Merge branch 'master' into scripting

Conflicts:
	src/actor.h
	src/g_hexen/a_clericstaff.cpp
	src/p_enemy.cpp
	src/p_interaction.cpp
	src/p_local.h
	src/p_mobj.cpp
	src/thingdef/thingdef_codeptr.cpp
This commit is contained in:
Christoph Oelckers 2016-01-17 20:57:55 +01:00
commit bf747075e8
179 changed files with 10280 additions and 4787 deletions

View file

@ -82,7 +82,7 @@ bool P_Thing_Spawn (int tid, AActor *source, int type, angle_t angle, bool fog,
}
while (spot != NULL)
{
mobj = Spawn (kind, spot->x, spot->y, spot->z, ALLOW_REPLACE);
mobj = Spawn (kind, spot->X(), spot->Y(), spot->Z(), ALLOW_REPLACE);
if (mobj != NULL)
{
@ -94,7 +94,7 @@ bool P_Thing_Spawn (int tid, AActor *source, int type, angle_t angle, bool fog,
mobj->angle = (angle != ANGLE_MAX ? angle : spot->angle);
if (fog)
{
P_SpawnTeleportFog(mobj, spot->x, spot->y, spot->z + TELEFOGHEIGHT, false, true);
P_SpawnTeleportFog(mobj, spot->X(), spot->Y(), spot->Z() + TELEFOGHEIGHT, false, true);
}
if (mobj->flags & MF_SPECIAL)
mobj->flags |= MF_DROPPED; // Don't respawn
@ -165,7 +165,7 @@ bool P_Thing_Move (int tid, AActor *source, int mapspot, bool fog)
if (source != NULL && target != NULL)
{
return P_MoveThing(source, target->x, target->y, target->z, fog);
return P_MoveThing(source, target->X(), target->Y(), target->Z(), fog);
}
return false;
}
@ -304,7 +304,8 @@ bool P_Thing_Projectile (int tid, AActor *source, int type, const char *type_nam
}
else
{
nolead: mobj->angle = R_PointToAngle2 (mobj->x, mobj->y, targ->x, targ->y);
nolead:
mobj->angle = mobj->AngleTo(targ);
aim.Resize (fspeed);
mobj->velx = fixed_t(aim[0]);
mobj->vely = fixed_t(aim[1]);