- global search&replace of ZatPoint calls with commonly named actor variables.
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6 changed files with 36 additions and 36 deletions
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@ -593,8 +593,8 @@ int P_GetFriction(const AActor *mo, int *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->ZatPoint(mo->x, mo->y) ||
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mo->z < rover->bottom.plane->ZatPoint(mo->x, mo->y))
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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 = secfriction(rover->model, rover->top.isceiling);
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@ -623,13 +623,13 @@ int P_GetFriction(const AActor *mo, int *frictionfactor)
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if (rover->flags & FF_SOLID)
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{
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// Must be standing on a solid floor
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if (mo->z != rover->top.plane->ZatPoint(mo->x, mo->y)) continue;
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if (mo->z != rover->top.plane->ZatPoint(mo)) continue;
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}
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else if (rover->flags & FF_SWIMMABLE)
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{
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// Or on or inside a swimmable floor (e.g. in shallow water)
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if (mo->z > rover->top.plane->ZatPoint(mo->x, mo->y) ||
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(mo->z + mo->height) < rover->bottom.plane->ZatPoint(mo->x, mo->y))
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if (mo->z > rover->top.plane->ZatPoint(mo) ||
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(mo->z + mo->height) < rover->bottom.plane->ZatPoint(mo))
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continue;
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}
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else
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@ -650,9 +650,9 @@ int P_GetFriction(const AActor *mo, int *frictionfactor)
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}
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newfriction = secfriction(sec);
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if ((newfriction < friction || friction == ORIG_FRICTION) &&
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(mo->z <= sec->floorplane.ZatPoint(mo->x, mo->y) ||
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(mo->z <= sec->floorplane.ZatPoint(mo) ||
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(sec->GetHeightSec() != NULL &&
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mo->z <= sec->heightsec->floorplane.ZatPoint(mo->x, mo->y))))
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mo->z <= sec->heightsec->floorplane.ZatPoint(mo))))
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{
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friction = newfriction;
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movefactor = secmovefac(sec);
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@ -1798,10 +1798,10 @@ static void CheckForPushSpecial(line_t *line, int side, AActor *mobj, bool windo
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if (windowcheck && !(ib_compatflags & BCOMPATF_NOWINDOWCHECK) && line->backsector != NULL)
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{ // Make sure this line actually blocks us and is not a window
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// or similar construct we are standing inside of.
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fixed_t fzt = line->frontsector->ceilingplane.ZatPoint(mobj->x, mobj->y);
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fixed_t fzb = line->frontsector->floorplane.ZatPoint(mobj->x, mobj->y);
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fixed_t bzt = line->backsector->ceilingplane.ZatPoint(mobj->x, mobj->y);
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fixed_t bzb = line->backsector->floorplane.ZatPoint(mobj->x, mobj->y);
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fixed_t fzt = line->frontsector->ceilingplane.ZatPoint(mobj);
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fixed_t fzb = line->frontsector->floorplane.ZatPoint(mobj);
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fixed_t bzt = line->backsector->ceilingplane.ZatPoint(mobj);
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fixed_t bzb = line->backsector->floorplane.ZatPoint(mobj);
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if (fzt >= mobj->z + mobj->height && bzt >= mobj->z + mobj->height &&
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fzb <= mobj->z && bzb <= mobj->z)
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{
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@ -1812,8 +1812,8 @@ static void CheckForPushSpecial(line_t *line, int side, AActor *mobj, bool windo
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if (!(rover->flags & FF_SOLID) || !(rover->flags & FF_EXISTS)) continue;
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fixed_t ff_bottom = rover->bottom.plane->ZatPoint(mobj->x, mobj->y);
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fixed_t ff_top = rover->top.plane->ZatPoint(mobj->x, mobj->y);
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fixed_t ff_bottom = rover->bottom.plane->ZatPoint(mobj);
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fixed_t ff_top = rover->top.plane->ZatPoint(mobj);
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if (ff_bottom < mobj->z + mobj->height && ff_top > mobj->z)
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{
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@ -2083,8 +2083,8 @@ bool P_TryMove(AActor *thing, fixed_t x, fixed_t y,
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{
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fixed_t eyez = oldz + viewheight;
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oldAboveFakeFloor = eyez > oldsec->heightsec->floorplane.ZatPoint(thing->x, thing->y);
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oldAboveFakeCeiling = eyez > oldsec->heightsec->ceilingplane.ZatPoint(thing->x, thing->y);
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oldAboveFakeFloor = eyez > oldsec->heightsec->floorplane.ZatPoint(thing);
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oldAboveFakeCeiling = eyez > oldsec->heightsec->ceilingplane.ZatPoint(thing);
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}
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// Borrowed from MBF:
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@ -2743,14 +2743,14 @@ const secplane_t * P_CheckSlopeWalk(AActor *actor, fixed_t &xmove, fixed_t &ymov
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}
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const secplane_t *plane = &actor->floorsector->floorplane;
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fixed_t planezhere = plane->ZatPoint(actor->x, actor->y);
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fixed_t planezhere = plane->ZatPoint(actor);
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for (unsigned int i = 0; i<actor->floorsector->e->XFloor.ffloors.Size(); i++)
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{
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F3DFloor * rover = actor->floorsector->e->XFloor.ffloors[i];
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if (!(rover->flags & FF_SOLID) || !(rover->flags & FF_EXISTS)) continue;
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fixed_t thisplanez = rover->top.plane->ZatPoint(actor->x, actor->y);
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fixed_t 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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@ -2768,7 +2768,7 @@ const secplane_t * P_CheckSlopeWalk(AActor *actor, fixed_t &xmove, fixed_t &ymov
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F3DFloor * rover = actor->Sector->e->XFloor.ffloors[i];
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if (!(rover->flags & FF_SOLID) || !(rover->flags & FF_EXISTS)) continue;
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fixed_t thisplanez = rover->top.plane->ZatPoint(actor->x, actor->y);
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fixed_t 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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