- global search&replace of ZatPoint calls with commonly named actor variables.

This commit is contained in:
Christoph Oelckers 2016-01-17 14:08:20 +01:00
commit 87689d3ba6
6 changed files with 36 additions and 36 deletions

View file

@ -2077,7 +2077,7 @@ explode:
if (tm.ceilingline &&
tm.ceilingline->backsector &&
tm.ceilingline->backsector->GetTexture(sector_t::ceiling) == skyflatnum &&
mo->z >= tm.ceilingline->backsector->ceilingplane.ZatPoint (mo->x, mo->y))
mo->z >= tm.ceilingline->backsector->ceilingplane.ZatPoint(mo))
{
// Hack to prevent missiles exploding against the sky.
// Does not handle sky floors.
@ -2161,7 +2161,7 @@ explode:
{ // Don't stop sliding if halfway off a step with some velocity
if (mo->velx > FRACUNIT/4 || mo->velx < -FRACUNIT/4 || mo->vely > FRACUNIT/4 || mo->vely < -FRACUNIT/4)
{
if (mo->floorz > mo->Sector->floorplane.ZatPoint (mo->x, mo->y))
if (mo->floorz > mo->Sector->floorplane.ZatPoint(mo))
{
if (mo->dropoffz != mo->floorz) // 3DMidtex or other special cases that must be excluded
{
@ -2407,7 +2407,7 @@ void P_ZMovement (AActor *mo, fixed_t oldfloorz)
{ // Hit the floor
if ((!mo->player || !(mo->player->cheats & CF_PREDICTING)) &&
mo->Sector->SecActTarget != NULL &&
mo->Sector->floorplane.ZatPoint (mo->x, mo->y) == mo->floorz)
mo->Sector->floorplane.ZatPoint(mo) == mo->floorz)
{ // [RH] Let the sector do something to the actor
mo->Sector->SecActTarget->TriggerAction (mo, SECSPAC_HitFloor);
}
@ -2509,7 +2509,7 @@ void P_ZMovement (AActor *mo, fixed_t oldfloorz)
{ // hit the ceiling
if ((!mo->player || !(mo->player->cheats & CF_PREDICTING)) &&
mo->Sector->SecActTarget != NULL &&
mo->Sector->ceilingplane.ZatPoint (mo->x, mo->y) == mo->ceilingz)
mo->Sector->ceilingplane.ZatPoint(mo) == mo->ceilingz)
{ // [RH] Let the sector do something to the actor
mo->Sector->SecActTarget->TriggerAction (mo, SECSPAC_HitCeiling);
}
@ -2564,7 +2564,7 @@ void P_CheckFakeFloorTriggers (AActor *mo, fixed_t oldz, bool oldz_has_viewheigh
if (sec->heightsec != NULL && sec->SecActTarget != NULL)
{
sector_t *hs = sec->heightsec;
fixed_t waterz = hs->floorplane.ZatPoint (mo->x, mo->y);
fixed_t waterz = hs->floorplane.ZatPoint(mo);
fixed_t newz;
fixed_t viewheight;
@ -2599,7 +2599,7 @@ void P_CheckFakeFloorTriggers (AActor *mo, fixed_t oldz, bool oldz_has_viewheigh
if (!(hs->MoreFlags & SECF_FAKEFLOORONLY))
{
waterz = hs->ceilingplane.ZatPoint (mo->x, mo->y);
waterz = hs->ceilingplane.ZatPoint(mo);
if (oldz <= waterz && newz > waterz)
{ // View went above fake ceiling
sec->SecActTarget->TriggerAction (mo, SECSPAC_EyesAboveC);
@ -5493,7 +5493,7 @@ bool P_HitFloor (AActor *thing)
// don't splash if landing on the edge above water/lava/etc....
for (m = thing->touching_sectorlist; m; m = m->m_tnext)
{
if (thing->z == m->m_sector->floorplane.ZatPoint (thing->x, thing->y))
if (thing->z == m->m_sector->floorplane.ZatPoint(thing))
{
break;
}
@ -5505,7 +5505,7 @@ bool P_HitFloor (AActor *thing)
if (!(rover->flags & FF_EXISTS)) continue;
if (rover->flags & (FF_SOLID|FF_SWIMMABLE))
{
if (rover->top.plane->ZatPoint(thing->x, thing->y) == thing->z)
if (rover->top.plane->ZatPoint(thing) == thing->z)
{
return P_HitWater (thing, m->m_sector);
}