- floatified the sector plane movers and removed some of the ZatPoint conversion cruft.

This commit is contained in:
Christoph Oelckers 2016-03-30 09:41:46 +02:00
commit 77f2530236
36 changed files with 552 additions and 566 deletions

View file

@ -526,8 +526,8 @@ double P_GetFriction(const AActor *mo, double *frictionfactor)
if (!(rover->flags & FF_EXISTS)) continue;
if (!(rover->flags & FF_SWIMMABLE)) continue;
if (mo->Z() > rover->top.plane->ZatPointF(mo) ||
mo->Z() < rover->bottom.plane->ZatPointF(mo))
if (mo->Z() > rover->top.plane->ZatPoint(mo) ||
mo->Z() < rover->bottom.plane->ZatPoint(mo))
continue;
newfriction = rover->model->GetFriction(rover->top.isceiling, &newmf);
@ -808,7 +808,7 @@ bool PIT_CheckLine(FMultiBlockLinesIterator &mit, FMultiBlockLinesIterator::Chec
if (!(tm.thing->flags & MF_DROPOFF) &&
!(tm.thing->flags & (MF_NOGRAVITY | MF_NOCLIP)))
{
if ((open.frontfloorplane.fixC() < STEEPSLOPE) != (open.backfloorplane.fixC() < STEEPSLOPE))
if ((open.frontfloorplane.fC() < STEEPSLOPE) != (open.backfloorplane.fC() < STEEPSLOPE))
{
// on the boundary of a steep slope
return false;
@ -2913,7 +2913,7 @@ const secplane_t * P_CheckSlopeWalk(AActor *actor, DVector2 &move)
{
if (!(rover->flags & FF_SOLID) || !(rover->flags & FF_EXISTS)) continue;
double thisplanez = rover->top.plane->ZatPointF(actor);
double thisplanez = rover->top.plane->ZatPoint(actor);
if (thisplanez > planezhere && thisplanez <= actor->Z() + actor->MaxStepHeight)
{
@ -2958,12 +2958,12 @@ const secplane_t * P_CheckSlopeWalk(AActor *actor, DVector2 &move)
const msecnode_t *node;
bool dopush = true;
if (plane->fixC() > STEEPSLOPE * 2 / 3)
if (plane->fC() > STEEPSLOPE * 2 / 3)
{
for (node = actor->touching_sectorlist; node; node = node->m_tnext)
{
sector_t *sec = node->m_sector;
if (sec->floorplane.fixC() >= STEEPSLOPE)
if (sec->floorplane.fC() >= STEEPSLOPE)
{
DVector3 pos = actor->PosRelative(sec) +move;
@ -3741,7 +3741,7 @@ struct aim_t
{
if (lastceilingplane)
{
double ff_top = lastceilingplane->ZatPointF(th);
double ff_top = lastceilingplane->ZatPoint(th);
DAngle pitch = -VecToAngle(dist, ff_top - shootz);
// upper slope intersects with this 3d-floor
if (pitch > toppitch)
@ -3751,7 +3751,7 @@ struct aim_t
}
if (lastfloorplane)
{
double ff_bottom = lastfloorplane->ZatPointF(th);
double ff_bottom = lastfloorplane->ZatPoint(th);
DAngle pitch = -VecToAngle(dist, ff_bottom - shootz);
// lower slope intersects with this 3d-floor
if (pitch < bottompitch)