- 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

@ -2642,7 +2642,7 @@ static bool P_CheckForResurrection(AActor *self, bool usevilestates)
!= P_Find3DFloor(testsec, self->_f_Pos(), false, true, zdist2))
{
// Not on same floor
if (vilesec == corpsec || abs(zdist1 - self->_f_Z()) > self->height)
if (vilesec == corpsec || abs(zdist1 - self->_f_Z()) > self->_f_height())
continue;
}
}
@ -2651,16 +2651,16 @@ static bool P_CheckForResurrection(AActor *self, bool usevilestates)
corpsehit->Vel.X = corpsehit->Vel.Y = 0;
// [RH] Check against real height and _f_radius()
fixed_t oldheight = corpsehit->height;
double oldheight = corpsehit->Height;
double oldradius = corpsehit->radius;
ActorFlags oldflags = corpsehit->flags;
corpsehit->flags |= MF_SOLID;
corpsehit->height = corpsehit->GetDefault()->height;
corpsehit->Height = corpsehit->GetDefault()->Height;
bool check = P_CheckPosition(corpsehit, corpsehit->Pos());
corpsehit->flags = oldflags;
corpsehit->radius = oldradius;
corpsehit->height = oldheight;
corpsehit->Height = oldheight;
if (!check) continue;
// got one!
@ -2702,10 +2702,10 @@ static bool P_CheckForResurrection(AActor *self, bool usevilestates)
}
if (ib_compatflags & BCOMPATF_VILEGHOSTS)
{
corpsehit->height <<= 2;
corpsehit->Height *= 4;
// [GZ] This was a commented-out feature, so let's make use of it,
// but only for ghost monsters so that they are visibly different.
if (corpsehit->height == 0)
if (corpsehit->Height == 0)
{
// Make raised corpses look ghostly
if (corpsehit->alpha > TRANSLUC50)
@ -2721,7 +2721,7 @@ static bool P_CheckForResurrection(AActor *self, bool usevilestates)
}
else
{
corpsehit->height = info->height; // [RH] Use real mobj height
corpsehit->Height = info->Height; // [RH] Use real mobj height
corpsehit->radius = info->radius; // [RH] Use real radius
}
@ -2872,7 +2872,7 @@ void A_Face (AActor *self, AActor *other, angle_t _max_turn, angle_t _max_pitch,
// its body.
if (target_z >= other->_f_Top())
{
target_z = other->_f_Z() + (other->height / 2);
target_z = other->_f_Z() + (other->_f_height() / 2);
}
//Note there is no +32*FRACUNIT on purpose. This is for customization sake.
@ -2880,9 +2880,9 @@ void A_Face (AActor *self, AActor *other, angle_t _max_turn, angle_t _max_pitch,
if (flags & FAF_BOTTOM)
target_z = other->_f_Z() + other->GetBobOffset();
if (flags & FAF_MIDDLE)
target_z = other->_f_Z() + (other->height / 2) + other->GetBobOffset();
target_z = other->_f_Z() + (other->_f_height() / 2) + other->GetBobOffset();
if (flags & FAF_TOP)
target_z = other->_f_Z() + (other->height) + other->GetBobOffset();
target_z = other->_f_Z() + (other->_f_height()) + other->GetBobOffset();
target_z += z_add;
@ -3000,7 +3000,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_MonsterRail)
// We probably won't hit the target, but aim at it anyway so we don't look stupid.
fixedvec2 pos = self->_f_Vec2To(self->target);
DVector2 xydiff(pos.x, pos.y);
double zdiff = (self->target->_f_Z() + (self->target->height>>1)) - (self->_f_Z() + (self->height>>1) - self->floorclip);
double zdiff = (self->target->_f_Z() + (self->target->_f_height()>>1)) - (self->_f_Z() + (self->_f_height()>>1) - self->floorclip);
self->Angles.Pitch = -VecToAngle(xydiff.Length(), zdiff);
}
@ -3178,7 +3178,7 @@ AInventory *P_DropItem (AActor *source, PClassActor *type, int dropamount, int c
}
else
{
spawnz += source->height / 2;
spawnz += source->_f_height() / 2;
}
}
mo = Spawn(type, source->_f_X(), source->_f_Y(), spawnz, ALLOW_REPLACE);
@ -3483,7 +3483,7 @@ int P_Massacre ()
bool A_SinkMobj (AActor *actor, fixed_t speed)
{
if (actor->floorclip < actor->height)
if (actor->floorclip < actor->_f_height())
{
actor->floorclip += speed;
return false;