- conversion of floorz to double.
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b81080ce08
commit
8362c6a856
45 changed files with 275 additions and 262 deletions
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@ -473,7 +473,7 @@ bool P_Move (AActor *actor)
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// it difficult to thrust them vertically in a reasonable manner.
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// [GZ] Let jumping actors jump.
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if (!((actor->flags & MF_NOGRAVITY) || (actor->flags6 & MF6_CANJUMP))
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&& actor->_f_Z() > actor->floorz && !(actor->flags2 & MF2_ONMOBJ))
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&& actor->Z() > actor->floorz && !(actor->flags2 & MF2_ONMOBJ))
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{
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return false;
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}
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@ -574,22 +574,22 @@ bool P_Move (AActor *actor)
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// actually walking down a step.
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if (try_ok &&
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!((actor->flags & MF_NOGRAVITY) || (actor->flags6 & MF6_CANJUMP))
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&& actor->_f_Z() > actor->floorz && !(actor->flags2 & MF2_ONMOBJ))
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&& actor->Z() > actor->floorz && !(actor->flags2 & MF2_ONMOBJ))
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{
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if (actor->_f_Z() <= actor->floorz + actor->MaxStepHeight)
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if (actor->_f_Z() <= actor->_f_floorz() + actor->MaxStepHeight)
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{
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fixed_t savedz = actor->_f_Z();
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actor->_f_SetZ(actor->floorz);
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double savedz = actor->Z();
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actor->SetZ(actor->floorz);
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// Make sure that there isn't some other actor between us and
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// the floor we could get stuck in. The old code did not do this.
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if (!P_TestMobjZ(actor))
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{
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actor->_f_SetZ(savedz);
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actor->SetZ(savedz);
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}
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else
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{ // The monster just hit the floor, so trigger any actions.
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if (actor->floorsector->SecActTarget != NULL &&
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actor->floorz == actor->floorsector->floorplane.ZatPoint(actor->PosRelative(actor->floorsector)))
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actor->_f_floorz() == actor->floorsector->floorplane.ZatPoint(actor->PosRelative(actor->floorsector)))
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{
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actor->floorsector->SecActTarget->TriggerAction(actor, SECSPAC_HitFloor);
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}
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@ -602,12 +602,12 @@ bool P_Move (AActor *actor)
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{
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if (((actor->flags6 & MF6_CANJUMP)||(actor->flags & MF_FLOAT)) && tm.floatok)
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{ // must adjust height
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fixed_t savedz = actor->_f_Z();
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double savedz = actor->Z();
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if (actor->_f_Z() < tm.floorz)
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actor->_f_AddZ(actor->_f_floatspeed());
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if (actor->Z() < tm.floorz)
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actor->AddZ(actor->FloatSpeed);
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else
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actor->_f_AddZ(-actor->_f_floatspeed());
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actor->AddZ(-actor->FloatSpeed);
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// [RH] Check to make sure there's nothing in the way of the float
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@ -616,7 +616,7 @@ bool P_Move (AActor *actor)
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actor->flags |= MF_INFLOAT;
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return true;
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}
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actor->_f_SetZ(savedz);
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actor->SetZ(savedz);
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}
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if (!spechit.Size ())
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@ -879,8 +879,8 @@ void P_NewChaseDir(AActor * actor)
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}
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// Try to move away from a dropoff
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if (actor->floorz - actor->dropoffz > actor->MaxDropOffHeight &&
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actor->_f_Z() <= actor->floorz && !(actor->flags & MF_DROPOFF) &&
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if (actor->_f_floorz() - actor->dropoffz > actor->MaxDropOffHeight &&
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actor->Z() <= actor->floorz && !(actor->flags & MF_DROPOFF) &&
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!(actor->flags2 & MF2_ONMOBJ) &&
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!(actor->flags & MF_FLOAT) && !(i_compatflags & COMPATF_DROPOFF))
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{
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