- fixed a few fixed/float parameter mixups.

This commit is contained in:
Christoph Oelckers 2016-04-03 12:54:47 +02:00
parent 5a2eac8f15
commit 58eb64a7e0
7 changed files with 26 additions and 27 deletions

View file

@ -388,7 +388,7 @@ void ADynamicLight::UpdateLocation()
//
//==========================================================================
void ADynamicLight::SetOrigin(fixed_t x, fixed_t y, fixed_t z, bool moving)
void ADynamicLight::SetOrigin(double x, double y, double z, bool moving)
{
Super::SetOrigin(x, y, z, moving);
LinkLight();

View file

@ -82,7 +82,7 @@ public:
size_t PointerSubstitution (DObject *old, DObject *notOld);
void BeginPlay();
void SetOrigin (fixed_t x, fixed_t y, fixed_t z, bool moving = false);
void SetOrigin (double x, double y, double z, bool moving = false);
void PostBeginPlay();
void Destroy();
void Activate(AActor *activator);

View file

@ -944,7 +944,7 @@ void gl_RenderModel(GLSprite * spr)
//
//===========================================================================
void gl_RenderHUDModel(pspdef_t *psp, fixed_t ofsx, fixed_t ofsy)
void gl_RenderHUDModel(pspdef_t *psp, float ofsX, float ofsY)
{
AActor * playermo=players[consoleplayer].camera;
FSpriteModelFrame *smf = gl_FindModelFrame(playermo->player->ReadyWeapon->GetClass(), psp->state->sprite, psp->state->GetFrame(), false);
@ -975,8 +975,8 @@ void gl_RenderHUDModel(pspdef_t *psp, fixed_t ofsx, fixed_t ofsy)
gl_RenderState.mViewMatrix.translate(smf->xoffset / smf->xscale, smf->zoffset / smf->zscale, smf->yoffset / smf->yscale);
// [BB] Weapon bob, very similar to the normal Doom weapon bob.
gl_RenderState.mViewMatrix.rotate(FIXED2FLOAT(ofsx)/4, 0, 1, 0);
gl_RenderState.mViewMatrix.rotate(-FIXED2FLOAT(ofsy-WEAPONTOP)/4, 1, 0, 0);
gl_RenderState.mViewMatrix.rotate(ofsX/4, 0, 1, 0);
gl_RenderState.mViewMatrix.rotate(-ofsY-WEAPONTOP/4, 1, 0, 0);
// [BB] For some reason the jDoom models need to be rotated.
gl_RenderState.mViewMatrix.rotate(90.f, 0, 1, 0);

View file

@ -365,7 +365,7 @@ FSpriteModelFrame * gl_FindModelFrame(const PClass * ti, int sprite, int frame,
void gl_RenderModel(GLSprite * spr);
// [BB] HUD weapon model rendering functions.
void gl_RenderHUDModel(pspdef_t *psp, fixed_t ofsx, fixed_t ofsy);
void gl_RenderHUDModel(pspdef_t *psp, float ofsx, float ofsy);
bool gl_IsHUDModelForPlayerAvailable (player_t * player);
#endif

View file

@ -191,13 +191,13 @@ private:
bool DoHorizon(seg_t * seg,sector_t * fs, vertex_t * v1,vertex_t * v2);
bool SetWallCoordinates(seg_t * seg, FTexCoordInfo *tci, float ceilingrefheight,
int topleft,int topright, int bottomleft,int bottomright, int texoffset);
fixed_t topleft, fixed_t topright, fixed_t bottomleft, fixed_t bottomright, fixed_t t_ofs);
void DoTexture(int type,seg_t * seg,int peg,
int ceilingrefheight,int floorrefheight,
int CeilingHeightstart,int CeilingHeightend,
int FloorHeightstart,int FloorHeightend,
int v_offset);
fixed_t ceilingrefheight,fixed_t floorrefheight,
fixed_t CeilingHeightstart,fixed_t CeilingHeightend,
fixed_t FloorHeightstart,fixed_t FloorHeightend,
fixed_t v_offset);
void DoMidTexture(seg_t * seg, bool drawfogboundary,
sector_t * front, sector_t * back,

View file

@ -395,7 +395,7 @@ bool GLWall::DoHorizon(seg_t * seg,sector_t * fs, vertex_t * v1,vertex_t * v2)
if (viewz > fs->GetPlaneTexZ(sector_t::floor))
{
zbottom[1] = zbottom[0] = FIXED2FLOAT(fs->GetPlaneTexZ(sector_t::floor));
zbottom[1] = zbottom[0] = fs->GetPlaneTexZF(sector_t::floor);
if (fs->GetTexture(sector_t::floor) == skyflatnum)
{
SkyPlane(fs, sector_t::floor, false);
@ -428,7 +428,7 @@ bool GLWall::DoHorizon(seg_t * seg,sector_t * fs, vertex_t * v1,vertex_t * v2)
//
//==========================================================================
bool GLWall::SetWallCoordinates(seg_t * seg, FTexCoordInfo *tci, float texturetop,
int topleft,int topright, int bottomleft,int bottomright, int t_ofs)
fixed_t topleft, fixed_t topright, fixed_t bottomleft, fixed_t bottomright, fixed_t t_ofs)
{
//
//
@ -597,10 +597,10 @@ void GLWall::CheckTexturePosition()
//
//==========================================================================
void GLWall::DoTexture(int _type,seg_t * seg, int peg,
int ceilingrefheight,int floorrefheight,
int topleft,int topright,
int bottomleft,int bottomright,
int v_offset)
fixed_t ceilingrefheight,fixed_t floorrefheight,
fixed_t topleft,fixed_t topright,
fixed_t bottomleft,fixed_t bottomright,
fixed_t v_offset)
{
if (topleft<=bottomleft && topright<=bottomright) return;
@ -1428,15 +1428,15 @@ void GLWall::Process(seg_t *seg, sector_t * frontsector, sector_t * backsector)
topplane = frontsector->ceilingplane;
bottomplane = frontsector->floorplane;
ffh1 = segfront->floorplane.ZatPointFixed(v1);
ffh2 = segfront->floorplane.ZatPointFixed(v2);
zfloor[0] = FIXED2FLOAT(ffh1);
zfloor[1] = FIXED2FLOAT(ffh2);
zfloor[0] = segfront->floorplane.ZatPoint(v1);
zfloor[1] = segfront->floorplane.ZatPoint(v2);
ffh1 = FLOAT2FIXED(zfloor[0]);
ffh2 = FLOAT2FIXED(zfloor[1]);
fch1 = segfront->ceilingplane.ZatPointFixed(v1);
fch2 = segfront->ceilingplane.ZatPointFixed(v2);
zceil[0] = FIXED2FLOAT(fch1);
zceil[1] = FIXED2FLOAT(fch2);
zceil[0] = segfront->ceilingplane.ZatPoint(v1);
zceil[1] = segfront->ceilingplane.ZatPoint(v2);
fch1 = FLOAT2FIXED(zceil[0]);
fch2 = FLOAT2FIXED(zceil[1]);
if (seg->linedef->special == Line_Horizon)
{

View file

@ -104,9 +104,8 @@ typedef double vtype;
struct vertex_t
{
//private:
private:
DVector2 p;
//fixed_t x, y;
public: