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