- trimmed down the AActor Spawn interface and removed all non-float variants.
This still needs some cleanup in a few calling functions.
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29 changed files with 214 additions and 277 deletions
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@ -125,19 +125,16 @@ bool P_Thing_Spawn (int tid, AActor *source, int type, DAngle angle, bool fog, i
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bool P_MoveThing(AActor *source, fixed_t x, fixed_t y, fixed_t z, bool fog)
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{
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fixed_t oldx, oldy, oldz;
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DVector3 pos(FIXED2DBL(x), FIXED2DBL(y), FIXED2DBL(z));
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DVector3 old = source->Pos();
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oldx = source->_f_X();
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oldy = source->_f_Y();
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oldz = source->_f_Z();
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source->SetOrigin (x, y, z, true);
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source->SetOrigin (pos, true);
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if (P_TestMobjLocation (source))
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{
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if (fog)
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{
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P_SpawnTeleportFog(source, x, y, z, false, true);
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P_SpawnTeleportFog(source, oldx, oldy, oldz, true, true);
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P_SpawnTeleportFog(source, pos, false, true);
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P_SpawnTeleportFog(source, old, true, true);
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}
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source->ClearInterpolation();
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if (source == players[consoleplayer].camera)
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@ -148,7 +145,7 @@ bool P_MoveThing(AActor *source, fixed_t x, fixed_t y, fixed_t z, bool fog)
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}
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else
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{
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source->SetOrigin (oldx, oldy, oldz, true);
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source->SetOrigin (old, true);
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return false;
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}
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}
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@ -221,7 +218,7 @@ bool P_Thing_Projectile (int tid, AActor *source, int type, const char *type_nam
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{
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do
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{
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fixed_t z = spot->_f_Z();
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double z = spot->Z();
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if (defflags3 & MF3_FLOORHUGGER)
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{
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z = ONFLOORZ;
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@ -232,9 +229,9 @@ bool P_Thing_Projectile (int tid, AActor *source, int type, const char *type_nam
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}
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else if (z != ONFLOORZ)
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{
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z -= spot->_f_floorclip();
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z -= spot->Floorclip;
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}
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mobj = Spawn (kind, spot->_f_X(), spot->_f_Y(), z, ALLOW_REPLACE);
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mobj = Spawn (kind, spot->PosAtZ(z), ALLOW_REPLACE);
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if (mobj)
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{
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