- 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

@ -430,7 +430,7 @@ void P_PlayerInSpecialSector (player_t *player, sector_t * sector)
{
// Falling, not all the way down yet?
sector = player->mo->Sector;
if (player->mo->z != sector->floorplane.ZatPoint (player->mo->x, player->mo->y)
if (player->mo->z != sector->floorplane.ZatPoint(player->mo)
&& !player->mo->waterlevel)
{
return;
@ -507,7 +507,7 @@ static void DoSectorDamage(AActor *actor, sector_t *sec, int amount, FName type,
if (!(flags & DAMAGE_PLAYERS) && actor->player != NULL)
return;
if (!(flags & DAMAGE_IN_AIR) && actor->z != sec->floorplane.ZatPoint(actor->x, actor->y) && !actor->waterlevel)
if (!(flags & DAMAGE_IN_AIR) && actor->z != sec->floorplane.ZatPoint(actor) && !actor->waterlevel)
return;
if (protectClass != NULL)
@ -544,8 +544,8 @@ void P_SectorDamage(int tag, int amount, FName type, const PClass *protectClass,
{
next = actor->snext;
// Only affect actors touching the 3D floor
fixed_t z1 = sec->floorplane.ZatPoint(actor->x, actor->y);
fixed_t z2 = sec->ceilingplane.ZatPoint(actor->x, actor->y);
fixed_t z1 = sec->floorplane.ZatPoint(actor);
fixed_t z2 = sec->ceilingplane.ZatPoint(actor);
if (z2 < z1)
{
// Account for Vavoom-style 3D floors
@ -2281,7 +2281,7 @@ void DPusher::Tick ()
}
else // special water sector
{
ht = hsec->floorplane.ZatPoint (thing->x, thing->y);
ht = hsec->floorplane.ZatPoint(thing);
if (thing->z > ht) // above ground
{
xspeed = m_Xmag; // full force
@ -2310,7 +2310,7 @@ void DPusher::Tick ()
{ // special water sector
floor = &hsec->floorplane;
}
if (thing->z > floor->ZatPoint (thing->x, thing->y))
if (thing->z > floor->ZatPoint(thing))
{ // above ground
xspeed = yspeed = 0; // no force
}