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