- preparation for upcoming work: rename the fixed point versions of PosRelative.

This commit is contained in:
Christoph Oelckers 2016-03-25 14:18:50 +01:00
commit 8b6b5e7b1c
11 changed files with 54 additions and 54 deletions

View file

@ -588,7 +588,7 @@ bool P_Move (AActor *actor)
else
{ // The monster just hit the floor, so trigger any actions.
if (actor->floorsector->SecActTarget != NULL &&
actor->_f_floorz() == actor->floorsector->floorplane.ZatPoint(actor->PosRelative(actor->floorsector)))
actor->_f_floorz() == actor->floorsector->floorplane.ZatPoint(actor->_f_PosRelative(actor->floorsector)))
{
actor->floorsector->SecActTarget->TriggerAction(actor, SECSPAC_HitFloor);
}
@ -898,8 +898,8 @@ void P_NewChaseDir(AActor * actor)
box.Bottom() < line->bbox[BOXTOP] &&
box.BoxOnLineSide(line) == -1)
{
double front = line->frontsector->floorplane.ZatPointF(actor->PosRelative(line));
double back = line->backsector->floorplane.ZatPointF(actor->PosRelative(line));
double front = line->frontsector->floorplane.ZatPointF(actor->_f_PosRelative(line));
double back = line->backsector->floorplane.ZatPointF(actor->_f_PosRelative(line));
DAngle angle;
// The monster must contact one of the two floors,