- converted scale variables in AActor, FMapThing and skin to float.
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33 changed files with 112 additions and 123 deletions
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@ -162,16 +162,16 @@ void P_RecursiveSound (sector_t *sec, AActor *soundtarget, bool splash, int soun
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if (checkabove)
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{
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sector_t *upper =
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P_PointInSector(check->v1->x + check->dx / 2 + sec->SkyBoxes[sector_t::ceiling]->scaleX,
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check->v1->y + check->dy / 2 + sec->SkyBoxes[sector_t::ceiling]->scaleY);
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P_PointInSector(check->v1->x + check->dx / 2 + FLOAT2FIXED(sec->SkyBoxes[sector_t::ceiling]->Scale.X),
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check->v1->y + check->dy / 2 + FLOAT2FIXED(sec->SkyBoxes[sector_t::ceiling]->Scale.Y));
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P_RecursiveSound(upper, soundtarget, splash, soundblocks, emitter, maxdist);
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}
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if (checkbelow)
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{
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sector_t *lower =
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P_PointInSector(check->v1->x + check->dx / 2 + sec->SkyBoxes[sector_t::floor]->scaleX,
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check->v1->y + check->dy / 2 + sec->SkyBoxes[sector_t::floor]->scaleY);
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P_PointInSector(check->v1->x + check->dx / 2 + FLOAT2FIXED(sec->SkyBoxes[sector_t::ceiling]->Scale.X),
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check->v1->y + check->dy / 2 + FLOAT2FIXED(sec->SkyBoxes[sector_t::ceiling]->Scale.Y));
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P_RecursiveSound(lower, soundtarget, splash, soundblocks, emitter, maxdist);
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}
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