- moved VM thunks from p_sectors.cpp to a separate file and started adding direct native implementations.
For a few larger functions I took them out of sector_t and made them global functions to avoid creating more unnecessary stubs.
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6 changed files with 926 additions and 864 deletions
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@ -368,13 +368,13 @@ bool P_CreateCeiling(sector_t *sec, DCeiling::ECeiling type, line_t *line, int t
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break;
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case DCeiling::ceilLowerByTexture:
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targheight = sec->ceilingplane.ZatPoint (spot) - sec->FindShortestUpperAround ();
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targheight = sec->ceilingplane.ZatPoint (spot) - FindShortestUpperAround (sec);
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ceiling->m_BottomHeight = sec->ceilingplane.PointToDist (spot, targheight);
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ceiling->m_Direction = -1;
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break;
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case DCeiling::ceilRaiseByTexture:
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targheight = sec->ceilingplane.ZatPoint (spot) + sec->FindShortestUpperAround ();
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targheight = sec->ceilingplane.ZatPoint (spot) + FindShortestUpperAround (sec);
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ceiling->m_TopHeight = sec->ceilingplane.PointToDist (spot, targheight);
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ceiling->m_Direction = 1;
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break;
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@ -420,8 +420,8 @@ bool P_CreateCeiling(sector_t *sec, DCeiling::ECeiling type, line_t *line, int t
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type == DCeiling::ceilRaiseToFloor ||
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/*type == ceilLowerToHighest ||*/
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type == DCeiling::ceilLowerToFloor) ?
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sec->FindModelFloorSector (targheight) :
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sec->FindModelCeilingSector (targheight);
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FindModelFloorSector(sec, targheight) :
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FindModelCeilingSector(sec, targheight);
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if (modelsec != NULL)
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{
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ceiling->m_Texture = modelsec->GetTexture(sector_t::ceiling);
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