- 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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@ -392,7 +392,7 @@ bool P_CreateFloor(sector_t *sec, DFloor::EFloor floortype, line_t *line,
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case DFloor::floorLowerByTexture:
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floor->m_Direction = -1;
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newheight = sec->CenterFloor() - sec->FindShortestTextureAround();
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newheight = sec->CenterFloor() - FindShortestTextureAround(sec);
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floor->m_FloorDestDist = sec->floorplane.PointToDist(sec->centerspot, newheight);
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break;
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@ -409,7 +409,7 @@ bool P_CreateFloor(sector_t *sec, DFloor::EFloor floortype, line_t *line,
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// since the code is identical to what was here. (Oddly
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// enough, BOOM preserved the code here even though it
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// also had this function.)
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newheight = sec->CenterFloor() + sec->FindShortestTextureAround();
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newheight = sec->CenterFloor() + FindShortestTextureAround(sec);
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floor->m_FloorDestDist = sec->floorplane.PointToDist(sec->centerspot, newheight);
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break;
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@ -440,7 +440,7 @@ bool P_CreateFloor(sector_t *sec, DFloor::EFloor floortype, line_t *line,
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//jff 5/23/98 use model subroutine to unify fixes and handling
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sector_t *modelsec;
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modelsec = sec->FindModelFloorSector(newheight);
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modelsec = FindModelFloorSector(sec, newheight);
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if (modelsec != NULL)
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{
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floor->m_Texture = modelsec->GetTexture(sector_t::floor);
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@ -485,8 +485,8 @@ bool P_CreateFloor(sector_t *sec, DFloor::EFloor floortype, line_t *line,
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floortype == DFloor::floorLowerToLowestCeiling ||
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floortype == DFloor::floorRaiseToCeiling ||
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floortype == DFloor::floorLowerToCeiling) ?
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sec->FindModelCeilingSector(-floor->m_FloorDestDist) :
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sec->FindModelFloorSector(-floor->m_FloorDestDist);
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FindModelCeilingSector(sec, -floor->m_FloorDestDist) :
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FindModelFloorSector(sec, -floor->m_FloorDestDist);
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if (modelsec != NULL)
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{
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@ -1126,7 +1126,7 @@ bool EV_DoChange (line_t *line, EChange changetype, int tag)
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}
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break;
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case numChangeOnly:
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secm = sec->FindModelFloorSector (sec->CenterFloor());
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secm = FindModelFloorSector(sec, sec->CenterFloor());
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if (secm)
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{ // if no model, no change
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sec->SetTexture(sector_t::floor, secm->GetTexture(sector_t::floor));
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