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- did some trivial replacements for deprecated functions.
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parent
335df86213
commit
761412313f
5 changed files with 18 additions and 18 deletions
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@ -5627,9 +5627,9 @@ static void actCheckThings()
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viewBackupSpriteLoc(actor);
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viewBackupSpriteLoc(actor);
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if (pXSector && pXSector->panVel)
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if (pXSector && pXSector->panVel)
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{
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{
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int top, bottom;
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double top, bottom;
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GetActorExtents(actor, &top, &bottom);
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GetActorExtents(actor, &top, &bottom);
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if (getflorzofslopeptr(pSector, actor->spr.pos) <= bottom)
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if (getflorzofslopeptrf(pSector, actor->spr.pos) <= bottom)
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{
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{
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int angle = pXSector->panAngle.Buildang();
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int angle = pXSector->panAngle.Buildang();
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int speed = 0;
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int speed = 0;
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@ -6052,9 +6052,9 @@ static void actCheckDudes()
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if (pXSector)
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if (pXSector)
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{
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{
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int top, bottom;
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double top, bottom;
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GetActorExtents(actor, &top, &bottom);
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GetActorExtents(actor, &top, &bottom);
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if (getflorzofslopeptr(pSector, actor->spr.pos) <= bottom)
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if (getflorzofslopeptrf(pSector, actor->spr.pos) <= bottom)
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{
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{
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int angle = pXSector->panAngle.Buildang();
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int angle = pXSector->panAngle.Buildang();
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int speed = 0;
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int speed = 0;
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@ -620,7 +620,7 @@ void viewProcessSprites(tspriteArray& tsprites, const DVector3& cPos, DAngle cA,
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{
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{
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double top, bottom;
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double top, bottom;
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GetSpriteExtents(pTSprite, &top, &bottom);
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GetSpriteExtents(pTSprite, &top, &bottom);
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if (getflorzofslopeptr(pTSprite->sectp, pTSprite->pos) > bottom)
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if (getflorzofslopeptrf(pTSprite->sectp, pTSprite->pos) > bottom)
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nAnim = 1;
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nAnim = 1;
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}
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}
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break;
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break;
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@ -314,9 +314,9 @@ int HitScan(DBloodActor* actor, int z, int dx, int dy, int dz, unsigned int nMas
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if (!pWall->twoSided())
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if (!pWall->twoSided())
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return 0;
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return 0;
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int nZCeil, nZFloor;
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double nZCeil, nZFloor;
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getzsofslopeptr(pWall->nextSector(), gHitInfo.int_hitpos().X, gHitInfo.int_hitpos().Y, &nZCeil, &nZFloor);
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getzsofslopeptr(pWall->nextSector(), gHitInfo.hitpos.X, gHitInfo.hitpos.Y, &nZCeil, &nZFloor);
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if (gHitInfo.int_hitpos().Z <= nZCeil || gHitInfo.int_hitpos().Z >= nZFloor)
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if (gHitInfo.hitpos.Z <= nZCeil || gHitInfo.hitpos.Z >= nZFloor)
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return 0;
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return 0;
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return 4;
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return 4;
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}
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}
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@ -412,11 +412,11 @@ int VectorScan(DBloodActor* actor, int nOffset, int nZOffset, int dx, int dy, in
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return 0;
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return 0;
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sectortype* pSector = gHitInfo.hitSector;
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sectortype* pSector = gHitInfo.hitSector;
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sectortype* pSectorNext = pWall->nextSector();
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sectortype* pSectorNext = pWall->nextSector();
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int nZCeil, nZFloor;
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double nZCeil, nZFloor;
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getzsofslopeptr(pWall->nextSector(), gHitInfo.int_hitpos().X, gHitInfo.int_hitpos().Y, &nZCeil, &nZFloor);
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getzsofslopeptr(pWall->nextSector(), gHitInfo.hitpos, &nZCeil, &nZFloor);
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if (gHitInfo.int_hitpos().Z <= nZCeil)
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if (gHitInfo.hitpos.Z <= nZCeil)
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return 0;
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return 0;
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if (gHitInfo.int_hitpos().Z >= nZFloor)
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if (gHitInfo.hitpos.Z >= nZFloor)
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{
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{
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if (!(pSector->floorstat & CSTAT_SECTOR_SKY) || !(pSectorNext->floorstat & CSTAT_SECTOR_SKY))
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if (!(pSector->floorstat & CSTAT_SECTOR_SKY) || !(pSectorNext->floorstat & CSTAT_SECTOR_SKY))
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return 0;
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return 0;
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@ -6740,7 +6740,7 @@ void useSlopeChanger(DBloodActor* sourceactor, int objType, sectortype* pSect, D
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while (auto iactor = it.Next())
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while (auto iactor = it.Next())
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{
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{
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if (!(iactor->spr.cstat & CSTAT_SPRITE_ALIGNMENT_FLOOR)) continue;
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if (!(iactor->spr.cstat & CSTAT_SPRITE_ALIGNMENT_FLOOR)) continue;
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else if (getflorzofslopeptr(pSect, iactor->spr.pos) - kSlopeDist <= iactor->int_pos().Z)
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else if (getflorzofslopeptrf(pSect, iactor->spr.pos) - kSlopeDist <= iactor->spr.pos.Z)
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{
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{
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sprite2sectorSlope(iactor, pSect, 0, true);
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sprite2sectorSlope(iactor, pSect, 0, true);
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@ -6776,7 +6776,7 @@ void useSlopeChanger(DBloodActor* sourceactor, int objType, sectortype* pSect, D
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while (auto iactor = it.Next())
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while (auto iactor = it.Next())
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{
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{
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if (!(iactor->spr.cstat & CSTAT_SPRITE_ALIGNMENT_FLOOR)) continue;
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if (!(iactor->spr.cstat & CSTAT_SPRITE_ALIGNMENT_FLOOR)) continue;
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else if (getceilzofslopeptr(pSect, iactor->spr.pos) + kSlopeDist >= iactor->int_pos().Z)
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else if (getceilzofslopeptrf(pSect, iactor->spr.pos) + kSlopeDist >= iactor->spr.pos.Z)
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{
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{
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sprite2sectorSlope(iactor, pSect, 1, true);
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sprite2sectorSlope(iactor, pSect, 1, true);
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@ -6831,8 +6831,8 @@ void useSlopeChanger(DBloodActor* sourceactor, int objType, sectortype* pSect, D
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case 1: sprite2sectorSlope(objActor, objActor->sector(), 0, flag2); break;
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case 1: sprite2sectorSlope(objActor, objActor->sector(), 0, flag2); break;
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case 2: sprite2sectorSlope(objActor, objActor->sector(), 1, flag2); break;
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case 2: sprite2sectorSlope(objActor, objActor->sector(), 1, flag2); break;
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case 3:
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case 3:
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if (getflorzofslopeptr(objActor->sector(), objActor->spr.pos) - kSlopeDist <= objActor->int_pos().Z) sprite2sectorSlope(objActor, objActor->sector(), 0, flag2);
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if (getflorzofslopeptrf(objActor->sector(), objActor->spr.pos) - kSlopeDist <= objActor->spr.pos.Z) sprite2sectorSlope(objActor, objActor->sector(), 0, flag2);
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if (getceilzofslopeptr(objActor->sector(), objActor->spr.pos) + kSlopeDist >= objActor->int_pos().Z) sprite2sectorSlope(objActor, objActor->sector(), 1, flag2);
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if (getceilzofslopeptrf(objActor->sector(), objActor->spr.pos) + kSlopeDist >= objActor->spr.pos.Z) sprite2sectorSlope(objActor, objActor->sector(), 1, flag2);
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break;
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break;
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}
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}
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break;
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break;
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@ -947,9 +947,9 @@ void TranslateSector(sectortype* pSector, int a2, int a3, int a4, int a5, int a6
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}
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}
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else if (pXSector->Drag)
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else if (pXSector->Drag)
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{
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{
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int top, bottom;
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double top, bottom;
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GetActorExtents(actor, &top, &bottom);
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GetActorExtents(actor, &top, &bottom);
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int floorZ = getflorzofslopeptr(pSector, actor->spr.pos);
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double floorZ = getflorzofslopeptrf(pSector, actor->spr.pos);
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if (!(actor->spr.cstat & CSTAT_SPRITE_ALIGNMENT_MASK) && floorZ <= bottom)
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if (!(actor->spr.cstat & CSTAT_SPRITE_ALIGNMENT_MASK) && floorZ <= bottom)
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{
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{
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viewBackupSpriteLoc(actor);
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viewBackupSpriteLoc(actor);
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