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- eliminated move_sprite wrapper
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2 changed files with 4 additions and 9 deletions
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@ -1708,12 +1708,7 @@ inline void getzrangepoint(const DVector3& pos, sectortype* sect, double* hiz, C
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*loz = lo * zinttoworld;
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*loz = lo * zinttoworld;
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}
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}
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Collision move_sprite(DSWActor* , int xchange, int ychange, int zchange, int ceildist, int flordist, uint32_t cliptype, int numtics);
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Collision move_sprite(DSWActor* actor, const DVector3& change, double ceildist, double flordist, uint32_t cliptype, int numtics);
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inline Collision move_sprite(DSWActor* actor, const DVector3& change, double ceildist, double flordist, uint32_t cliptype, int numtics)
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{
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return move_sprite(actor, change.X * worldtoint, change.Y * worldtoint, change.Z * zworldtoint, ceildist * zworldtoint, flordist * zworldtoint, cliptype, numtics);
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}
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Collision move_missile(DSWActor* actor, const DVector3& change, double ceildist, double flordist, uint32_t cliptype, int numtics);
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Collision move_missile(DSWActor* actor, const DVector3& change, double ceildist, double flordist, uint32_t cliptype, int numtics);
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@ -6404,7 +6404,7 @@ void SpriteControl(void)
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*/
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*/
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Collision move_sprite(DSWActor* actor, int xchange, int ychange, int zchange, int ceildist, int flordist, uint32_t cliptype, int numtics)
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inline Collision move_sprite(DSWActor* actor, const DVector3& change, double ceildist, double flordist, uint32_t cliptype, int numtics)
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{
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{
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Collision retval{};
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Collision retval{};
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double zH;
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double zH;
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@ -6432,7 +6432,7 @@ Collision move_sprite(DSWActor* actor, int xchange, int ychange, int zchange, in
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// ASSERT(inside(actor->spr.x,actor->spr.y,dasectnum));
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// ASSERT(inside(actor->spr.x,actor->spr.y,dasectnum));
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int xchange = change.X * worldtoint, ychange = change.Y * worldtoint;
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clipmove(clip_pos, &dasect,
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clipmove(clip_pos, &dasect,
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((xchange * numtics) << 11), ((ychange * numtics) << 11),
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((xchange * numtics) << 11), ((ychange * numtics) << 11),
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(((int) actor->spr.clipdist) << 2), ceildist, flordist, cliptype, retval, 1);
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(((int) actor->spr.clipdist) << 2), ceildist, flordist, cliptype, retval, 1);
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@ -6468,7 +6468,7 @@ Collision move_sprite(DSWActor* actor, int xchange, int ychange, int zchange, in
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// Takes info from global variables
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// Takes info from global variables
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DoActorGlobZ(actor);
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DoActorGlobZ(actor);
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clip_pos.Z = actor->spr.pos.Z + ((zchange * numtics) * 0.125) * inttoworld;
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clip_pos.Z = actor->spr.pos.Z + ((change.Z * numtics) * 0.125);
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// test for hitting ceiling or floor
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// test for hitting ceiling or floor
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if ((clip_pos.Z - zH <= globhiz) || (clip_pos.Z - zH > globloz))
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if ((clip_pos.Z - zH <= globhiz) || (clip_pos.Z - zH > globloz))
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