- converted g_strife to full floating point use, except the floor height changing stuff in A_LightGoesOut.

This commit is contained in:
Christoph Oelckers 2016-03-22 12:42:27 +01:00
commit a652c061f6
36 changed files with 192 additions and 493 deletions

View file

@ -2701,7 +2701,7 @@ static void PlayerLandedOnThing (AActor *mo, AActor *onmobj)
if (mo->player->mo == mo)
{
mo->player->deltaviewheight = mo->_f_velz() >> 3;
mo->player->deltaviewheight = mo->Vel.Z / 8.;
}
if (mo->player->cheats & CF_PREDICTING)
@ -2826,7 +2826,7 @@ void P_NightmareRespawn (AActor *mobj)
P_SpawnTeleportFog(mobj, mobj->PosPlusZ(TELEFOGHEIGHT), true, true);
// spawn a teleport fog at the new spot
P_SpawnTeleportFog(mobj, x, y, z + TELEFOGHEIGHT, false, true);
P_SpawnTeleportFog(mobj, FIXED2DBL(x), FIXED2DBL(y), FIXED2DBL(z) + TELEFOGHEIGHT, false, true);
// remove the old monster
mobj->Destroy ();
@ -3745,7 +3745,7 @@ void AActor::Tick ()
const sector_t *sec = node->m_sector;
if (sec->floorplane.c >= STEEPSLOPE)
{
if (floorplane.ZatPoint (PosRelative(node->m_sector)) >= _f_Z() - MaxStepHeight)
if (floorplane.ZatPoint (PosRelative(node->m_sector)) >= _f_Z() - _f_MaxStepHeight())
{
dopush = false;
break;
@ -3810,12 +3810,12 @@ void AActor::Tick ()
PlayerLandedOnThing (this, onmo);
}
}
if (onmo->_f_Top() - _f_Z() <= MaxStepHeight)
if (onmo->Top() - Z() <= MaxStepHeight)
{
if (player && player->mo == this)
{
player->viewheight -= onmo->_f_Top() - _f_Z();
fixed_t deltaview = player->GetDeltaViewHeight();
double deltaview = player->GetDeltaViewHeight();
if (deltaview > player->deltaviewheight)
{
player->deltaviewheight = deltaview;
@ -4780,8 +4780,7 @@ APlayerPawn *P_SpawnPlayer (FPlayerStart *mthing, int playernum, int flags)
if (multiplayer)
{
unsigned an = mobj->_f_angle() >> ANGLETOFINESHIFT;
Spawn ("TeleportFog", mobj->Vec3Offset(20*finecosine[an], 20*finesine[an], TELEFOGHEIGHT), ALLOW_REPLACE);
Spawn ("TeleportFog", mobj->Vec3Angle(20, mobj->Angles.Yaw, TELEFOGHEIGHT), ALLOW_REPLACE);
}
// "Fix" for one of the starts on exec.wad MAP01: If you start inside the ceiling,