diff --git a/src/g_heretic/a_hereticweaps.cpp b/src/g_heretic/a_hereticweaps.cpp index 711bbd960..247ccb03f 100644 --- a/src/g_heretic/a_hereticweaps.cpp +++ b/src/g_heretic/a_hereticweaps.cpp @@ -1099,7 +1099,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_HideInCeiling) F3DFloor * rover = self->Sector->e->XFloor.ffloors[i]; if(!(rover->flags & FF_SOLID) || !(rover->flags & FF_EXISTS)) continue; - if ((foo = rover->bottom.plane->ZatPoint(self->x, self->y)) >= (self->z + self->height)) + if ((foo = rover->bottom.plane->ZatPoint(self)) >= (self->z + self->height)) { self->z = foo + 4*FRACUNIT; self->bouncecount = i; diff --git a/src/g_strife/a_strifestuff.cpp b/src/g_strife/a_strifestuff.cpp index 05f6367dc..9f3ebb272 100644 --- a/src/g_strife/a_strifestuff.cpp +++ b/src/g_strife/a_strifestuff.cpp @@ -628,7 +628,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_CheckTerrain) { sector_t *sec = self->Sector; - if (self->z == sec->floorplane.ZatPoint (self->x, self->y)) + if (self->z == sec->floorplane.ZatPoint(self)) { if (sec->special == Damage_InstantDeath) { diff --git a/src/p_map.cpp b/src/p_map.cpp index 5feff237e..78a17df10 100644 --- a/src/p_map.cpp +++ b/src/p_map.cpp @@ -593,8 +593,8 @@ int P_GetFriction(const AActor *mo, int *frictionfactor) if (!(rover->flags & FF_EXISTS)) continue; if (!(rover->flags & FF_SWIMMABLE)) continue; - if (mo->z > rover->top.plane->ZatPoint(mo->x, mo->y) || - mo->z < rover->bottom.plane->ZatPoint(mo->x, mo->y)) + if (mo->z > rover->top.plane->ZatPoint(mo) || + mo->z < rover->bottom.plane->ZatPoint(mo)) continue; newfriction = secfriction(rover->model, rover->top.isceiling); @@ -623,13 +623,13 @@ int P_GetFriction(const AActor *mo, int *frictionfactor) if (rover->flags & FF_SOLID) { // Must be standing on a solid floor - if (mo->z != rover->top.plane->ZatPoint(mo->x, mo->y)) continue; + if (mo->z != rover->top.plane->ZatPoint(mo)) continue; } else if (rover->flags & FF_SWIMMABLE) { // Or on or inside a swimmable floor (e.g. in shallow water) - if (mo->z > rover->top.plane->ZatPoint(mo->x, mo->y) || - (mo->z + mo->height) < rover->bottom.plane->ZatPoint(mo->x, mo->y)) + if (mo->z > rover->top.plane->ZatPoint(mo) || + (mo->z + mo->height) < rover->bottom.plane->ZatPoint(mo)) continue; } else @@ -650,9 +650,9 @@ int P_GetFriction(const AActor *mo, int *frictionfactor) } newfriction = secfriction(sec); if ((newfriction < friction || friction == ORIG_FRICTION) && - (mo->z <= sec->floorplane.ZatPoint(mo->x, mo->y) || + (mo->z <= sec->floorplane.ZatPoint(mo) || (sec->GetHeightSec() != NULL && - mo->z <= sec->heightsec->floorplane.ZatPoint(mo->x, mo->y)))) + mo->z <= sec->heightsec->floorplane.ZatPoint(mo)))) { friction = newfriction; movefactor = secmovefac(sec); @@ -1798,10 +1798,10 @@ static void CheckForPushSpecial(line_t *line, int side, AActor *mobj, bool windo if (windowcheck && !(ib_compatflags & BCOMPATF_NOWINDOWCHECK) && line->backsector != NULL) { // Make sure this line actually blocks us and is not a window // or similar construct we are standing inside of. - fixed_t fzt = line->frontsector->ceilingplane.ZatPoint(mobj->x, mobj->y); - fixed_t fzb = line->frontsector->floorplane.ZatPoint(mobj->x, mobj->y); - fixed_t bzt = line->backsector->ceilingplane.ZatPoint(mobj->x, mobj->y); - fixed_t bzb = line->backsector->floorplane.ZatPoint(mobj->x, mobj->y); + fixed_t fzt = line->frontsector->ceilingplane.ZatPoint(mobj); + fixed_t fzb = line->frontsector->floorplane.ZatPoint(mobj); + fixed_t bzt = line->backsector->ceilingplane.ZatPoint(mobj); + fixed_t bzb = line->backsector->floorplane.ZatPoint(mobj); if (fzt >= mobj->z + mobj->height && bzt >= mobj->z + mobj->height && fzb <= mobj->z && bzb <= mobj->z) { @@ -1812,8 +1812,8 @@ static void CheckForPushSpecial(line_t *line, int side, AActor *mobj, bool windo if (!(rover->flags & FF_SOLID) || !(rover->flags & FF_EXISTS)) continue; - fixed_t ff_bottom = rover->bottom.plane->ZatPoint(mobj->x, mobj->y); - fixed_t ff_top = rover->top.plane->ZatPoint(mobj->x, mobj->y); + fixed_t ff_bottom = rover->bottom.plane->ZatPoint(mobj); + fixed_t ff_top = rover->top.plane->ZatPoint(mobj); if (ff_bottom < mobj->z + mobj->height && ff_top > mobj->z) { @@ -2083,8 +2083,8 @@ bool P_TryMove(AActor *thing, fixed_t x, fixed_t y, { fixed_t eyez = oldz + viewheight; - oldAboveFakeFloor = eyez > oldsec->heightsec->floorplane.ZatPoint(thing->x, thing->y); - oldAboveFakeCeiling = eyez > oldsec->heightsec->ceilingplane.ZatPoint(thing->x, thing->y); + oldAboveFakeFloor = eyez > oldsec->heightsec->floorplane.ZatPoint(thing); + oldAboveFakeCeiling = eyez > oldsec->heightsec->ceilingplane.ZatPoint(thing); } // Borrowed from MBF: @@ -2743,14 +2743,14 @@ const secplane_t * P_CheckSlopeWalk(AActor *actor, fixed_t &xmove, fixed_t &ymov } const secplane_t *plane = &actor->floorsector->floorplane; - fixed_t planezhere = plane->ZatPoint(actor->x, actor->y); + fixed_t planezhere = plane->ZatPoint(actor); for (unsigned int i = 0; ifloorsector->e->XFloor.ffloors.Size(); i++) { F3DFloor * rover = actor->floorsector->e->XFloor.ffloors[i]; if (!(rover->flags & FF_SOLID) || !(rover->flags & FF_EXISTS)) continue; - fixed_t thisplanez = rover->top.plane->ZatPoint(actor->x, actor->y); + fixed_t thisplanez = rover->top.plane->ZatPoint(actor); if (thisplanez>planezhere && thisplanez <= actor->z + actor->MaxStepHeight) { @@ -2768,7 +2768,7 @@ const secplane_t * P_CheckSlopeWalk(AActor *actor, fixed_t &xmove, fixed_t &ymov F3DFloor * rover = actor->Sector->e->XFloor.ffloors[i]; if (!(rover->flags & FF_SOLID) || !(rover->flags & FF_EXISTS)) continue; - fixed_t thisplanez = rover->top.plane->ZatPoint(actor->x, actor->y); + fixed_t thisplanez = rover->top.plane->ZatPoint(actor); if (thisplanez>planezhere && thisplanez <= actor->z + actor->MaxStepHeight) { diff --git a/src/p_mobj.cpp b/src/p_mobj.cpp index bcaa77855..1c5105235 100644 --- a/src/p_mobj.cpp +++ b/src/p_mobj.cpp @@ -2077,7 +2077,7 @@ explode: if (tm.ceilingline && tm.ceilingline->backsector && tm.ceilingline->backsector->GetTexture(sector_t::ceiling) == skyflatnum && - mo->z >= tm.ceilingline->backsector->ceilingplane.ZatPoint (mo->x, mo->y)) + mo->z >= tm.ceilingline->backsector->ceilingplane.ZatPoint(mo)) { // Hack to prevent missiles exploding against the sky. // Does not handle sky floors. @@ -2161,7 +2161,7 @@ explode: { // Don't stop sliding if halfway off a step with some velocity if (mo->velx > FRACUNIT/4 || mo->velx < -FRACUNIT/4 || mo->vely > FRACUNIT/4 || mo->vely < -FRACUNIT/4) { - if (mo->floorz > mo->Sector->floorplane.ZatPoint (mo->x, mo->y)) + if (mo->floorz > mo->Sector->floorplane.ZatPoint(mo)) { if (mo->dropoffz != mo->floorz) // 3DMidtex or other special cases that must be excluded { @@ -2407,7 +2407,7 @@ void P_ZMovement (AActor *mo, fixed_t oldfloorz) { // Hit the floor if ((!mo->player || !(mo->player->cheats & CF_PREDICTING)) && mo->Sector->SecActTarget != NULL && - mo->Sector->floorplane.ZatPoint (mo->x, mo->y) == mo->floorz) + mo->Sector->floorplane.ZatPoint(mo) == mo->floorz) { // [RH] Let the sector do something to the actor mo->Sector->SecActTarget->TriggerAction (mo, SECSPAC_HitFloor); } @@ -2509,7 +2509,7 @@ void P_ZMovement (AActor *mo, fixed_t oldfloorz) { // hit the ceiling if ((!mo->player || !(mo->player->cheats & CF_PREDICTING)) && mo->Sector->SecActTarget != NULL && - mo->Sector->ceilingplane.ZatPoint (mo->x, mo->y) == mo->ceilingz) + mo->Sector->ceilingplane.ZatPoint(mo) == mo->ceilingz) { // [RH] Let the sector do something to the actor mo->Sector->SecActTarget->TriggerAction (mo, SECSPAC_HitCeiling); } @@ -2564,7 +2564,7 @@ void P_CheckFakeFloorTriggers (AActor *mo, fixed_t oldz, bool oldz_has_viewheigh if (sec->heightsec != NULL && sec->SecActTarget != NULL) { sector_t *hs = sec->heightsec; - fixed_t waterz = hs->floorplane.ZatPoint (mo->x, mo->y); + fixed_t waterz = hs->floorplane.ZatPoint(mo); fixed_t newz; fixed_t viewheight; @@ -2599,7 +2599,7 @@ void P_CheckFakeFloorTriggers (AActor *mo, fixed_t oldz, bool oldz_has_viewheigh if (!(hs->MoreFlags & SECF_FAKEFLOORONLY)) { - waterz = hs->ceilingplane.ZatPoint (mo->x, mo->y); + waterz = hs->ceilingplane.ZatPoint(mo); if (oldz <= waterz && newz > waterz) { // View went above fake ceiling sec->SecActTarget->TriggerAction (mo, SECSPAC_EyesAboveC); @@ -5493,7 +5493,7 @@ bool P_HitFloor (AActor *thing) // don't splash if landing on the edge above water/lava/etc.... for (m = thing->touching_sectorlist; m; m = m->m_tnext) { - if (thing->z == m->m_sector->floorplane.ZatPoint (thing->x, thing->y)) + if (thing->z == m->m_sector->floorplane.ZatPoint(thing)) { break; } @@ -5505,7 +5505,7 @@ bool P_HitFloor (AActor *thing) if (!(rover->flags & FF_EXISTS)) continue; if (rover->flags & (FF_SOLID|FF_SWIMMABLE)) { - if (rover->top.plane->ZatPoint(thing->x, thing->y) == thing->z) + if (rover->top.plane->ZatPoint(thing) == thing->z) { return P_HitWater (thing, m->m_sector); } diff --git a/src/p_spec.cpp b/src/p_spec.cpp index 36d5f3bab..baec6d9e1 100644 --- a/src/p_spec.cpp +++ b/src/p_spec.cpp @@ -430,7 +430,7 @@ void P_PlayerInSpecialSector (player_t *player, sector_t * sector) { // Falling, not all the way down yet? sector = player->mo->Sector; - if (player->mo->z != sector->floorplane.ZatPoint (player->mo->x, player->mo->y) + if (player->mo->z != sector->floorplane.ZatPoint(player->mo) && !player->mo->waterlevel) { return; @@ -507,7 +507,7 @@ static void DoSectorDamage(AActor *actor, sector_t *sec, int amount, FName type, if (!(flags & DAMAGE_PLAYERS) && actor->player != NULL) return; - if (!(flags & DAMAGE_IN_AIR) && actor->z != sec->floorplane.ZatPoint(actor->x, actor->y) && !actor->waterlevel) + if (!(flags & DAMAGE_IN_AIR) && actor->z != sec->floorplane.ZatPoint(actor) && !actor->waterlevel) return; if (protectClass != NULL) @@ -544,8 +544,8 @@ void P_SectorDamage(int tag, int amount, FName type, const PClass *protectClass, { next = actor->snext; // Only affect actors touching the 3D floor - fixed_t z1 = sec->floorplane.ZatPoint(actor->x, actor->y); - fixed_t z2 = sec->ceilingplane.ZatPoint(actor->x, actor->y); + fixed_t z1 = sec->floorplane.ZatPoint(actor); + fixed_t z2 = sec->ceilingplane.ZatPoint(actor); if (z2 < z1) { // Account for Vavoom-style 3D floors @@ -2281,7 +2281,7 @@ void DPusher::Tick () } else // special water sector { - ht = hsec->floorplane.ZatPoint (thing->x, thing->y); + ht = hsec->floorplane.ZatPoint(thing); if (thing->z > ht) // above ground { xspeed = m_Xmag; // full force @@ -2310,7 +2310,7 @@ void DPusher::Tick () { // special water sector floor = &hsec->floorplane; } - if (thing->z > floor->ZatPoint (thing->x, thing->y)) + if (thing->z > floor->ZatPoint(thing)) { // above ground xspeed = yspeed = 0; // no force } diff --git a/src/po_man.cpp b/src/po_man.cpp index 98fbbcbcb..fb1d12519 100644 --- a/src/po_man.cpp +++ b/src/po_man.cpp @@ -1238,8 +1238,8 @@ bool FPolyObj::CheckMobjBlocking (side_t *sd) } // [BL] See if we hit below the floor/ceiling of the poly. else if(!performBlockingThrust && ( - mobj->z < ld->sidedef[!side]->sector->GetSecPlane(sector_t::floor).ZatPoint(mobj->x, mobj->y) || - mobj->z + mobj->height > ld->sidedef[!side]->sector->GetSecPlane(sector_t::ceiling).ZatPoint(mobj->x, mobj->y) + mobj->z < ld->sidedef[!side]->sector->GetSecPlane(sector_t::floor).ZatPoint(mobj) || + mobj->z + mobj->height > ld->sidedef[!side]->sector->GetSecPlane(sector_t::ceiling).ZatPoint(mobj) )) { performBlockingThrust = true;