- eliminated move_sprite wrapper

This commit is contained in:
Christoph Oelckers 2022-09-06 19:33:38 +02:00
parent efe7f7c90e
commit 5628590c7c
2 changed files with 4 additions and 9 deletions

View file

@ -1708,12 +1708,7 @@ inline void getzrangepoint(const DVector3& pos, sectortype* sect, double* hiz, C
*loz = lo * zinttoworld;
}
Collision move_sprite(DSWActor* , int xchange, int ychange, int zchange, int ceildist, int flordist, uint32_t cliptype, int numtics);
inline Collision move_sprite(DSWActor* actor, const DVector3& change, double ceildist, double flordist, uint32_t cliptype, int numtics)
{
return move_sprite(actor, change.X * worldtoint, change.Y * worldtoint, change.Z * zworldtoint, ceildist * zworldtoint, flordist * zworldtoint, cliptype, numtics);
}
Collision move_sprite(DSWActor* actor, const DVector3& change, double ceildist, double flordist, uint32_t cliptype, int numtics);
Collision move_missile(DSWActor* actor, const DVector3& change, double ceildist, double flordist, uint32_t cliptype, int numtics);

View file

@ -6404,7 +6404,7 @@ void SpriteControl(void)
*/
Collision move_sprite(DSWActor* actor, int xchange, int ychange, int zchange, int ceildist, int flordist, uint32_t cliptype, int numtics)
inline Collision move_sprite(DSWActor* actor, const DVector3& change, double ceildist, double flordist, uint32_t cliptype, int numtics)
{
Collision retval{};
double zH;
@ -6432,7 +6432,7 @@ Collision move_sprite(DSWActor* actor, int xchange, int ychange, int zchange, in
// ASSERT(inside(actor->spr.x,actor->spr.y,dasectnum));
int xchange = change.X * worldtoint, ychange = change.Y * worldtoint;
clipmove(clip_pos, &dasect,
((xchange * numtics) << 11), ((ychange * numtics) << 11),
(((int) actor->spr.clipdist) << 2), ceildist, flordist, cliptype, retval, 1);
@ -6468,7 +6468,7 @@ Collision move_sprite(DSWActor* actor, int xchange, int ychange, int zchange, in
// Takes info from global variables
DoActorGlobZ(actor);
clip_pos.Z = actor->spr.pos.Z + ((zchange * numtics) * 0.125) * inttoworld;
clip_pos.Z = actor->spr.pos.Z + ((change.Z * numtics) * 0.125);
// test for hitting ceiling or floor
if ((clip_pos.Z - zH <= globhiz) || (clip_pos.Z - zH > globloz))