- 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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@ -1388,7 +1388,7 @@ void P_ExplodeMissile (AActor *mo, line_t *line, AActor *target)
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if (line != NULL && cl_missiledecals)
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{
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fixedvec3 pos = mo->PosRelative(line);
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fixedvec3 pos = mo->_f_PosRelative(line);
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int side = P_PointOnLineSidePrecise (pos.x, pos.y, line);
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if (line->sidedef[side] == NULL)
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side ^= 1;
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@ -2116,7 +2116,7 @@ explode:
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if (tm.ceilingline &&
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tm.ceilingline->backsector &&
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tm.ceilingline->backsector->GetTexture(sector_t::ceiling) == skyflatnum &&
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mo->_f_Z() >= tm.ceilingline->backsector->ceilingplane.ZatPoint(mo->PosRelative(tm.ceilingline)))
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mo->_f_Z() >= tm.ceilingline->backsector->ceilingplane.ZatPoint(mo->_f_PosRelative(tm.ceilingline)))
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{
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// Hack to prevent missiles exploding against the sky.
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// Does not handle sky floors.
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@ -3263,7 +3263,7 @@ fixedvec3 AActor::GetPortalTransition(fixed_t byoffset, sector_t **pSec)
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AActor *port = sec->SkyBoxes[sector_t::ceiling];
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if (testz > port->specialf1)
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{
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pos = PosRelative(port->Sector);
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pos = _f_PosRelative(port->Sector);
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sec = P_PointInSector(pos.x, pos.y);
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moved = true;
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}
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@ -3276,7 +3276,7 @@ fixedvec3 AActor::GetPortalTransition(fixed_t byoffset, sector_t **pSec)
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AActor *port = sec->SkyBoxes[sector_t::floor];
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if (testz <= port->specialf1)
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{
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pos = PosRelative(port->Sector);
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pos = _f_PosRelative(port->Sector);
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sec = P_PointInSector(pos.x, pos.y);
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}
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else break;
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@ -3298,7 +3298,7 @@ void AActor::CheckPortalTransition(bool islinked)
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{
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fixedvec3 oldpos = _f_Pos();
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if (islinked && !moved) UnlinkFromWorld();
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SetXYZ(PosRelative(port->Sector));
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SetXYZ(_f_PosRelative(port->Sector));
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PrevX += _f_X() - oldpos.x;
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PrevY += _f_Y() - oldpos.y;
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PrevZ += _f_Z() - oldpos.z;
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@ -3317,7 +3317,7 @@ void AActor::CheckPortalTransition(bool islinked)
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{
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fixedvec3 oldpos = _f_Pos();
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if (islinked && !moved) UnlinkFromWorld();
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SetXYZ(PosRelative(port->Sector));
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SetXYZ(_f_PosRelative(port->Sector));
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PrevX += _f_X() - oldpos.x;
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PrevY += _f_Y() - oldpos.y;
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PrevZ += _f_Z() - oldpos.z;
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@ -3681,7 +3681,7 @@ void AActor::Tick ()
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{
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continue;
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}
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fixedvec3 pos = PosRelative(sec);
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fixedvec3 pos = _f_PosRelative(sec);
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height = sec->floorplane.ZatPoint (pos);
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if (_f_Z() > height)
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{
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@ -3731,7 +3731,7 @@ void AActor::Tick ()
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floorplane = P_FindFloorPlane(floorsector, _f_X(), _f_Y(), _f_floorz());
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if (floorplane.c < STEEPSLOPE &&
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floorplane.ZatPoint (PosRelative(floorsector)) <= _f_floorz())
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floorplane.ZatPoint (_f_PosRelative(floorsector)) <= _f_floorz())
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{
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const msecnode_t *node;
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bool dopush = true;
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@ -3743,7 +3743,7 @@ void AActor::Tick ()
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const sector_t *sec = node->m_sector;
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if (sec->floorplane.c >= STEEPSLOPE)
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{
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if (floorplane.ZatPointF (PosRelative(node->m_sector)) >= Z() - MaxStepHeight)
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if (floorplane.ZatPointF (_f_PosRelative(node->m_sector)) >= Z() - MaxStepHeight)
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{
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dopush = false;
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break;
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@ -4517,7 +4517,7 @@ void AActor::AdjustFloorClip ()
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// do the floorclipping instead of the terrain type.
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for (m = touching_sectorlist; m; m = m->m_tnext)
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{
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fixedvec3 pos = PosRelative(m->m_sector);
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fixedvec3 pos = _f_PosRelative(m->m_sector);
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sector_t *hsec = m->m_sector->GetHeightSec();
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if (hsec == NULL && m->m_sector->floorplane.ZatPoint (pos) == _f_Z())
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{
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@ -5684,7 +5684,7 @@ bool P_HitFloor (AActor *thing)
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fixedvec3 pos;
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for (m = thing->touching_sectorlist; m; m = m->m_tnext)
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{
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pos = thing->PosRelative(m->m_sector);
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pos = thing->_f_PosRelative(m->m_sector);
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if (thing->_f_Z() == m->m_sector->floorplane.ZatPoint(pos.x, pos.y))
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{
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break;
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@ -5729,7 +5729,7 @@ void P_CheckSplash(AActor *self, double distance)
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// Explosion splashes never alert monsters. This is because A_Explode has
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// a separate parameter for that so this would get in the way of proper
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// behavior.
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fixedvec3 pos = self->PosRelative(floorsec);
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fixedvec3 pos = self->_f_PosRelative(floorsec);
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pos.z = self->_f_floorz();
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P_HitWater (self, floorsec, pos, false, false);
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}
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