- replaced ceilingz with a floating point variable, also in FCheckPosition.

This commit is contained in:
Christoph Oelckers 2016-03-20 13:32:53 +01:00
commit ec58e70078
25 changed files with 118 additions and 107 deletions

View file

@ -45,7 +45,7 @@
struct sectortype
{
SWORD wallptr, wallnum;
SDWORD ceilingz, floorz;
SDWORD ceilingZ, floorZ;
SWORD ceilingstat, floorstat;
SWORD ceilingpicnum, ceilingheinum;
SBYTE ceilingshade;
@ -402,7 +402,7 @@ static void LoadSectors (sectortype *bsec)
bsec->floorstat = WORD(bsec->floorstat);
sec->e = &sectors[0].e[i];
sec->SetPlaneTexZ(sector_t::floor, -(LittleLong(bsec->floorz) << 8));
sec->SetPlaneTexZ(sector_t::floor, -(LittleLong(bsec->floorZ) << 8));
sec->floorplane.d = -sec->GetPlaneTexZ(sector_t::floor);
sec->floorplane.c = FRACUNIT;
sec->floorplane.ic = FRACUNIT;
@ -415,7 +415,7 @@ static void LoadSectors (sectortype *bsec)
sec->SetPlaneLight(sector_t::floor, SHADE2LIGHT (bsec->floorshade));
sec->ChangeFlags(sector_t::floor, 0, PLANEF_ABSLIGHTING);
sec->SetPlaneTexZ(sector_t::ceiling, -(LittleLong(bsec->ceilingz) << 8));
sec->SetPlaneTexZ(sector_t::ceiling, -(LittleLong(bsec->ceilingZ) << 8));
sec->ceilingplane.d = sec->GetPlaneTexZ(sector_t::ceiling);
sec->ceilingplane.c = -FRACUNIT;
sec->ceilingplane.ic = -FRACUNIT;
@ -647,13 +647,13 @@ static void LoadWalls (walltype *walls, int numwalls, sectortype *bsec)
if ((bsec->floorstat & 2) && (bsec->floorheinum != 0))
{ // floor is sloped
slope.heinum = -LittleShort(bsec->floorheinum);
slope.z[0] = slope.z[1] = slope.z[2] = -bsec->floorz;
slope.z[0] = slope.z[1] = slope.z[2] = -bsec->floorZ;
CalcPlane (slope, sectors[i].floorplane);
}
if ((bsec->ceilingstat & 2) && (bsec->ceilingheinum != 0))
{ // ceiling is sloped
slope.heinum = -LittleShort(bsec->ceilingheinum);
slope.z[0] = slope.z[1] = slope.z[2] = -bsec->ceilingz;
slope.z[0] = slope.z[1] = slope.z[2] = -bsec->ceilingZ;
CalcPlane (slope, sectors[i].ceilingplane);
}
int linenum = int(intptr_t(sides[bsec->wallptr].linedef));
@ -699,7 +699,7 @@ static int LoadSprites (spritetype *sprites, Xsprite *xsprites, int numsprites,
mapthings[count].thingid = 0;
mapthings[count].x = (sprites[i].x << 12);
mapthings[count].y = -(sprites[i].y << 12);
mapthings[count].z = (bsectors[sprites[i].sectnum].floorz - sprites[i].z) << 8;
mapthings[count].z = (bsectors[sprites[i].sectnum].floorZ - sprites[i].z) << 8;
mapthings[count].angle = (((2048-sprites[i].ang) & 2047) * 360) >> 11;
mapthings[count].ClassFilter = 0xffff;
mapthings[count].SkillFilter = 0xffff;