_Top() < rover->bottom.plane->ZatPoint(checkx, checky))
|
||||
continue;
|
||||
|
||||
// This 3D floor depicts a switch texture in front of the player's eyes
|
||||
|
|
@ -221,7 +221,7 @@ bool P_CheckSwitchRange(AActor *user, line_t *line, int sideno, fixedvec3 *optpo
|
|||
}
|
||||
}
|
||||
|
||||
return (user->Z() < open.bottom);
|
||||
return (user->_f_Z() < open.bottom);
|
||||
}
|
||||
else if ((flags & ML_3DMIDTEX) || (TexMan.FindSwitch(side->GetTexture(side_t::mid))) != NULL)
|
||||
{
|
||||
|
|
@ -229,12 +229,12 @@ bool P_CheckSwitchRange(AActor *user, line_t *line, int sideno, fixedvec3 *optpo
|
|||
// to keep compatibility with Eternity's implementation.
|
||||
if (!P_GetMidTexturePosition(line, sideno, &checktop, &checkbot))
|
||||
return false;
|
||||
return user->Z() < checktop && user->Top() > checkbot;
|
||||
return user->_f_Z() < checktop && user->_f_Top() > checkbot;
|
||||
}
|
||||
else
|
||||
{
|
||||
// no switch found. Check whether the player can touch either top or bottom texture
|
||||
return (user->Top() > open.top) || (user->Z() < open.bottom);
|
||||
return (user->_f_Top() > open.top) || (user->_f_Z() < open.bottom);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue