- replaced all uses of P_ThrustMobj with the already implemented AActor::Thrust method and deleted this function.

- for quakes, making a distinction between circular and elliptic thrust is pointless, so the checks were removed and both paths consolidated. The elliptic code will do exactly the same for circles and there isn't even a performance difference.
This commit is contained in:
Christoph Oelckers 2016-03-20 01:25:47 +01:00
commit a4f5846c7c
14 changed files with 35 additions and 68 deletions

View file

@ -1254,10 +1254,9 @@ void FParser::SF_PushThing(void)
AActor * mo = actorvalue(t_argv[0]);
if(!mo) return;
angle_t angle = (angle_t)FixedToAngle(fixedvalue(t_argv[1]));
fixed_t force = fixedvalue(t_argv[2]);
P_ThrustMobj(mo, angle, force);
DAngle angle = floatvalue(t_argv[1]);
double force = floatvalue(t_argv[2]);
mo->Thrust(angle, force);
}
}