- preparation for upcoming work: rename the fixed point versions of PosRelative.
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11 changed files with 54 additions and 54 deletions
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@ -588,7 +588,7 @@ bool P_Move (AActor *actor)
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else
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{ // The monster just hit the floor, so trigger any actions.
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if (actor->floorsector->SecActTarget != NULL &&
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actor->_f_floorz() == actor->floorsector->floorplane.ZatPoint(actor->PosRelative(actor->floorsector)))
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actor->_f_floorz() == actor->floorsector->floorplane.ZatPoint(actor->_f_PosRelative(actor->floorsector)))
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{
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actor->floorsector->SecActTarget->TriggerAction(actor, SECSPAC_HitFloor);
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}
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@ -898,8 +898,8 @@ void P_NewChaseDir(AActor * actor)
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box.Bottom() < line->bbox[BOXTOP] &&
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box.BoxOnLineSide(line) == -1)
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{
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double front = line->frontsector->floorplane.ZatPointF(actor->PosRelative(line));
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double back = line->backsector->floorplane.ZatPointF(actor->PosRelative(line));
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double front = line->frontsector->floorplane.ZatPointF(actor->_f_PosRelative(line));
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double back = line->backsector->floorplane.ZatPointF(actor->_f_PosRelative(line));
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DAngle angle;
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// The monster must contact one of the two floors,
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