Christoph Oelckers
d48c0ce25c
- fixed some particle positioning errors.
2016-04-10 10:57:48 +02:00
Christoph Oelckers
919f99db61
- fixed typo in actor scale assignment when spawning.
2016-04-08 16:52:42 +02:00
Christoph Oelckers
32bbec7cad
- fixed: the random offset that gets used when spawning blood applies to both sprites and particles, not just sprites.
2016-04-07 14:14:44 +02:00
Christoph Oelckers
ddb2f6b6cb
- fixed: P_SpawnPlayerMissile still used the angle_t values for offsetting the autoaim traces.
2016-04-07 13:11:23 +02:00
Christoph Oelckers
55cbeb0253
- fixed pitch calculation in P_SeekerMissile with SMF_PRECISE.
2016-04-04 23:07:21 +02:00
Christoph Oelckers
3ee42f6aa6
- removed all savegame compatibility handling, since the data is just too different from what it was before to try to convert it.
2016-04-03 20:55:23 +02:00
Christoph Oelckers
6445615b5d
- fixed the sound location calculations which got somewhat broken by the constant changes during the conversion.
2016-03-31 21:13:32 +02:00
Christoph Oelckers
77f2530236
- floatified the sector plane movers and removed some of the ZatPoint conversion cruft.
2016-03-30 09:41:46 +02:00
Christoph Oelckers
25f5e8449a
- replaced all direct access to sector plane coefficients with wrapper functions.
2016-03-29 12:40:41 +02:00
Christoph Oelckers
c7ae4688a3
- replaced all direct access to vertex coordinates with wrapper functions.
...
So that code replacement can be done piece by piece and not all at once.
2016-03-29 10:07:06 +02:00
Christoph Oelckers
05504b65d2
- floatified p_scroll.cpp
...
While testing this it became clear that with the higher precision of doubles it has to be avoided at all costs to compare an actor's z position with a value retrieved from ZatPoint to check if it is standing on a floor. There can be some minor variations, depending on what was done with this value. Added isAbove, isBelow and isAtZ checking methods to AActor which properly deal with the problem.
2016-03-28 21:04:46 +02:00
Christoph Oelckers
a99ebc2356
- floatified p_sight.cpp.
2016-03-28 16:22:21 +02:00
Christoph Oelckers
5e1c79c050
- floatified the rest of p_mobj_cpp and removed a large part of the conversion cruft from the headers that was needed to keep the code compileable.
2016-03-28 12:03:07 +02:00
Christoph Oelckers
2fff7005ad
- floatified more of p_mobj.cpp
2016-03-28 10:01:24 +02:00
Christoph Oelckers
217414cb1c
-floatified P_ExplodeMissile and P_XYMovement
2016-03-28 00:55:57 +02:00
Christoph Oelckers
8b4a33794a
- floatified P_ChangeSector.
2016-03-27 22:35:58 +02:00
Christoph Oelckers
26ff2f73d7
- floatified P_TryMove and the sliding and bouncing code.
2016-03-27 13:29:58 +02:00
Christoph Oelckers
1877eca2ab
- more floatification of p_map, plus some stuff used in those functions.
2016-03-27 01:06:54 +01:00
Christoph Oelckers
00ea8662b8
- floatification of p_enemy and p_interaction.cpp.
2016-03-26 20:59:35 +01:00
Christoph Oelckers
dabed04d2a
- floatification of p_3dfloors, p_3dmidtex and p_acs.cpp plus some leftovers.
...
- removed all references to Doom specific headers from xs_Float.h and cmath.h.
2016-03-26 12:36:15 +01:00
Christoph Oelckers
30b57fd7b0
- floatification of G_CheckSpot and a few other things.
2016-03-26 09:28:00 +01:00
Christoph Oelckers
696fde69b8
- moved the bot support code from AActor::Tick to a subfunction in the bot sources. No need to pollute a main game file with this stuff.
2016-03-26 01:30:28 +01:00
Christoph Oelckers
c2e7858e05
- looks like the oldz parameter in UpdateWaterLevel is not needed at all...
2016-03-26 01:13:36 +01:00
Christoph Oelckers
e42b0171b3
- floatification of bot code.
2016-03-26 00:34:56 +01:00
Christoph Oelckers
8e13d13916
- floatified the automap.
2016-03-25 21:54:59 +01:00
Christoph Oelckers
2cf3b20ea8
- floatified the last remaining AActor member variable 'damagemultiply'.
2016-03-25 16:30:31 +01:00
Christoph Oelckers
1125101b37
- floatified AActor::Prev plus the stuff using it.
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- rewrote some coordinate functions in AActor to use real float math instead of converting back and forth between float and fixed.
2016-03-25 16:25:25 +01:00
Christoph Oelckers
8cdfbeea01
- made AActor::__pos a genuine float vatiable.
2016-03-25 15:43:20 +01:00
Christoph Oelckers
8b6b5e7b1c
- preparation for upcoming work: rename the fixed point versions of PosRelative.
2016-03-25 14:18:50 +01:00
Christoph Oelckers
4d22b346f4
- floatified the remaining fixed point variables accessible through DECORATE. PROP_FIXED_PARAM is no longer used anywhere.
2016-03-24 23:50:29 +01:00
Christoph Oelckers
7a26318bf0
- floatified friction.
2016-03-24 22:50:03 +01:00
Christoph Oelckers
e077510773
- floatified MaxTargetRange and MeleeThreshold.
2016-03-24 20:56:59 +01:00
Christoph Oelckers
c66ff5939d
- floatified AActor::bouncefactor and wallbouncefactor.
2016-03-24 20:43:35 +01:00
Christoph Oelckers
4a79602325
- floatification of g_shared.
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- rewrote FraggleScript's movecamera function because it was utterly incomprehensible.
2016-03-24 01:46:11 +01:00
Christoph Oelckers
2dbd79cc8d
- floatified the return data from Trace().
2016-03-23 18:07:04 +01:00
Christoph Oelckers
7c87479eea
- parameter rework of several spawning functions.
2016-03-23 13:31:12 +01:00
Christoph Oelckers
f60eac8dc0
- floatified FMapThing, dropoffz and GetBobOffset
2016-03-23 12:21:52 +01:00
Christoph Oelckers
f8cf4bcf3d
- trimmed down the AActor Spawn interface and removed all non-float variants.
...
This still needs some cleanup in a few calling functions.
2016-03-23 10:42:41 +01:00
Christoph Oelckers
2a0d5a621a
- floatified some stuff in g_shared.
...
Note: This commit does not handle z-spawn positions correctly.
2016-03-23 00:53:09 +01:00
Christoph Oelckers
301f5abadc
- floatified the decal code.
2016-03-22 22:07:38 +01:00
Christoph Oelckers
6b3c0ecbd3
- floatified viewheight variables and some related code.
2016-03-22 18:06:08 +01:00
Christoph Oelckers
a652c061f6
- converted g_strife to full floating point use, except the floor height changing stuff in A_LightGoesOut.
2016-03-22 12:42:27 +01:00
Christoph Oelckers
cf79e1cb6d
- fixed some leftover fixed point remnants in g_hexen.
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- made the full-coordinate version of P_SpawnPlayerMissile use float coordinates.
2016-03-22 00:30:56 +01:00
Christoph Oelckers
4155e84a1c
- made player_t::crouchoffset and FPlayerStart's coordinates doubles and added a float version of divline_t so that I could complete the conversion of Hexen's game code.
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- consolidated the actor based damage factor code which was repeated multiple times in various damage inflicting functions.
2016-03-22 00:06:58 +01:00
Christoph Oelckers
c830801da3
- g_hexen almost done except for 3 things that require more extensive changes.
2016-03-21 22:20:10 +01:00
Christoph Oelckers
f1602882c8
- added a no-parameter Spawn function for inventory items that never show on the map, because the coordinate and replacement parameters will always be 0 for them.
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- started converting g_hexen.
Most importantly this removes CHolyWeave as it is just a specialized version of A_Weave with far more convoluted use of parameters.
2016-03-21 14:00:05 +01:00
Christoph Oelckers
4e60ea0252
- made AActor::alpha a floating point value
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- replaced some uses of FRACUNIT with OPAQUE when it was about translucency.
- simplified some overly complicated translucency multiplications in the SBARINFO code.
2016-03-21 12:18:46 +01:00
Christoph Oelckers
1ff4bb419c
- made AActor::gravity and FMapThing::gravity floats.
2016-03-21 00:51:19 +01:00
Christoph Oelckers
7ebb96f15c
- use one of the new floating point special variables to store the portal plane height of the skybox things.
2016-03-21 00:05:44 +01:00
Christoph Oelckers
289cdfbefd
- made AActor::floorclip a double.
2016-03-20 23:42:27 +01:00