- 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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51a98d0e5d
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140 changed files with 2406 additions and 2403 deletions
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@ -698,13 +698,13 @@ bool FTraceInfo::ThingCheck(intercept_t *in)
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fixed_t hity = StartY + FixedMul(Vy, dist);
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fixed_t hitz = StartZ + FixedMul(Vz, dist);
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if (hitz > in->d.thing->Top())
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if (hitz > in->d.thing->_f_Top())
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{
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// trace enters above actor
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if (Vz >= 0) return true; // Going up: can't hit
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// Does it hit the top of the actor?
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dist = FixedDiv(in->d.thing->Top() - StartZ, Vz);
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dist = FixedDiv(in->d.thing->_f_Top() - StartZ, Vz);
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if (dist > MaxDist) return true;
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in->frac = FixedDiv(dist, MaxDist);
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@ -714,15 +714,15 @@ bool FTraceInfo::ThingCheck(intercept_t *in)
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hitz = StartZ + FixedMul(Vz, dist);
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// calculated coordinate is outside the actor's bounding box
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if (abs(hitx - in->d.thing->X()) > in->d.thing->radius ||
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abs(hity - in->d.thing->Y()) > in->d.thing->radius) return true;
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if (abs(hitx - in->d.thing->_f_X()) > in->d.thing->radius ||
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abs(hity - in->d.thing->_f_Y()) > in->d.thing->radius) return true;
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}
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else if (hitz < in->d.thing->Z())
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else if (hitz < in->d.thing->_f_Z())
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{ // trace enters below actor
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if (Vz <= 0) return true; // Going down: can't hit
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// Does it hit the bottom of the actor?
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dist = FixedDiv(in->d.thing->Z() - StartZ, Vz);
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dist = FixedDiv(in->d.thing->_f_Z() - StartZ, Vz);
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if (dist > MaxDist) return true;
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in->frac = FixedDiv(dist, MaxDist);
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@ -731,8 +731,8 @@ bool FTraceInfo::ThingCheck(intercept_t *in)
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hitz = StartZ + FixedMul(Vz, dist);
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// calculated coordinate is outside the actor's bounding box
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if (abs(hitx - in->d.thing->X()) > in->d.thing->radius ||
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abs(hity - in->d.thing->Y()) > in->d.thing->radius) return true;
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if (abs(hitx - in->d.thing->_f_X()) > in->d.thing->radius ||
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abs(hity - in->d.thing->_f_Y()) > in->d.thing->radius) return true;
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}
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if (CurSector->e->XFloor.ffloors.Size())
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