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https://github.com/ZDoom/gzdoom-gles.git
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- added two floating point special variables, because the two existing ones are integers and unusable for storing doubles.
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cff8e51811
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5 changed files with 24 additions and 14 deletions
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@ -1136,6 +1136,7 @@ public:
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}
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}
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double projectilepassheight; // height for clipping projectile movement against this actor
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double projectilepassheight; // height for clipping projectile movement against this actor
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SDWORD tics; // state tic counter
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SDWORD tics; // state tic counter
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FState *state;
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FState *state;
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VMFunction *Damage; // For missiles and monster railgun
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VMFunction *Damage; // For missiles and monster railgun
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@ -1153,6 +1154,9 @@ public:
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int special1; // Special info
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int special1; // Special info
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int special2; // Special info
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int special2; // Special info
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double specialf1; // With floats we cannot use the int versions for storing position or angle data without reverting to fixed point (which we do not want.)
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double specialf2;
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int weaponspecial; // Special info for weapons.
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int weaponspecial; // Special info for weapons.
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int health;
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int health;
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BYTE movedir; // 0-7
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BYTE movedir; // 0-7
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@ -1290,6 +1294,7 @@ public:
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void AddToHash ();
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void AddToHash ();
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void RemoveFromHash ();
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void RemoveFromHash ();
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private:
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private:
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static AActor *TIDHash[128];
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static AActor *TIDHash[128];
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static inline int TIDHASH (int key) { return key & 127; }
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static inline int TIDHASH (int key) { return key & 127; }
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@ -1459,9 +1459,9 @@ void FParser::SF_SetCamera(void)
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angle = t_argc < 2 ? newcamera->Angles.Yaw : floatvalue(t_argv[1]);
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angle = t_argc < 2 ? newcamera->Angles.Yaw : floatvalue(t_argv[1]);
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newcamera->special1 = newcamera->Angles.Yaw.BAMs();
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newcamera->specialf1 = newcamera->Angles.Yaw.Degrees;
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newcamera->special2=newcamera->_f_Z();
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newcamera->specialf2 = newcamera->Z();
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newcamera->_f_SetZ(t_argc < 3 ? (newcamera->_f_Z() + (41 << FRACBITS)) : (intvalue(t_argv[2]) << FRACBITS));
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newcamera->SetZ(t_argc < 3 ? newcamera->Z() + 41 : floatvalue(t_argv[2]));
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newcamera->Angles.Yaw = angle;
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newcamera->Angles.Yaw = angle;
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if (t_argc < 4) newcamera->Angles.Pitch = 0.;
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if (t_argc < 4) newcamera->Angles.Pitch = 0.;
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else newcamera->Angles.Pitch = clamp(floatvalue(t_argv[3]), -50., 50.) * (20. / 32.);
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else newcamera->Angles.Pitch = clamp(floatvalue(t_argv[3]), -50., 50.) * (20. / 32.);
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@ -1485,8 +1485,8 @@ void FParser::SF_ClearCamera(void)
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if (cam)
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if (cam)
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{
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{
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player->camera=player->mo;
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player->camera=player->mo;
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cam->Angles.Yaw = ANGLE2DBL(cam->special1);
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cam->Angles.Yaw = cam->specialf1;
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cam->_f_SetZ(cam->special2);
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cam->SetZ(cam->specialf2);
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}
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}
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}
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}
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@ -134,8 +134,8 @@ DEFINE_ACTION_FUNCTION(AActor, A_CFlameMissile)
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mo->Angles.Yaw = an;
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mo->Angles.Yaw = an;
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mo->target = self->target;
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mo->target = self->target;
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mo->VelFromAngle(FLAMESPEED);
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mo->VelFromAngle(FLAMESPEED);
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mo->special1 = FLOAT2FIXED(mo->Vel.X);
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mo->specialf1 = mo->Vel.X;
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mo->special2 = FLOAT2FIXED(mo->Vel.Y);
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mo->specialf2 = mo->Vel.Y;
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mo->tics -= pr_missile()&3;
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mo->tics -= pr_missile()&3;
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}
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}
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mo = Spawn ("CircleFlame", BlockingMobj->Vec3Offset(
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mo = Spawn ("CircleFlame", BlockingMobj->Vec3Offset(
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@ -146,8 +146,8 @@ DEFINE_ACTION_FUNCTION(AActor, A_CFlameMissile)
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mo->Angles.Yaw = an + 180.;
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mo->Angles.Yaw = an + 180.;
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mo->target = self->target;
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mo->target = self->target;
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mo->VelFromAngle(-FLAMESPEED);
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mo->VelFromAngle(-FLAMESPEED);
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mo->special1 = FLOAT2FIXED(mo->Vel.X);
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mo->specialf1 = mo->Vel.X;
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mo->special2 = FLOAT2FIXED(mo->Vel.Y);
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mo->specialf2 = mo->Vel.Y;
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mo->tics -= pr_missile()&3;
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mo->tics -= pr_missile()&3;
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}
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}
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}
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}
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@ -168,7 +168,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_CFlameRotate)
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DAngle an = self->Angles.Yaw + 90.;
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DAngle an = self->Angles.Yaw + 90.;
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self->VelFromAngle(an, FLAMEROTSPEED);
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self->VelFromAngle(an, FLAMEROTSPEED);
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self->Vel += DVector2(FIXED2DBL(self->special1), FIXED2DBL(self->special2));
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self->Vel += DVector2(self->specialf1, self->specialf2);
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self->Angles.Yaw += 6.;
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self->Angles.Yaw += 6.;
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return 0;
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return 0;
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@ -2425,9 +2425,9 @@ void P_ZMovement (AActor *mo, fixed_t oldfloorz)
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// Hexen yanked all items to the floor, except those being spawned at map start in the air.
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// Hexen yanked all items to the floor, except those being spawned at map start in the air.
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// Those were kept at their original height.
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// Those were kept at their original height.
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// Do this only if the item was actually spawned by the map above ground to avoid problems.
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// Do this only if the item was actually spawned by the map above ground to avoid problems.
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if (mo->special1 > 0 && (mo->flags2 & MF2_FLOATBOB) && (ib_compatflags & BCOMPATF_FLOATBOB))
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if (mo->specialf1 > 0 && (mo->flags2 & MF2_FLOATBOB) && (ib_compatflags & BCOMPATF_FLOATBOB))
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{
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{
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mo->_f_SetZ(mo->_f_floorz() + mo->special1);
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mo->SetZ(mo->floorz + mo->specialf1);
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}
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}
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@ -5123,7 +5123,7 @@ AActor *P_SpawnMapThing (FMapThing *mthing, int position)
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mobj->_f_AddZ(mthing->z);
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mobj->_f_AddZ(mthing->z);
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if ((mobj->flags2 & MF2_FLOATBOB) && (ib_compatflags & BCOMPATF_FLOATBOB))
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if ((mobj->flags2 & MF2_FLOATBOB) && (ib_compatflags & BCOMPATF_FLOATBOB))
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{
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{
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mobj->special1 = mthing->z;
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mobj->specialf1 = FIXED2DBL(mthing->z);
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}
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}
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}
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}
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else if (z == ONCEILINGZ)
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else if (z == ONCEILINGZ)
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@ -5140,7 +5140,7 @@ AActor *P_SpawnMapThing (FMapThing *mthing, int position)
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else mobj->flags &= ~MF_NOGRAVITY;
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else mobj->flags &= ~MF_NOGRAVITY;
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// For Hexen floatbob 'compatibility' we do not really want to alter the floorz.
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// For Hexen floatbob 'compatibility' we do not really want to alter the floorz.
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if (mobj->special1 == 0 || !(mobj->flags2 & MF2_FLOATBOB) || !(ib_compatflags & BCOMPATF_FLOATBOB))
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if (mobj->specialf1 == 0 || !(mobj->flags2 & MF2_FLOATBOB) || !(ib_compatflags & BCOMPATF_FLOATBOB))
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{
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{
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P_FindFloorCeiling(mobj, FFCF_SAMESECTOR | FFCF_ONLY3DFLOORS | FFCF_3DRESTRICT);
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P_FindFloorCeiling(mobj, FFCF_SAMESECTOR | FFCF_ONLY3DFLOORS | FFCF_3DRESTRICT);
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}
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}
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@ -281,6 +281,11 @@ struct secplane_t
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return FixedMul (ic, -d - DMulScale16 (a, ac->_f_X(), b, ac->_f_Y()));
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return FixedMul (ic, -d - DMulScale16 (a, ac->_f_X(), b, ac->_f_Y()));
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}
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}
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double ZatPointF(const AActor *ac) const
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{
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return FIXED2DBL(ZatPoint(ac));
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}
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// Returns the value of z at (x,y) if d is equal to dist
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// Returns the value of z at (x,y) if d is equal to dist
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fixed_t ZatPointDist (fixed_t x, fixed_t y, fixed_t dist) const
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fixed_t ZatPointDist (fixed_t x, fixed_t y, fixed_t dist) const
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{
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{
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