- 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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a652c061f6
36 changed files with 192 additions and 493 deletions
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@ -2701,7 +2701,7 @@ static void PlayerLandedOnThing (AActor *mo, AActor *onmobj)
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if (mo->player->mo == mo)
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{
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mo->player->deltaviewheight = mo->_f_velz() >> 3;
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mo->player->deltaviewheight = mo->Vel.Z / 8.;
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}
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if (mo->player->cheats & CF_PREDICTING)
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@ -2826,7 +2826,7 @@ void P_NightmareRespawn (AActor *mobj)
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P_SpawnTeleportFog(mobj, mobj->PosPlusZ(TELEFOGHEIGHT), true, true);
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// spawn a teleport fog at the new spot
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P_SpawnTeleportFog(mobj, x, y, z + TELEFOGHEIGHT, false, true);
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P_SpawnTeleportFog(mobj, FIXED2DBL(x), FIXED2DBL(y), FIXED2DBL(z) + TELEFOGHEIGHT, false, true);
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// remove the old monster
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mobj->Destroy ();
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@ -3745,7 +3745,7 @@ void AActor::Tick ()
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const sector_t *sec = node->m_sector;
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if (sec->floorplane.c >= STEEPSLOPE)
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{
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if (floorplane.ZatPoint (PosRelative(node->m_sector)) >= _f_Z() - MaxStepHeight)
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if (floorplane.ZatPoint (PosRelative(node->m_sector)) >= _f_Z() - _f_MaxStepHeight())
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{
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dopush = false;
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break;
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@ -3810,12 +3810,12 @@ void AActor::Tick ()
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PlayerLandedOnThing (this, onmo);
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}
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}
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if (onmo->_f_Top() - _f_Z() <= MaxStepHeight)
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if (onmo->Top() - Z() <= MaxStepHeight)
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{
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if (player && player->mo == this)
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{
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player->viewheight -= onmo->_f_Top() - _f_Z();
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fixed_t deltaview = player->GetDeltaViewHeight();
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double deltaview = player->GetDeltaViewHeight();
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if (deltaview > player->deltaviewheight)
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{
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player->deltaviewheight = deltaview;
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@ -4780,8 +4780,7 @@ APlayerPawn *P_SpawnPlayer (FPlayerStart *mthing, int playernum, int flags)
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if (multiplayer)
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{
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unsigned an = mobj->_f_angle() >> ANGLETOFINESHIFT;
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Spawn ("TeleportFog", mobj->Vec3Offset(20*finecosine[an], 20*finesine[an], TELEFOGHEIGHT), ALLOW_REPLACE);
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Spawn ("TeleportFog", mobj->Vec3Angle(20, mobj->Angles.Yaw, TELEFOGHEIGHT), ALLOW_REPLACE);
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}
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// "Fix" for one of the starts on exec.wad MAP01: If you start inside the ceiling,
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