- use floats directly for WallStart/End/X/Y.

This commit is contained in:
Christoph Oelckers 2022-01-30 13:12:31 +01:00
parent 73aa84e9f3
commit b641456152

View file

@ -189,32 +189,32 @@ inline double RenderY(int y)
inline double WallStartX(int wallnum)
{
return wall[wallnum].wall_int_pos().X * (1 / 16.);
return wall[wallnum].pos.X;
}
inline double WallStartY(int wallnum)
{
return wall[wallnum].wall_int_pos().Y * (1 / -16.);
return -wall[wallnum].pos.Y;
}
inline double WallEndX(int wallnum)
{
return wall[wallnum].point2Wall()->wall_int_pos().X * (1 / 16.);
return wall[wallnum].point2Wall()->pos.X;
}
inline double WallEndY(int wallnum)
{
return wall[wallnum].point2Wall()->wall_int_pos().Y * (1 / -16.);
return -wall[wallnum].point2Wall()->pos.Y;
}
inline double WallStartX(const walltype* wallnum)
{
return wallnum->wall_int_pos().X * (1 / 16.);
return wallnum->pos.X;
}
inline double WallStartY(const walltype* wallnum)
{
return wallnum->wall_int_pos().Y * (1 / -16.);
return -wallnum->pos.Y;
}
inline DVector2 WallStart(const walltype* wallnum)
@ -224,12 +224,12 @@ inline DVector2 WallStart(const walltype* wallnum)
inline double WallEndX(const walltype* wallnum)
{
return wallnum->point2Wall()->wall_int_pos().X * (1 / 16.);
return wallnum->point2Wall()->pos.X;
}
inline double WallEndY(const walltype* wallnum)
{
return wallnum->point2Wall()->wall_int_pos().Y * (1 / -16.);
return -wallnum->point2Wall()->pos.Y;
}
inline DVector2 WallEnd(const walltype* wallnum)