- floatified quake and weapon code

This commit is contained in:
Christoph Oelckers 2016-03-23 20:45:48 +01:00
commit 6557f3b8c8
13 changed files with 140 additions and 179 deletions

View file

@ -1350,12 +1350,12 @@ void R_DrawPSprite (pspdef_t* psp, int pspnum, AActor *owner, fixed_t sx, fixed_
{
if (RenderTarget != screen || viewheight == RenderTarget->GetHeight())
{
vis->texturemid -= weapon->YAdjust;
vis->texturemid -= FLOAT2FIXED(weapon->YAdjust);
}
else
{
vis->texturemid -= FixedMul (StatusBar->GetDisplacement (),
weapon->YAdjust);
FLOAT2FIXED(weapon->YAdjust));
}
}
}
@ -1575,7 +1575,7 @@ void R_DrawPlayerSprites ()
if (camera->player != NULL)
{
fixed_t centerhack = centeryfrac;
fixed_t ofsx, ofsy;
float ofsx, ofsy;
centery = viewheight >> 1;
centeryfrac = centery << FRACBITS;
@ -1590,7 +1590,7 @@ void R_DrawPlayerSprites ()
// [RH] Don't draw the targeter's crosshair if the player already has a crosshair set.
if (psp->state && (i != ps_targetcenter || CrosshairImage == NULL))
{
R_DrawPSprite (psp, i, camera, FLOAT2FIXED(psp->sx) + ofsx, FLOAT2FIXED(psp->sy) + ofsy);
R_DrawPSprite (psp, i, camera, FLOAT2FIXED(psp->sx + ofsx), FLOAT2FIXED(psp->sy + ofsy));
}
// [RH] Don't bob the targeter.
if (i == ps_flash)