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