- renamed all ZatPoint variants that return a fixed point value to ZatPointFixed, to avoid accidental mixup with the floating point variants.
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6a150f7248
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6 changed files with 45 additions and 43 deletions
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@ -395,8 +395,8 @@ sector_t *R_FakeFlat(sector_t *sec, sector_t *tempsec,
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}
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}
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fixed_t refceilz = s->ceilingplane.ZatPoint (viewx, viewy);
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fixed_t orgceilz = sec->ceilingplane.ZatPoint (viewx, viewy);
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fixed_t refceilz = s->ceilingplane.ZatPointFixed (viewx, viewy);
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fixed_t orgceilz = sec->ceilingplane.ZatPointFixed(viewx, viewy);
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#if 1
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// [RH] Allow viewing underwater areas through doors/windows that
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@ -405,8 +405,8 @@ sector_t *R_FakeFlat(sector_t *sec, sector_t *tempsec,
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// sectors at the same time.
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if (back && !r_fakingunderwater && curline->frontsector->heightsec == NULL)
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{
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if (rw_frontcz1 <= s->floorplane.ZatPoint (curline->v1->fixX(), curline->v1->fixY()) &&
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rw_frontcz2 <= s->floorplane.ZatPoint (curline->v2->fixX(), curline->v2->fixY()))
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if (rw_frontcz1 <= s->floorplane.ZatPointFixed (curline->v1) &&
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rw_frontcz2 <= s->floorplane.ZatPointFixed(curline->v2))
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{
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// Check that the window is actually visible
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for (int z = WallC.sx1; z < WallC.sx2; ++z)
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@ -581,10 +581,10 @@ void R_AddLine (seg_t *line)
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{
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backsector = line->backsector;
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}
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rw_frontcz1 = frontsector->ceilingplane.ZatPoint (line->v1->fixX(), line->v1->fixY());
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rw_frontfz1 = frontsector->floorplane.ZatPoint (line->v1->fixX(), line->v1->fixY());
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rw_frontcz2 = frontsector->ceilingplane.ZatPoint (line->v2->fixX(), line->v2->fixY());
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rw_frontfz2 = frontsector->floorplane.ZatPoint (line->v2->fixX(), line->v2->fixY());
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rw_frontcz1 = frontsector->ceilingplane.ZatPointFixed(line->v1);
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rw_frontfz1 = frontsector->floorplane.ZatPointFixed(line->v1);
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rw_frontcz2 = frontsector->ceilingplane.ZatPointFixed(line->v2);
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rw_frontfz2 = frontsector->floorplane.ZatPointFixed(line->v2);
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rw_mustmarkfloor = rw_mustmarkceiling = false;
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rw_havehigh = rw_havelow = false;
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@ -603,10 +603,10 @@ void R_AddLine (seg_t *line)
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}
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doorclosed = 0; // killough 4/16/98
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rw_backcz1 = backsector->ceilingplane.ZatPoint (line->v1->fixX(), line->v1->fixY());
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rw_backfz1 = backsector->floorplane.ZatPoint (line->v1->fixX(), line->v1->fixY());
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rw_backcz2 = backsector->ceilingplane.ZatPoint (line->v2->fixX(), line->v2->fixY());
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rw_backfz2 = backsector->floorplane.ZatPoint (line->v2->fixX(), line->v2->fixY());
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rw_backcz1 = backsector->ceilingplane.ZatPointFixed (line->v1);
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rw_backfz1 = backsector->floorplane.ZatPointFixed(line->v1);
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rw_backcz2 = backsector->ceilingplane.ZatPointFixed(line->v2);
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rw_backfz2 = backsector->floorplane.ZatPointFixed(line->v2);
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// Cannot make these walls solid, because it can result in
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// sprite clipping problems for sprites near the wall
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