- converted AActor::height to double.

This commit is contained in:
Christoph Oelckers 2016-03-20 20:55:06 +01:00
commit cff8e51811
53 changed files with 253 additions and 259 deletions

View file

@ -410,7 +410,7 @@ static void MakeFountain (AActor *actor, int color1, int color2)
angle_t an = M_Random()<<(24-ANGLETOFINESHIFT);
fixed_t out = FixedMul (actor->_f_radius(), M_Random()<<8);
fixedvec3 pos = actor->Vec3Offset(FixedMul(out, finecosine[an]), FixedMul(out, finesine[an]), actor->height + FRACUNIT);
fixedvec3 pos = actor->Vec3Offset(FixedMul(out, finecosine[an]), FixedMul(out, finesine[an]), actor->_f_height() + FRACUNIT);
particle->x = pos.x;
particle->y = pos.y;
particle->z = pos.z;
@ -439,9 +439,9 @@ void P_RunEffect (AActor *actor, int effects)
if ((effects & FX_ROCKET) && (cl_rockettrails & 1))
{
// Rocket trail
double backx = -actor->_Radius() * 2 * moveangle.Cos();
double backy = -actor->_Radius() * 2 * moveangle.Sin();
double backz = actor->_Height() * ((2. / 3) - actor->Vel.Z / 8);
double backx = -actor->radius * 2 * moveangle.Cos();
double backy = -actor->radius * 2 * moveangle.Sin();
double backz = actor->Height * ((2. / 3) - actor->Vel.Z / 8);
DAngle an = moveangle + 90.;
int speed;
@ -494,7 +494,7 @@ void P_RunEffect (AActor *actor, int effects)
// Grenade trail
fixedvec3 pos = actor->_f_Vec3Angle(-actor->_f_radius() * 2, moveangle.BAMs(),
fixed_t(-(actor->height >> 3) * (actor->Vel.Z) + (2 * actor->height) / 3));
fixed_t(-(actor->_f_height() >> 3) * (actor->Vel.Z) + (2 * actor->_f_height()) / 3));
P_DrawSplash2 (6, pos.x, pos.y, pos.z,
moveangle.BAMs() + ANG180, 2, 2);
@ -538,7 +538,7 @@ void P_RunEffect (AActor *actor, int effects)
particle->size = 1;
if (M_Random () < 128)
{ // make particle fall from top of actor
particle->z += actor->height;
particle->z += actor->_f_height();
particle->vel.z = -particle->vel.z;
particle->accz = -particle->accz;
}
@ -889,7 +889,7 @@ void P_DisconnectEffect (AActor *actor)
fixed_t xo = ((M_Random() - 128) << 9) * (actor->_f_radius() >> FRACBITS);
fixed_t yo = ((M_Random() - 128) << 9) * (actor->_f_radius() >> FRACBITS);
fixed_t zo = (M_Random() << 8) * (actor->height >> FRACBITS);
fixed_t zo = (M_Random() << 8) * (actor->_f_height() >> FRACBITS);
fixedvec3 pos = actor->Vec3Offset(xo, yo, zo);
p->x = pos.x;
p->y = pos.y;