- renamed all ZatPoint variants that return a fixed point value to ZatPointFixed, to avoid accidental mixup with the floating point variants.

This commit is contained in:
Christoph Oelckers 2016-04-02 20:45:32 +02:00
commit 9a07f81269
6 changed files with 45 additions and 43 deletions

View file

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