- Changed all thing coordinates that were stored as shorts into fixed_t.

- Separated mapthing2_t into mapthinghexen_t and the internal FMapThing so
  that it is easier to add new features in the UDMF map format.
- Added some initial code to read UDMF maps.


SVN r956 (trunk)
This commit is contained in:
Christoph Oelckers 2008-05-08 08:06:26 +00:00
commit d5563fe478
19 changed files with 340 additions and 170 deletions

View file

@ -332,8 +332,8 @@ void A_RestoreSpecialPosition (AActor *self)
fixed_t _x, _y;
sector_t *sec;
_x = self->SpawnPoint[0] << FRACBITS;
_y = self->SpawnPoint[1] << FRACBITS;
_x = self->SpawnPoint[0];
_y = self->SpawnPoint[1];
sec = P_PointInSector (_x, _y);
self->SetOrigin (_x, _y, sec->floorplane.ZatPoint (_x, _y));
@ -341,7 +341,7 @@ void A_RestoreSpecialPosition (AActor *self)
if (self->flags & MF_SPAWNCEILING)
{
self->z = self->ceilingz - self->height - (self->SpawnPoint[2] << FRACBITS);
self->z = self->ceilingz - self->height - self->SpawnPoint[2];
}
else if (self->flags2 & MF2_SPAWNFLOAT)
{
@ -358,7 +358,7 @@ void A_RestoreSpecialPosition (AActor *self)
}
else
{
self->z = (self->SpawnPoint[2] << FRACBITS) + self->floorz;
self->z = self->SpawnPoint[2] + self->floorz;
if (self->flags2 & MF2_FLOATBOB)
{
self->z += FloatBobOffsets[(self->FloatBobPhase + level.maptime) & 63];