- 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.
This commit is contained in:
Christoph Oelckers 2016-03-20 10:52:10 +01:00
commit 5875e91f39
17 changed files with 214 additions and 81 deletions

View file

@ -889,7 +889,7 @@ void sector_t::CheckPortalPlane(int plane)
//
//===========================================================================
fixed_t sector_t::HighestCeilingAt(fixed_t x, fixed_t y, sector_t **resultsec)
fixed_t sector_t::_f_HighestCeilingAt(fixed_t x, fixed_t y, sector_t **resultsec)
{
sector_t *check = this;
fixed_t planeheight = FIXED_MIN;
@ -913,7 +913,7 @@ fixed_t sector_t::HighestCeilingAt(fixed_t x, fixed_t y, sector_t **resultsec)
//
//===========================================================================
fixed_t sector_t::LowestFloorAt(fixed_t x, fixed_t y, sector_t **resultsec)
fixed_t sector_t::_f_LowestFloorAt(fixed_t x, fixed_t y, sector_t **resultsec)
{
sector_t *check = this;
fixed_t planeheight = FIXED_MAX;