- floatified the sector plane movers and removed some of the ZatPoint conversion cruft.
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ff0b371582
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36 changed files with 552 additions and 566 deletions
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@ -526,8 +526,8 @@ double P_GetFriction(const AActor *mo, double *frictionfactor)
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if (!(rover->flags & FF_EXISTS)) continue;
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if (!(rover->flags & FF_SWIMMABLE)) continue;
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if (mo->Z() > rover->top.plane->ZatPointF(mo) ||
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mo->Z() < rover->bottom.plane->ZatPointF(mo))
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if (mo->Z() > rover->top.plane->ZatPoint(mo) ||
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mo->Z() < rover->bottom.plane->ZatPoint(mo))
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continue;
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newfriction = rover->model->GetFriction(rover->top.isceiling, &newmf);
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@ -808,7 +808,7 @@ bool PIT_CheckLine(FMultiBlockLinesIterator &mit, FMultiBlockLinesIterator::Chec
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if (!(tm.thing->flags & MF_DROPOFF) &&
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!(tm.thing->flags & (MF_NOGRAVITY | MF_NOCLIP)))
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{
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if ((open.frontfloorplane.fixC() < STEEPSLOPE) != (open.backfloorplane.fixC() < STEEPSLOPE))
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if ((open.frontfloorplane.fC() < STEEPSLOPE) != (open.backfloorplane.fC() < STEEPSLOPE))
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{
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// on the boundary of a steep slope
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return false;
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@ -2913,7 +2913,7 @@ const secplane_t * P_CheckSlopeWalk(AActor *actor, DVector2 &move)
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{
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if (!(rover->flags & FF_SOLID) || !(rover->flags & FF_EXISTS)) continue;
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double thisplanez = rover->top.plane->ZatPointF(actor);
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double thisplanez = rover->top.plane->ZatPoint(actor);
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if (thisplanez > planezhere && thisplanez <= actor->Z() + actor->MaxStepHeight)
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{
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@ -2958,12 +2958,12 @@ const secplane_t * P_CheckSlopeWalk(AActor *actor, DVector2 &move)
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const msecnode_t *node;
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bool dopush = true;
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if (plane->fixC() > STEEPSLOPE * 2 / 3)
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if (plane->fC() > STEEPSLOPE * 2 / 3)
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{
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for (node = actor->touching_sectorlist; node; node = node->m_tnext)
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{
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sector_t *sec = node->m_sector;
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if (sec->floorplane.fixC() >= STEEPSLOPE)
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if (sec->floorplane.fC() >= STEEPSLOPE)
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{
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DVector3 pos = actor->PosRelative(sec) +move;
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@ -3741,7 +3741,7 @@ struct aim_t
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{
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if (lastceilingplane)
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{
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double ff_top = lastceilingplane->ZatPointF(th);
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double ff_top = lastceilingplane->ZatPoint(th);
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DAngle pitch = -VecToAngle(dist, ff_top - shootz);
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// upper slope intersects with this 3d-floor
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if (pitch > toppitch)
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@ -3751,7 +3751,7 @@ struct aim_t
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}
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if (lastfloorplane)
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{
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double ff_bottom = lastfloorplane->ZatPointF(th);
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double ff_bottom = lastfloorplane->ZatPoint(th);
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DAngle pitch = -VecToAngle(dist, ff_bottom - shootz);
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// lower slope intersects with this 3d-floor
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if (pitch < bottompitch)
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