- trimmed down the AActor Spawn interface and removed all non-float variants.
This still needs some cleanup in a few calling functions.
This commit is contained in:
parent
2a0d5a621a
commit
f8cf4bcf3d
29 changed files with 214 additions and 277 deletions
|
|
@ -78,7 +78,7 @@ void ATeleportFog::PostBeginPlay ()
|
|||
//
|
||||
//==========================================================================
|
||||
|
||||
void P_SpawnTeleportFog(AActor *mobj, fixed_t x, fixed_t y, fixed_t z, bool beforeTele, bool setTarget)
|
||||
void P_SpawnTeleportFog(AActor *mobj, const DVector3 &pos, bool beforeTele, bool setTarget)
|
||||
{
|
||||
AActor *mo;
|
||||
if ((beforeTele ? mobj->TeleFogSourceType : mobj->TeleFogDestType) == NULL)
|
||||
|
|
@ -88,7 +88,7 @@ void P_SpawnTeleportFog(AActor *mobj, fixed_t x, fixed_t y, fixed_t z, bool befo
|
|||
}
|
||||
else
|
||||
{
|
||||
mo = Spawn((beforeTele ? mobj->TeleFogSourceType : mobj->TeleFogDestType), x, y, z, ALLOW_REPLACE);
|
||||
mo = Spawn((beforeTele ? mobj->TeleFogSourceType : mobj->TeleFogDestType), pos, ALLOW_REPLACE);
|
||||
}
|
||||
|
||||
if (mo != NULL && setTarget)
|
||||
|
|
@ -103,7 +103,7 @@ bool P_Teleport (AActor *thing, fixed_t x, fixed_t y, fixed_t z, DAngle angle, i
|
|||
{
|
||||
bool predicting = (thing->player && (thing->player->cheats & CF_PREDICTING));
|
||||
|
||||
fixedvec3 old;
|
||||
DVector3 old;
|
||||
fixed_t aboveFloor;
|
||||
player_t *player;
|
||||
sector_t *destsect;
|
||||
|
|
@ -111,7 +111,7 @@ bool P_Teleport (AActor *thing, fixed_t x, fixed_t y, fixed_t z, DAngle angle, i
|
|||
fixed_t floorheight, ceilingheight;
|
||||
double missilespeed = 0;
|
||||
|
||||
old = thing->_f_Pos();
|
||||
old = thing->Pos();
|
||||
aboveFloor = thing->_f_Z() - thing->_f_floorz();
|
||||
destsect = P_PointInSector (x, y);
|
||||
// killough 5/12/98: exclude voodoo dolls:
|
||||
|
|
@ -194,7 +194,7 @@ bool P_Teleport (AActor *thing, fixed_t x, fixed_t y, fixed_t z, DAngle angle, i
|
|||
double fogDelta = thing->flags & MF_MISSILE ? 0 : TELEFOGHEIGHT;
|
||||
DVector2 vector = angle.ToVector(20);
|
||||
DVector2 fogpos = P_GetOffsetPosition(FIXED2DBL(x), FIXED2DBL(y), vector.X, vector.Y);
|
||||
P_SpawnTeleportFog(thing, fogpos.X, fogpos.Y, thing->Z() + fogDelta, false, true);
|
||||
P_SpawnTeleportFog(thing, DVector3(fogpos, thing->Z() + fogDelta), false, true);
|
||||
|
||||
}
|
||||
if (thing->player)
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue