- floatified p_trace, p_slopes and p_udmf.cpp.

- major cleanup of unused code.
This commit is contained in:
Christoph Oelckers 2016-03-30 16:30:22 +02:00
commit 66929cbaff
35 changed files with 350 additions and 529 deletions

View file

@ -763,7 +763,7 @@ void R_ProjectSprite (AActor *thing, int fakeside, F3DFloor *fakefloor, F3DFloor
// [ZZ] Or less definitely not visible (hue)
// [ZZ] 10.01.2016: don't try to clip stuff inside a skybox against the current portal.
if (!CurrentPortalInSkybox && CurrentPortal && !!P_PointOnLineSidePrecise(thing->_f_X(), thing->_f_Y(), CurrentPortal->dst))
if (!CurrentPortalInSkybox && CurrentPortal && !!P_PointOnLineSidePrecise(thing->Pos(), CurrentPortal->dst))
return;
// [RH] Interpolate the sprite's position to make it look smooth
@ -806,11 +806,11 @@ void R_ProjectSprite (AActor *thing, int fakeside, F3DFloor *fakefloor, F3DFloor
angle_t rot;
if (sprframe->Texture[0] == sprframe->Texture[1])
{
rot = (ang - thing->_f_angle() + (angle_t)(ANGLE_45/2)*9) >> 28;
rot = (ang - thing->Angles.Yaw.BAMs() + (angle_t)(ANGLE_45/2)*9) >> 28;
}
else
{
rot = (ang - thing->_f_angle() + (angle_t)(ANGLE_45/2)*9-(angle_t)(ANGLE_180/16)) >> 28;
rot = (ang - thing->Angles.Yaw.BAMs() + (angle_t)(ANGLE_45/2)*9-(angle_t)(ANGLE_180/16)) >> 28;
}
picnum = sprframe->Texture[rot];
if (sprframe->Flip & (1 << rot))
@ -845,11 +845,11 @@ void R_ProjectSprite (AActor *thing, int fakeside, F3DFloor *fakefloor, F3DFloor
angle_t rot;
if (sprframe->Texture[0] == sprframe->Texture[1])
{
rot = (ang - thing->_f_angle() + (angle_t)(ANGLE_45/2)*9) >> 28;
rot = (ang - thing->Angles.Yaw.BAMs() + (angle_t)(ANGLE_45/2)*9) >> 28;
}
else
{
rot = (ang - thing->_f_angle() + (angle_t)(ANGLE_45/2)*9-(angle_t)(ANGLE_180/16)) >> 28;
rot = (ang - thing->Angles.Yaw.BAMs() + (angle_t)(ANGLE_45/2)*9-(angle_t)(ANGLE_180/16)) >> 28;
}
picnum = sprframe->Texture[rot];
if (sprframe->Flip & (1 << rot))
@ -1001,7 +1001,7 @@ void R_ProjectSprite (AActor *thing, int fakeside, F3DFloor *fakefloor, F3DFloor
vis->texturemid = (tex->TopOffset << FRACBITS) - FixedDiv (viewz - fz + FLOAT2FIXED(thing->Floorclip), yscale);
vis->x1 = x1 < WindowLeft ? WindowLeft : x1;
vis->x2 = x2 > WindowRight ? WindowRight : x2;
vis->angle = thing->_f_angle();
vis->angle = thing->Angles.Yaw.BAMs();
if (renderflags & RF_XFLIP)
{
@ -1036,8 +1036,8 @@ void R_ProjectSprite (AActor *thing, int fakeside, F3DFloor *fakefloor, F3DFloor
int voxelspin = (thing->flags & MF_DROPPED) ? voxel->DroppedSpin : voxel->PlacedSpin;
if (voxelspin != 0)
{
double ang = double(I_FPSTime()) * voxelspin / 1000;
vis->angle -= FLOAT2ANGLE(ang);
DAngle ang = double(I_FPSTime()) * voxelspin / 1000;
vis->angle -= ang.BAMs();
}
vis->vx = viewx;
@ -1151,7 +1151,7 @@ static void R_ProjectWallSprite(AActor *thing, fixed_t fx, fixed_t fy, fixed_t f
fixed_t lx1, lx2, ly1, ly2;
fixed_t gzb, gzt, tz;
FTexture *pic = TexMan(picnum, true);
angle_t ang = (thing->_f_angle() + ANGLE_90) >> ANGLETOFINESHIFT;
angle_t ang = (thing->Angles.Yaw.BAMs() + ANGLE_90) >> ANGLETOFINESHIFT;
vissprite_t *vis;
// Determine left and right edges of sprite. The sprite's angle is its normal,
@ -1256,12 +1256,12 @@ void R_AddSprites (sector_t *sec, int lightlevel, int fakeside)
{
if(!rover->top.plane->isSlope())
{
if(rover->top.plane->Zat0() <= thing->_f_Z()) fakefloor = rover;
if(rover->top.plane->ZatPoint(0., 0.) <= thing->Z()) fakefloor = rover;
}
}
if(!rover->bottom.plane->isSlope())
{
if(rover->bottom.plane->Zat0() >= thing->_f_Top()) fakeceiling = rover;
if(rover->bottom.plane->ZatPoint(0., 0.) >= thing->Top()) fakeceiling = rover;
}
}
R_ProjectSprite (thing, fakeside, fakefloor, fakeceiling);