- converted scale variables in AActor, FMapThing and skin to float.

This commit is contained in:
Christoph Oelckers 2016-03-20 12:13:00 +01:00
commit ada5097e34
33 changed files with 112 additions and 123 deletions

View file

@ -162,16 +162,16 @@ void P_RecursiveSound (sector_t *sec, AActor *soundtarget, bool splash, int soun
if (checkabove)
{
sector_t *upper =
P_PointInSector(check->v1->x + check->dx / 2 + sec->SkyBoxes[sector_t::ceiling]->scaleX,
check->v1->y + check->dy / 2 + sec->SkyBoxes[sector_t::ceiling]->scaleY);
P_PointInSector(check->v1->x + check->dx / 2 + FLOAT2FIXED(sec->SkyBoxes[sector_t::ceiling]->Scale.X),
check->v1->y + check->dy / 2 + FLOAT2FIXED(sec->SkyBoxes[sector_t::ceiling]->Scale.Y));
P_RecursiveSound(upper, soundtarget, splash, soundblocks, emitter, maxdist);
}
if (checkbelow)
{
sector_t *lower =
P_PointInSector(check->v1->x + check->dx / 2 + sec->SkyBoxes[sector_t::floor]->scaleX,
check->v1->y + check->dy / 2 + sec->SkyBoxes[sector_t::floor]->scaleY);
P_PointInSector(check->v1->x + check->dx / 2 + FLOAT2FIXED(sec->SkyBoxes[sector_t::ceiling]->Scale.X),
check->v1->y + check->dy / 2 + FLOAT2FIXED(sec->SkyBoxes[sector_t::ceiling]->Scale.Y));
P_RecursiveSound(lower, soundtarget, splash, soundblocks, emitter, maxdist);
}