- 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

@ -638,7 +638,7 @@ double P_GetFriction(const AActor *mo, double *frictionfactor)
for (m = mo->touching_sectorlist; m; m = m->m_tnext)
{
sec = m->m_sector;
fixedvec3 pos = mo->PosRelative(sec);
fixedvec3 pos = mo->_f_PosRelative(sec);
// 3D floors must be checked, too
for (unsigned i = 0; i < sec->e->XFloor.ffloors.Size(); i++)
@ -809,7 +809,7 @@ bool PIT_CheckLine(FMultiBlockLinesIterator &mit, FMultiBlockLinesIterator::Chec
spechit_t spec;
spec.line = ld;
spec.refpos = cres.position;
spec.oldrefpos = tm.thing->PosRelative(ld);
spec.oldrefpos = tm.thing->_f_PosRelative(ld);
portalhit.Push(spec);
return true;
}
@ -977,14 +977,14 @@ bool PIT_CheckLine(FMultiBlockLinesIterator &mit, FMultiBlockLinesIterator::Chec
{
spec.line = ld;
spec.refpos = cres.position;
spec.oldrefpos = tm.thing->PosRelative(ld);
spec.oldrefpos = tm.thing->_f_PosRelative(ld);
spechit.Push(spec);
}
if (ld->isLinePortal())
{
spec.line = ld;
spec.refpos = cres.position;
spec.oldrefpos = tm.thing->PosRelative(ld);
spec.oldrefpos = tm.thing->_f_PosRelative(ld);
portalhit.Push(spec);
}
@ -1242,7 +1242,7 @@ bool PIT_CheckThing(FMultiBlockThingsIterator &it, FMultiBlockThingsIterator::Ch
if (((tm.FromPMove || tm.thing->player != NULL) && thing->flags&MF_SOLID))
{
fixedvec3 oldpos = tm.thing->PosRelative(thing);
fixedvec3 oldpos = tm.thing->_f_PosRelative(thing);
// Both actors already overlap. To prevent them from remaining stuck allow the move if it
// takes them further apart or the move does not change the position (when called from P_ChangeSector.)
if (oldpos.x == thing->_f_X() && oldpos.y == thing->_f_Y())
@ -1963,7 +1963,7 @@ static void CheckForPushSpecial(line_t *line, int side, AActor *mobj, fixedvec2
if (posforwindowcheck && !(ib_compatflags & BCOMPATF_NOWINDOWCHECK) && line->backsector != NULL)
{ // Make sure this line actually blocks us and is not a window
// or similar construct we are standing inside of.
fixedvec3 pos = mobj->PosRelative(line);
fixedvec3 pos = mobj->_f_PosRelative(line);
fixed_t fzt = line->frontsector->ceilingplane.ZatPoint(*posforwindowcheck);
fixed_t fzb = line->frontsector->floorplane.ZatPoint(*posforwindowcheck);
fixed_t bzt = line->backsector->ceilingplane.ZatPoint(*posforwindowcheck);
@ -2698,7 +2698,7 @@ void FSlide::HitSlideLine(line_t* ld)
// The wall is angled. Bounce if the angle of approach is // phares
// less than 45 degrees. // phares
fixedvec3 pos = slidemo->PosRelative(ld);
fixedvec3 pos = slidemo->_f_PosRelative(ld);
side = P_PointOnLineSide(pos.x, pos.y, ld);
lineangle = R_PointToAngle2(0, 0, ld->dx, ld->dy);
@ -2804,7 +2804,7 @@ void FSlide::SlideTraverse(fixed_t startx, fixed_t starty, fixed_t endx, fixed_t
if (!(li->flags & ML_TWOSIDED) || !li->backsector)
{
fixedvec3 pos = slidemo->PosRelative(li);
fixedvec3 pos = slidemo->_f_PosRelative(li);
if (P_PointOnLineSide(pos.x, pos.y, li))
{
// don't hit the back side
@ -3020,7 +3020,7 @@ const secplane_t * P_CheckSlopeWalk(AActor *actor, fixed_t &xmove, fixed_t &ymov
return NULL;
}
fixedvec3 pos = actor->PosRelative(actor->floorsector);
fixedvec3 pos = actor->_f_PosRelative(actor->floorsector);
const secplane_t *plane = &actor->floorsector->floorplane;
fixed_t planezhere = plane->ZatPoint(pos);
@ -3100,7 +3100,7 @@ const secplane_t * P_CheckSlopeWalk(AActor *actor, fixed_t &xmove, fixed_t &ymov
sector_t *sec = node->m_sector;
if (sec->floorplane.c >= STEEPSLOPE)
{
fixedvec3 pos = actor->PosRelative(sec);
fixedvec3 pos = actor->_f_PosRelative(sec);
pos.x += xmove;
pos.y += ymove;