- floatified FMapThing, dropoffz and GetBobOffset
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20 changed files with 177 additions and 163 deletions
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@ -4768,15 +4768,15 @@ static int SetCVar(AActor *activator, const char *cvarname, int value, bool is_s
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return 1;
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}
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static bool DoSpawnDecal(AActor *actor, const FDecalTemplate *tpl, int flags, angle_t angle, fixed_t zofs, fixed_t distance)
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static bool DoSpawnDecal(AActor *actor, const FDecalTemplate *tpl, int flags, DAngle angle, double zofs, double distance)
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{
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if (!(flags & SDF_ABSANGLE))
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{
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angle += actor->_f_angle();
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angle += actor->Angles.Yaw;
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}
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return NULL != ShootDecal(tpl, actor, actor->Sector, actor->X(), actor->Y(),
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actor->Center() - actor->Floorclip + actor->GetBobOffset() + FIXED2DBL(zofs),
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DAngle(ANGLE2DBL(angle)), FIXED2DBL(distance), !!(flags & SDF_PERMANENT));
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actor->Center() - actor->Floorclip + actor->GetBobOffset() + zofs,
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angle, distance, !!(flags & SDF_PERMANENT));
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}
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static void SetActorAngle(AActor *activator, int tid, int angle, bool interpolate)
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@ -5674,9 +5674,9 @@ doplaysound: if (funcIndex == ACSF_PlayActorSound)
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if (tpl != NULL)
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{
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int flags = (argCount > 2) ? args[2] : 0;
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angle_t angle = (argCount > 3) ? (args[3] << FRACBITS) : 0;
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fixed_t zoffset = (argCount > 4) ? (args[4] << FRACBITS) : 0;
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fixed_t distance = (argCount > 5) ? (args[5] << FRACBITS) : 64*FRACUNIT;
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DAngle angle = ACSToAngle((argCount > 3) ? args[3] : 0);
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int zoffset = (argCount > 4) ? args[4]: 0;
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int distance = (argCount > 5) ? args[5] : 64;
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if (args[0] == 0)
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{
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@ -8702,11 +8702,11 @@ scriptwait:
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}
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else if (pcd == PCD_GETACTORZ)
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{
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STACK(1) = actor->_f_Z() + actor->GetBobOffset();
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STACK(1) = DoubleToACS(actor->Z() + actor->GetBobOffset());
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}
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else
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{
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STACK(1) = pcd == PCD_GETACTORX ? actor->_f_X() : pcd == PCD_GETACTORY ? actor->_f_Y() : actor->_f_Z();
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STACK(1) = DoubleToACS(pcd == PCD_GETACTORX ? actor->X() : pcd == PCD_GETACTORY ? actor->Y() : actor->Z());
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}
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}
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break;
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