- global search&replace of ZatPoint calls with commonly named actor variables.

This commit is contained in:
Christoph Oelckers 2016-01-17 14:08:20 +01:00
parent 4ec1459ac0
commit 87689d3ba6
6 changed files with 36 additions and 36 deletions

View file

@ -1099,7 +1099,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_HideInCeiling)
F3DFloor * rover = self->Sector->e->XFloor.ffloors[i]; F3DFloor * rover = self->Sector->e->XFloor.ffloors[i];
if(!(rover->flags & FF_SOLID) || !(rover->flags & FF_EXISTS)) continue; 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->z = foo + 4*FRACUNIT;
self->bouncecount = i; self->bouncecount = i;

View file

@ -628,7 +628,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_CheckTerrain)
{ {
sector_t *sec = self->Sector; 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) if (sec->special == Damage_InstantDeath)
{ {

View file

@ -593,8 +593,8 @@ int P_GetFriction(const AActor *mo, int *frictionfactor)
if (!(rover->flags & FF_EXISTS)) continue; if (!(rover->flags & FF_EXISTS)) continue;
if (!(rover->flags & FF_SWIMMABLE)) continue; if (!(rover->flags & FF_SWIMMABLE)) continue;
if (mo->z > rover->top.plane->ZatPoint(mo->x, mo->y) || if (mo->z > rover->top.plane->ZatPoint(mo) ||
mo->z < rover->bottom.plane->ZatPoint(mo->x, mo->y)) mo->z < rover->bottom.plane->ZatPoint(mo))
continue; continue;
newfriction = secfriction(rover->model, rover->top.isceiling); newfriction = secfriction(rover->model, rover->top.isceiling);
@ -623,13 +623,13 @@ int P_GetFriction(const AActor *mo, int *frictionfactor)
if (rover->flags & FF_SOLID) if (rover->flags & FF_SOLID)
{ {
// Must be standing on a solid floor // 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) else if (rover->flags & FF_SWIMMABLE)
{ {
// Or on or inside a swimmable floor (e.g. in shallow water) // Or on or inside a swimmable floor (e.g. in shallow water)
if (mo->z > rover->top.plane->ZatPoint(mo->x, mo->y) || if (mo->z > rover->top.plane->ZatPoint(mo) ||
(mo->z + mo->height) < rover->bottom.plane->ZatPoint(mo->x, mo->y)) (mo->z + mo->height) < rover->bottom.plane->ZatPoint(mo))
continue; continue;
} }
else else
@ -650,9 +650,9 @@ int P_GetFriction(const AActor *mo, int *frictionfactor)
} }
newfriction = secfriction(sec); newfriction = secfriction(sec);
if ((newfriction < friction || friction == ORIG_FRICTION) && if ((newfriction < friction || friction == ORIG_FRICTION) &&
(mo->z <= sec->floorplane.ZatPoint(mo->x, mo->y) || (mo->z <= sec->floorplane.ZatPoint(mo) ||
(sec->GetHeightSec() != NULL && (sec->GetHeightSec() != NULL &&
mo->z <= sec->heightsec->floorplane.ZatPoint(mo->x, mo->y)))) mo->z <= sec->heightsec->floorplane.ZatPoint(mo))))
{ {
friction = newfriction; friction = newfriction;
movefactor = secmovefac(sec); 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) if (windowcheck && !(ib_compatflags & BCOMPATF_NOWINDOWCHECK) && line->backsector != NULL)
{ // Make sure this line actually blocks us and is not a window { // Make sure this line actually blocks us and is not a window
// or similar construct we are standing inside of. // or similar construct we are standing inside of.
fixed_t fzt = line->frontsector->ceilingplane.ZatPoint(mobj->x, mobj->y); fixed_t fzt = line->frontsector->ceilingplane.ZatPoint(mobj);
fixed_t fzb = line->frontsector->floorplane.ZatPoint(mobj->x, mobj->y); fixed_t fzb = line->frontsector->floorplane.ZatPoint(mobj);
fixed_t bzt = line->backsector->ceilingplane.ZatPoint(mobj->x, mobj->y); fixed_t bzt = line->backsector->ceilingplane.ZatPoint(mobj);
fixed_t bzb = line->backsector->floorplane.ZatPoint(mobj->x, mobj->y); fixed_t bzb = line->backsector->floorplane.ZatPoint(mobj);
if (fzt >= mobj->z + mobj->height && bzt >= mobj->z + mobj->height && if (fzt >= mobj->z + mobj->height && bzt >= mobj->z + mobj->height &&
fzb <= mobj->z && bzb <= mobj->z) 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; 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_bottom = rover->bottom.plane->ZatPoint(mobj);
fixed_t ff_top = rover->top.plane->ZatPoint(mobj->x, mobj->y); fixed_t ff_top = rover->top.plane->ZatPoint(mobj);
if (ff_bottom < mobj->z + mobj->height && ff_top > mobj->z) 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; fixed_t eyez = oldz + viewheight;
oldAboveFakeFloor = eyez > oldsec->heightsec->floorplane.ZatPoint(thing->x, thing->y); oldAboveFakeFloor = eyez > oldsec->heightsec->floorplane.ZatPoint(thing);
oldAboveFakeCeiling = eyez > oldsec->heightsec->ceilingplane.ZatPoint(thing->x, thing->y); oldAboveFakeCeiling = eyez > oldsec->heightsec->ceilingplane.ZatPoint(thing);
} }
// Borrowed from MBF: // 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; 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; i<actor->floorsector->e->XFloor.ffloors.Size(); i++) for (unsigned int i = 0; i<actor->floorsector->e->XFloor.ffloors.Size(); i++)
{ {
F3DFloor * rover = actor->floorsector->e->XFloor.ffloors[i]; F3DFloor * rover = actor->floorsector->e->XFloor.ffloors[i];
if (!(rover->flags & FF_SOLID) || !(rover->flags & FF_EXISTS)) continue; 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) 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]; F3DFloor * rover = actor->Sector->e->XFloor.ffloors[i];
if (!(rover->flags & FF_SOLID) || !(rover->flags & FF_EXISTS)) continue; 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) if (thisplanez>planezhere && thisplanez <= actor->z + actor->MaxStepHeight)
{ {

View file

@ -2077,7 +2077,7 @@ explode:
if (tm.ceilingline && if (tm.ceilingline &&
tm.ceilingline->backsector && tm.ceilingline->backsector &&
tm.ceilingline->backsector->GetTexture(sector_t::ceiling) == skyflatnum && 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. // Hack to prevent missiles exploding against the sky.
// Does not handle sky floors. // Does not handle sky floors.
@ -2161,7 +2161,7 @@ explode:
{ // Don't stop sliding if halfway off a step with some velocity { // 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->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 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 { // Hit the floor
if ((!mo->player || !(mo->player->cheats & CF_PREDICTING)) && if ((!mo->player || !(mo->player->cheats & CF_PREDICTING)) &&
mo->Sector->SecActTarget != NULL && 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 { // [RH] Let the sector do something to the actor
mo->Sector->SecActTarget->TriggerAction (mo, SECSPAC_HitFloor); mo->Sector->SecActTarget->TriggerAction (mo, SECSPAC_HitFloor);
} }
@ -2509,7 +2509,7 @@ void P_ZMovement (AActor *mo, fixed_t oldfloorz)
{ // hit the ceiling { // hit the ceiling
if ((!mo->player || !(mo->player->cheats & CF_PREDICTING)) && if ((!mo->player || !(mo->player->cheats & CF_PREDICTING)) &&
mo->Sector->SecActTarget != NULL && 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 { // [RH] Let the sector do something to the actor
mo->Sector->SecActTarget->TriggerAction (mo, SECSPAC_HitCeiling); 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) if (sec->heightsec != NULL && sec->SecActTarget != NULL)
{ {
sector_t *hs = sec->heightsec; 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 newz;
fixed_t viewheight; fixed_t viewheight;
@ -2599,7 +2599,7 @@ void P_CheckFakeFloorTriggers (AActor *mo, fixed_t oldz, bool oldz_has_viewheigh
if (!(hs->MoreFlags & SECF_FAKEFLOORONLY)) if (!(hs->MoreFlags & SECF_FAKEFLOORONLY))
{ {
waterz = hs->ceilingplane.ZatPoint (mo->x, mo->y); waterz = hs->ceilingplane.ZatPoint(mo);
if (oldz <= waterz && newz > waterz) if (oldz <= waterz && newz > waterz)
{ // View went above fake ceiling { // View went above fake ceiling
sec->SecActTarget->TriggerAction (mo, SECSPAC_EyesAboveC); 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.... // don't splash if landing on the edge above water/lava/etc....
for (m = thing->touching_sectorlist; m; m = m->m_tnext) 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; break;
} }
@ -5505,7 +5505,7 @@ bool P_HitFloor (AActor *thing)
if (!(rover->flags & FF_EXISTS)) continue; if (!(rover->flags & FF_EXISTS)) continue;
if (rover->flags & (FF_SOLID|FF_SWIMMABLE)) 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); return P_HitWater (thing, m->m_sector);
} }

View file

@ -430,7 +430,7 @@ void P_PlayerInSpecialSector (player_t *player, sector_t * sector)
{ {
// Falling, not all the way down yet? // Falling, not all the way down yet?
sector = player->mo->Sector; 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) && !player->mo->waterlevel)
{ {
return; return;
@ -507,7 +507,7 @@ static void DoSectorDamage(AActor *actor, sector_t *sec, int amount, FName type,
if (!(flags & DAMAGE_PLAYERS) && actor->player != NULL) if (!(flags & DAMAGE_PLAYERS) && actor->player != NULL)
return; 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; return;
if (protectClass != NULL) if (protectClass != NULL)
@ -544,8 +544,8 @@ void P_SectorDamage(int tag, int amount, FName type, const PClass *protectClass,
{ {
next = actor->snext; next = actor->snext;
// Only affect actors touching the 3D floor // Only affect actors touching the 3D floor
fixed_t z1 = sec->floorplane.ZatPoint(actor->x, actor->y); fixed_t z1 = sec->floorplane.ZatPoint(actor);
fixed_t z2 = sec->ceilingplane.ZatPoint(actor->x, actor->y); fixed_t z2 = sec->ceilingplane.ZatPoint(actor);
if (z2 < z1) if (z2 < z1)
{ {
// Account for Vavoom-style 3D floors // Account for Vavoom-style 3D floors
@ -2281,7 +2281,7 @@ void DPusher::Tick ()
} }
else // special water sector else // special water sector
{ {
ht = hsec->floorplane.ZatPoint (thing->x, thing->y); ht = hsec->floorplane.ZatPoint(thing);
if (thing->z > ht) // above ground if (thing->z > ht) // above ground
{ {
xspeed = m_Xmag; // full force xspeed = m_Xmag; // full force
@ -2310,7 +2310,7 @@ void DPusher::Tick ()
{ // special water sector { // special water sector
floor = &hsec->floorplane; floor = &hsec->floorplane;
} }
if (thing->z > floor->ZatPoint (thing->x, thing->y)) if (thing->z > floor->ZatPoint(thing))
{ // above ground { // above ground
xspeed = yspeed = 0; // no force xspeed = yspeed = 0; // no force
} }

View file

@ -1238,8 +1238,8 @@ bool FPolyObj::CheckMobjBlocking (side_t *sd)
} }
// [BL] See if we hit below the floor/ceiling of the poly. // [BL] See if we hit below the floor/ceiling of the poly.
else if(!performBlockingThrust && ( else if(!performBlockingThrust && (
mobj->z < ld->sidedef[!side]->sector->GetSecPlane(sector_t::floor).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->x, mobj->y) mobj->z + mobj->height > ld->sidedef[!side]->sector->GetSecPlane(sector_t::ceiling).ZatPoint(mobj)
)) ))
{ {
performBlockingThrust = true; performBlockingThrust = true;