- floatified the particles.
This is the last bit of play code that needed to be altered, what's left is the underlying data representations of vertices, linedefs and sectors. # Conflicts: # src/p_setup.cpp # src/r_things.cpp
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931774ab38
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4 changed files with 94 additions and 127 deletions
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@ -2423,12 +2423,12 @@ void R_ProjectParticle (particle_t *particle, const sector_t *sector, int shade,
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BYTE* map;
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// [ZZ] Particle not visible through the portal plane
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if (CurrentPortal && !!P_PointOnLineSide(particle->x, particle->y, CurrentPortal->dst))
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if (CurrentPortal && !!P_PointOnLineSide(particle->Pos, CurrentPortal->dst))
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return;
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// transform the origin point
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tr_x = particle->x - viewx;
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tr_y = particle->y - viewy;
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tr_x = FLOAT2FIXED(particle->Pos.X - ViewPos.X);
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tr_y = FLOAT2FIXED(particle->Pos.Y - ViewPos.Y);
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tz = DMulScale20 (tr_x, viewtancos, tr_y, viewtansin);
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@ -2460,8 +2460,8 @@ void R_ProjectParticle (particle_t *particle, const sector_t *sector, int shade,
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if (x1 >= x2)
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return;
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yscale = MulScale16 (yaspectmul, xscale);
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ty = particle->z - viewz;
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yscale = MulScale16(yaspectmul, xscale);
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ty = FLOAT2FIXED(particle->Pos.Z - ViewPos.Z);
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psize <<= 4;
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y1 = (centeryfrac - FixedMul (ty+psize, yscale)) >> FRACBITS;
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y2 = (centeryfrac - FixedMul (ty-psize, yscale)) >> FRACBITS;
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@ -2522,9 +2522,9 @@ void R_ProjectParticle (particle_t *particle, const sector_t *sector, int shade,
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map = sector->ColorMap->Maps;
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}
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if (botpic != skyflatnum && particle->z < botplane->ZatPoint (particle->x, particle->y))
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if (botpic != skyflatnum && particle->Pos.Z < botplane->ZatPoint (particle->Pos))
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return;
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if (toppic != skyflatnum && particle->z >= topplane->ZatPoint (particle->x, particle->y))
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if (toppic != skyflatnum && particle->Pos.Z >= topplane->ZatPoint (particle->Pos))
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return;
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// store information in a vissprite
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@ -2536,9 +2536,9 @@ void R_ProjectParticle (particle_t *particle, const sector_t *sector, int shade,
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vis->yscale = xscale;
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vis->depth = tz;
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vis->idepth = (DWORD)DivScale32 (1, tz) >> 1;
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vis->gx = particle->x;
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vis->gy = particle->y;
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vis->gz = particle->z; // kg3D
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vis->gx = FLOAT2FIXED(particle->Pos.X);
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vis->gy = FLOAT2FIXED(particle->Pos.Y);
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vis->gz = FLOAT2FIXED(particle->Pos.Z);
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vis->gzb = y1;
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vis->gzt = y2;
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vis->x1 = x1;
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