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- added wrapper function for these variables.
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3 changed files with 22 additions and 16 deletions
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@ -194,6 +194,12 @@ struct XSECTOR {
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int32_t _onCeilZ;
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int32_t _offFloorZ;
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int32_t _onFloorZ;
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int int_offCeilZ() const { return _offCeilZ; }
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int int_onCeilZ() const { return _onCeilZ; }
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int int_offFloorZ() const { return _offFloorZ; }
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int int_onFloorZ() const { return _onFloorZ; }
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uint32_t windVel; // Wind vel (changed from 10 bit to use higher velocity values)
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uint16_t data; // Data
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@ -4232,13 +4232,13 @@ bool condCheckSector(DBloodActor* aCond, int cmpOp, bool PUSH)
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case kSectorSlide:
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if (cond == 55)// 60)
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{
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h = ClipLow(abs(pXSect->_onFloorZ - pXSect->_offFloorZ), 1);
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curH = abs(pSect->int_floorz() - pXSect->_offFloorZ);
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h = ClipLow(abs(pXSect->int_onFloorZ() - pXSect->int_offFloorZ()), 1);
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curH = abs(pSect->int_floorz() - pXSect->int_offFloorZ());
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}
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else
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{
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h = ClipLow(abs(pXSect->_onCeilZ - pXSect->_offCeilZ), 1);
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curH = abs(pSect->int_ceilingz() - pXSect->_offCeilZ);
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h = ClipLow(abs(pXSect->int_onCeilZ() - pXSect->int_offCeilZ()), 1);
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curH = abs(pSect->int_ceilingz() - pXSect->int_offCeilZ());
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}
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return condCmp((kPercFull * curH) / h, arg1, arg2, cmpOp);
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default:
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@ -1001,8 +1001,8 @@ void ZTranslateSector(sectortype* pSector, XSECTOR* pXSector, int a3, int a4)
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{
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viewInterpolateSector(pSector);
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int dfz = pXSector->_onFloorZ - pXSector->_offFloorZ;
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int dcz = pXSector->_onCeilZ - pXSector->_offCeilZ;
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int dfz = pXSector->int_onFloorZ() - pXSector->int_offFloorZ();
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int dcz = pXSector->int_onCeilZ() - pXSector->int_offCeilZ();
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#ifdef NOONE_EXTENSIONS
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// get pointer to sprites near outside walls before translation
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@ -1013,7 +1013,7 @@ void ZTranslateSector(sectortype* pSector, XSECTOR* pXSector, int a3, int a4)
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if (dfz != 0)
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{
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double old_Z = pSector->floorz;
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pSector->set_int_floorz((pXSector->_offFloorZ + MulScale(dfz, GetWaveValue(a3, a4), 16)));
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pSector->set_int_floorz((pXSector->int_offFloorZ() + MulScale(dfz, GetWaveValue(a3, a4), 16)));
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pSector->baseFloor = pSector->floorz;
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pSector->velFloor += (pSector->floorz - old_Z);
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@ -1061,7 +1061,7 @@ void ZTranslateSector(sectortype* pSector, XSECTOR* pXSector, int a3, int a4)
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if (dcz != 0)
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{
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double old_Z = pSector->ceilingz;
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pSector->set_int_ceilingz((pXSector->_offCeilZ + MulScale(dcz, GetWaveValue(a3, a4), 16)));
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pSector->set_int_ceilingz((pXSector->int_offCeilZ() + MulScale(dcz, GetWaveValue(a3, a4), 16)));
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pSector->baseCeil = pSector->ceilingz;
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pSector->velCeil += pSector->ceilingz - old_Z;
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@ -1174,12 +1174,12 @@ int VCrushBusy(sectortype* pSector, unsigned int a2, DBloodActor* initiator)
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nWave = pXSector->busyWaveA;
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else
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nWave = pXSector->busyWaveB;
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int dz1 = pXSector->_onCeilZ - pXSector->_offCeilZ;
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int vc = pXSector->_offCeilZ;
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int dz1 = pXSector->int_onCeilZ() - pXSector->int_offCeilZ();
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int vc = pXSector->int_offCeilZ();
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if (dz1 != 0)
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vc += MulScale(dz1, GetWaveValue(a2, nWave), 16);
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int dz2 = pXSector->_onFloorZ - pXSector->_offFloorZ;
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int v10 = pXSector->_offFloorZ;
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int dz2 = pXSector->int_onFloorZ() - pXSector->int_offFloorZ();
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int v10 = pXSector->int_offFloorZ();
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if (dz2 != 0)
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v10 += MulScale(dz2, GetWaveValue(a2, nWave), 16);
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int v18;
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@ -1217,7 +1217,7 @@ int VSpriteBusy(sectortype* pSector, unsigned int a2, DBloodActor* initiator)
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nWave = pXSector->busyWaveA;
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else
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nWave = pXSector->busyWaveB;
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int dz1 = pXSector->_onFloorZ - pXSector->_offFloorZ;
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int dz1 = pXSector->int_onFloorZ() - pXSector->int_offFloorZ();
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if (dz1 != 0)
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{
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BloodSectIterator it(pSector);
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@ -1230,7 +1230,7 @@ int VSpriteBusy(sectortype* pSector, unsigned int a2, DBloodActor* initiator)
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}
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}
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}
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int dz2 = pXSector->_onCeilZ - pXSector->_offCeilZ;
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int dz2 = pXSector->int_onCeilZ() - pXSector->int_offCeilZ();
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if (dz2 != 0)
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{
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BloodSectIterator it(pSector);
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@ -1275,7 +1275,7 @@ int VDoorBusy(sectortype* pSector, unsigned int a2, DBloodActor* initiator)
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if (actor && a2 > pXSector->busy)
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{
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assert(actor->hasX());
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if (pXSector->_onCeilZ > pXSector->_offCeilZ || pXSector->_onFloorZ < pXSector->_offFloorZ)
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if (pXSector->int_onCeilZ() > pXSector->int_offCeilZ() || pXSector->int_onFloorZ() < pXSector->int_offFloorZ())
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{
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if (pXSector->interruptable)
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{
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@ -1307,7 +1307,7 @@ int VDoorBusy(sectortype* pSector, unsigned int a2, DBloodActor* initiator)
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else if (actor && a2 < pXSector->busy)
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{
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assert(actor->hasX());
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if (pXSector->_offCeilZ > pXSector->_onCeilZ || pXSector->_offFloorZ < pXSector->_onFloorZ)
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if (pXSector->int_offCeilZ() > pXSector->int_onCeilZ() || pXSector->int_offFloorZ() < pXSector->int_onFloorZ())
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{
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if (pXSector->interruptable)
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{
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