- finished conversion of most of g_doom.
Only things left here are accesses to AActor::ceilingz and radius in A_PainShootSkull, plus scaleX and scaleY in the ScriptedMarine sprite setting code. Most is still using wrapper functions around the fixed point versions.
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@ -35,7 +35,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_KeenDie)
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}
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}
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EV_DoDoor (DDoor::doorOpen, NULL, NULL, doortag, 2*FRACUNIT, 0, 0, 0);
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EV_DoDoor (DDoor::doorOpen, NULL, NULL, doortag, 2., 0, 0, 0);
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return 0;
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}
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