- converted g_strife to full floating point use, except the floor height changing stuff in A_LightGoesOut.
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5a4b974187
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36 changed files with 192 additions and 493 deletions
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@ -269,17 +269,17 @@ bool FCajunMaster::CleanAhead (AActor *thing, fixed_t x, fixed_t y, ticcmd_t *cm
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if (!(thing->flags & MF_NOCLIP) )
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{
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fixed_t maxstep = thing->MaxStepHeight;
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if (tm.ceilingz - tm.floorz < thing->Height)
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return false; // doesn't fit
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double maxmove = FIXED2FLOAT(MAXMOVEHEIGHT);
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if (!(thing->flags&MF_MISSILE))
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{
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if(tm._f_floorz() > (thing->Sector->floorplane.ZatPoint (x, y)+MAXMOVEHEIGHT)) //Too high wall
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if(tm.floorz > (thing->Sector->floorplane._f_ZatPointF(x, y)+maxmove)) //Too high wall
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return false;
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//Jumpable
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if(tm._f_floorz()>(thing->Sector->floorplane.ZatPoint (x, y)+thing->MaxStepHeight))
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if(tm.floorz > (thing->Sector->floorplane._f_ZatPointF(x, y)+thing->MaxStepHeight))
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cmd->ucmd.buttons |= BT_JUMP;
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@ -292,7 +292,7 @@ bool FCajunMaster::CleanAhead (AActor *thing, fixed_t x, fixed_t y, ticcmd_t *cm
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// maxstep=37*FRACUNIT;
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if ( !(thing->flags & MF_TELEPORT) &&
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(tm._f_floorz() - thing->_f_Z() > maxstep ) )
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(tm.floorz - thing->Z() > thing->MaxStepHeight) )
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return false; // too big a step up
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