- 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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51b05d331d
140 changed files with 2406 additions and 2403 deletions
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@ -763,7 +763,7 @@ void R_ProjectSprite (AActor *thing, int fakeside, F3DFloor *fakefloor, F3DFloor
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// [ZZ] Or less definitely not visible (hue)
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// [ZZ] 10.01.2016: don't try to clip stuff inside a skybox against the current portal.
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if (!CurrentPortalInSkybox && CurrentPortal && !!P_PointOnLineSidePrecise(thing->X(), thing->Y(), CurrentPortal->dst))
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if (!CurrentPortalInSkybox && CurrentPortal && !!P_PointOnLineSidePrecise(thing->_f_X(), thing->_f_Y(), CurrentPortal->dst))
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return;
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// [RH] Interpolate the sprite's position to make it look smooth
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@ -1254,12 +1254,12 @@ void R_AddSprites (sector_t *sec, int lightlevel, int fakeside)
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{
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if(!(rover->top.plane->a) && !(rover->top.plane->b))
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{
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if(rover->top.plane->Zat0() <= thing->Z()) fakefloor = rover;
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if(rover->top.plane->Zat0() <= thing->_f_Z()) fakefloor = rover;
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}
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}
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if(!(rover->bottom.plane->a) && !(rover->bottom.plane->b))
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{
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if(rover->bottom.plane->Zat0() >= thing->Top()) fakeceiling = rover;
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if(rover->bottom.plane->Zat0() >= thing->_f_Top()) fakeceiling = rover;
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}
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}
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R_ProjectSprite (thing, fakeside, fakefloor, fakeceiling);
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