- looks like the oldz parameter in UpdateWaterLevel is not needed at all...

This commit is contained in:
Christoph Oelckers 2016-03-26 01:13:36 +01:00
commit c2e7858e05
9 changed files with 24 additions and 28 deletions

View file

@ -472,7 +472,7 @@ void AActor::Serialize(FArchive &arc)
}
}
ClearInterpolation();
UpdateWaterLevel(_f_Z(), false);
UpdateWaterLevel(false);
}
}
@ -3462,7 +3462,7 @@ void AActor::Tick ()
}
}
fixed_t oldz = _f_Z();
double oldz = Z();
// [RH] Give the pain elemental vertical friction
// This used to be in APainElemental::Tick but in order to use
@ -3736,7 +3736,7 @@ void AActor::Tick ()
const sector_t *sec = node->m_sector;
if (sec->floorplane.c >= STEEPSLOPE)
{
if (floorplane.ZatPointF (_f_PosRelative(node->m_sector)) >= Z() - MaxStepHeight)
if (floorplane.ZatPoint(PosRelative(node->m_sector)) >= Z() - MaxStepHeight)
{
dopush = false;
break;
@ -3858,7 +3858,7 @@ void AActor::Tick ()
CheckPortalTransition(true);
UpdateWaterLevel (oldz);
UpdateWaterLevel ();
// [RH] Don't advance if predicting a player
if (player && (player->cheats & CF_PREDICTING))
@ -4011,7 +4011,7 @@ void AActor::CheckSectorTransition(sector_t *oldsec)
//
//==========================================================================
bool AActor::UpdateWaterLevel (fixed_t oldz, bool dosplash)
bool AActor::UpdateWaterLevel (bool dosplash)
{
BYTE lastwaterlevel = waterlevel;
double fh = -FLT_MAX;
@ -4068,10 +4068,8 @@ bool AActor::UpdateWaterLevel (fixed_t oldz, bool dosplash)
else
{
// Check 3D floors as well!
for(unsigned int i=0;i<Sector->e->XFloor.ffloors.Size();i++)
for(auto rover : Sector->e->XFloor.ffloors)
{
F3DFloor* rover=Sector->e->XFloor.ffloors[i];
if (!(rover->flags & FF_EXISTS)) continue;
if(!(rover->flags & FF_SWIMMABLE) || rover->flags & FF_SOLID) continue;
@ -4269,7 +4267,7 @@ AActor *AActor::StaticSpawn (PClassActor *type, const DVector3 &pos, replace_t a
{
actor->Floorclip = 0;
}
actor->UpdateWaterLevel (actor->Z(), false);
actor->UpdateWaterLevel (false);
if (!SpawningMapThing)
{
actor->BeginPlay ();