- use typedefs for TVector<double> etc.
(Better have this out of the way before messing around with this stuff...)
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2e588c2099
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23 changed files with 72 additions and 67 deletions
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@ -651,12 +651,12 @@ void P_DrawSplash2 (int count, fixed_t x, fixed_t y, fixed_t z, angle_t angle, i
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}
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}
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void P_DrawRailTrail(AActor *source, const TVector3<double> &start, const TVector3<double> &end, int color1, int color2, double maxdiff_d, int flags, PClassActor *spawnclass, angle_t angle, int duration, double sparsity, double drift, int SpiralOffset)
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void P_DrawRailTrail(AActor *source, const DVector3 &start, const DVector3 &end, int color1, int color2, double maxdiff_d, int flags, PClassActor *spawnclass, angle_t angle, int duration, double sparsity, double drift, int SpiralOffset)
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{
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double length, lengthsquared;
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int steps, i;
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TAngle<double> deg;
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TVector3<double> step, dir, pos, extend;
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DVector3 step, dir, pos, extend;
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bool fullbright;
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float maxdiff = (float)maxdiff_d;
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@ -681,7 +681,7 @@ void P_DrawRailTrail(AActor *source, const TVector3<double> &start, const TVecto
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// The railgun's sound is special. It gets played from the
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// point on the slug's trail that is closest to the hearing player.
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AActor *mo = players[consoleplayer].camera;
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TVector3<double> point;
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DVector3 point;
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double r;
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double dirz;
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@ -728,7 +728,7 @@ void P_DrawRailTrail(AActor *source, const TVector3<double> &start, const TVecto
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minelem = fabs(dir[i]);
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}
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}
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TVector3<double> tempvec(0, 0, 0);
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DVector3 tempvec(0, 0, 0);
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tempvec[epos] = 1;
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extend = tempvec - (dir | tempvec) * dir;
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//
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@ -739,7 +739,7 @@ void P_DrawRailTrail(AActor *source, const TVector3<double> &start, const TVecto
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// Create the outer spiral.
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if (color1 != -1 && (!r_rail_smartspiral || color2 == -1) && r_rail_spiralsparsity > 0 && (spawnclass == NULL))
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{
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TVector3<double> spiral_step = step * r_rail_spiralsparsity * sparsity;
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DVector3 spiral_step = step * r_rail_spiralsparsity * sparsity;
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int spiral_steps = (int)(steps * r_rail_spiralsparsity / sparsity);
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color1 = color1 == 0 ? -1 : ParticleColor(color1);
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@ -748,7 +748,7 @@ void P_DrawRailTrail(AActor *source, const TVector3<double> &start, const TVecto
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for (i = spiral_steps; i; i--)
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{
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particle_t *p = NewParticle ();
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TVector3<double> tempvec;
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DVector3 tempvec;
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if (!p)
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return;
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@ -761,7 +761,7 @@ void P_DrawRailTrail(AActor *source, const TVector3<double> &start, const TVecto
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p->size = 3;
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p->bright = fullbright;
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tempvec = TMatrix3x3<double>(dir, deg) * extend;
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tempvec = DMatrix3x3(dir, deg) * extend;
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p->velx = FLOAT2FIXED(tempvec.X * drift)>>4;
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p->vely = FLOAT2FIXED(tempvec.Y * drift)>>4;
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p->velz = FLOAT2FIXED(tempvec.Z * drift)>>4;
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@ -795,11 +795,11 @@ void P_DrawRailTrail(AActor *source, const TVector3<double> &start, const TVecto
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// Create the inner trail.
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if (color2 != -1 && r_rail_trailsparsity > 0 && spawnclass == NULL)
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{
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TVector3<double> trail_step = step * r_rail_trailsparsity * sparsity;
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DVector3 trail_step = step * r_rail_trailsparsity * sparsity;
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int trail_steps = xs_FloorToInt(steps * r_rail_trailsparsity / sparsity);
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color2 = color2 == 0 ? -1 : ParticleColor(color2);
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TVector3<double> diff(0, 0, 0);
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DVector3 diff(0, 0, 0);
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pos = start;
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for (i = trail_steps; i; i--)
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@ -822,7 +822,7 @@ void P_DrawRailTrail(AActor *source, const TVector3<double> &start, const TVecto
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diff.Z = clamp<double>(diff.Z + ((rnd & 32) ? 1 : -1), -maxdiff, maxdiff);
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}
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TVector3<double> postmp = pos + diff;
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DVector3 postmp = pos + diff;
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p->size = 2;
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p->x = FLOAT2FIXED(postmp.X);
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@ -857,9 +857,9 @@ void P_DrawRailTrail(AActor *source, const TVector3<double> &start, const TVecto
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if (sparsity < 1)
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sparsity = 32;
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TVector3<double> trail_step = (step / 3) * sparsity;
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DVector3 trail_step = (step / 3) * sparsity;
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int trail_steps = (int)((steps * 3) / sparsity);
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TVector3<double> diff(0, 0, 0);
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DVector3 diff(0, 0, 0);
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pos = start;
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for (i = trail_steps; i; i--)
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@ -874,7 +874,7 @@ void P_DrawRailTrail(AActor *source, const TVector3<double> &start, const TVecto
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if (rnd & 4)
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diff.Z = clamp<double>(diff.Z + ((rnd & 32) ? 1 : -1), -maxdiff, maxdiff);
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}
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TVector3<double> postmp = pos + diff;
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DVector3 postmp = pos + diff;
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AActor *thing = Spawn (spawnclass, FLOAT2FIXED(postmp.X), FLOAT2FIXED(postmp.Y), FLOAT2FIXED(postmp.Z), ALLOW_REPLACE);
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if (thing)
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