- 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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17 changed files with 214 additions and 81 deletions
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@ -5743,7 +5743,7 @@ bool P_HitFloor (AActor *thing)
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void P_CheckSplash(AActor *self, fixed_t distance)
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{
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sector_t *floorsec;
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self->Sector->LowestFloorAt(self, &floorsec);
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self->Sector->_f_LowestFloorAt(self, &floorsec);
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if (self->_f_Z() <= self->floorz + distance && self->floorsector == floorsec && self->Sector->GetHeightSec() == NULL && floorsec->heightsec == NULL)
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{
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// Explosion splashes never alert monsters. This is because A_Explode has
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