- 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

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