- let's make some use of AActor::Pos and get rid of some of those X() and Y() calls...
- restore proper actor.h file.
This commit is contained in:
parent
460751653d
commit
c1b44a5694
18 changed files with 81 additions and 66 deletions
|
|
@ -436,7 +436,7 @@ bool P_Thing_Raise(AActor *thing, AActor *raiser)
|
|||
thing->flags |= MF_SOLID;
|
||||
thing->height = info->height; // [RH] Use real height
|
||||
thing->radius = info->radius; // [RH] Use real radius
|
||||
if (!P_CheckPosition (thing, thing->X(), thing->Y()))
|
||||
if (!P_CheckPosition (thing, thing->Pos()))
|
||||
{
|
||||
thing->flags = oldflags;
|
||||
thing->radius = oldradius;
|
||||
|
|
@ -478,7 +478,7 @@ bool P_Thing_CanRaise(AActor *thing)
|
|||
thing->height = info->height;
|
||||
thing->radius = info->radius;
|
||||
|
||||
bool check = P_CheckPosition (thing, thing->X(), thing->Y());
|
||||
bool check = P_CheckPosition (thing, thing->Pos());
|
||||
|
||||
// Restore checked properties
|
||||
thing->flags = oldflags;
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue