Polyobj_rotate and related: change "origin" to vector2_t since all it needs is x/y and not any of the new stuff for vertex_t

This commit is contained in:
Monster Iestyn 2020-05-28 17:55:25 +01:00
parent 7340442839
commit 8092d30376

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@ -1039,7 +1039,7 @@ static boolean Polyobj_moveXY(polyobj_t *po, fixed_t x, fixed_t y, boolean check
// The formula for this can be found here:
// http://www.inversereality.org/tutorials/graphics%20programming/2dtransformations.html
// It is, of course, just a vector-matrix multiplication.
static inline void Polyobj_rotatePoint(vertex_t *v, const vertex_t *c, angle_t ang)
static inline void Polyobj_rotatePoint(vertex_t *v, const vector2_t *c, angle_t ang)
{
vertex_t tmp = *v;
@ -1092,7 +1092,7 @@ static void Polyobj_rotateLine(line_t *ld)
}
// Causes objects resting on top of the rotating polyobject to 'ride' with its movement.
static void Polyobj_rotateThings(polyobj_t *po, vertex_t origin, angle_t delta, UINT8 turnthings)
static void Polyobj_rotateThings(polyobj_t *po, vector2_t origin, angle_t delta, UINT8 turnthings)
{
static INT32 pomovecount = 10000;
INT32 x, y;
@ -1172,7 +1172,7 @@ static boolean Polyobj_rotate(polyobj_t *po, angle_t delta, UINT8 turnthings, bo
{
size_t i;
angle_t angle;
vertex_t origin;
vector2_t origin;
INT32 hitflags = 0;
// don't move bad polyobjects