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