- 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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@ -436,7 +436,7 @@ void P_PlayerInSpecialSector (player_t *player, sector_t * sector)
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{
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// Falling, not all the way down yet?
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sector = player->mo->Sector;
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if (player->mo->_f_Z() != sector->LowestFloorAt(player->mo)
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if (player->mo->_f_Z() != sector->_f_LowestFloorAt(player->mo)
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&& !player->mo->waterlevel)
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{
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return;
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