- took care of the rest of p_map.cpp.

This commit is contained in:
Christoph Oelckers 2016-01-20 13:48:05 +01:00
parent 83cbf6cae5
commit 35271187a5
2 changed files with 99 additions and 111 deletions

View file

@ -3801,8 +3801,8 @@ AActor *P_LineAttack(AActor *t1, angle_t angle, fixed_t distance,
fixed_t dist = trace.Distance;
// position a bit closer for puffs/blood if using compatibility mode.
if (i_compatflags & COMPATF_HITSCAN) dist -= 10 * FRACUNIT;
hitx = t1->x + FixedMul(vx, dist);
hity = t1->y + FixedMul(vy, dist);
hitx = t1->X() + FixedMul(vx, dist);
hity = t1->Y() + FixedMul(vy, dist);
hitz = shootz + FixedMul(vz, dist);
@ -3943,7 +3943,7 @@ AActor *P_LinePickActor(AActor *t1, angle_t angle, fixed_t distance, int pitch,
vy = FixedMul(finecosine[pitch], finesine[angle]);
vz = -finesine[pitch];
shootz = t1->z - t1->floorclip + (t1->height >> 1);
shootz = t1->Z() - t1->floorclip + (t1->height >> 1);
if (t1->player != NULL)
{
shootz += FixedMul(t1->player->mo->AttackZOffset, t1->player->crouchfactor);
@ -3959,7 +3959,7 @@ AActor *P_LinePickActor(AActor *t1, angle_t angle, fixed_t distance, int pitch,
TData.Caller = t1;
TData.hitGhosts = true;
if (Trace(t1->x, t1->y, shootz, t1->Sector, vx, vy, vz, distance,
if (Trace(t1->X(), t1->Y(), shootz, t1->Sector, vx, vy, vz, distance,
actorMask, wallMask, t1, trace, TRACE_NoSky, CheckForActor, &TData))
{
if (trace.HitType == TRACE_HitActor)
@ -4063,7 +4063,7 @@ void P_TraceBleed(int damage, fixed_t x, fixed_t y, fixed_t z, AActor *actor, an
void P_TraceBleed(int damage, AActor *target, angle_t angle, int pitch)
{
P_TraceBleed(damage, target->x, target->y, target->z + target->height / 2,
P_TraceBleed(damage, target->X(), target->Y(), target->Z() + target->height / 2,
target, angle, pitch);
}
@ -4086,14 +4086,14 @@ void P_TraceBleed(int damage, AActor *target, AActor *missile)
{
double aim;
aim = atan((double)missile->velz / (double)P_AproxDistance(missile->x - target->x, missile->y - target->y));
aim = atan((double)missile->velz / (double)target->AproxDistance(missile));
pitch = -(int)(aim * ANGLE_180 / PI);
}
else
{
pitch = 0;
}
P_TraceBleed(damage, target->x, target->y, target->z + target->height / 2,
P_TraceBleed(damage, target->X(), target->Y(), target->Z() + target->height / 2,
target, missile->AngleTo(target),
pitch);
}
@ -4111,7 +4111,7 @@ void P_TraceBleed(int damage, AActor *target)
fixed_t one = pr_tracebleed() << 24;
fixed_t two = (pr_tracebleed() - 128) << 16;
P_TraceBleed(damage, target->x, target->y, target->z + target->height / 2,
P_TraceBleed(damage, target->X(), target->Y(), target->Z() + target->height / 2,
target, one, two);
}
}
@ -4174,7 +4174,6 @@ void P_RailAttack(AActor *source, int damage, int offset_xy, fixed_t offset_z, i
{
fixed_t vx, vy, vz;
angle_t angle, pitch;
fixed_t x1, y1;
TVector3<double> start, end;
FTraceResults trace;
fixed_t shootz;
@ -4188,10 +4187,7 @@ void P_RailAttack(AActor *source, int damage, int offset_xy, fixed_t offset_z, i
vy = FixedMul(finecosine[pitch], finesine[angle]);
vz = finesine[pitch];
x1 = source->x;
y1 = source->y;
shootz = source->z - source->floorclip + (source->height >> 1) + offset_z;
shootz = source->Z() - source->floorclip + (source->height >> 1) + offset_z;
if (!(railflags & RAF_CENTERZ))
{
@ -4206,15 +4202,15 @@ void P_RailAttack(AActor *source, int damage, int offset_xy, fixed_t offset_z, i
}
angle = ((source->angle + angleoffset) - ANG90) >> ANGLETOFINESHIFT;
x1 += offset_xy * finecosine[angle];
y1 += offset_xy * finesine[angle];
fixedvec2 xy = source->Vec2Offset(offset_xy * finecosine[angle], offset_xy * finesine[angle]);
RailData rail_data;
rail_data.Caller = source;
rail_data.StopAtOne = !!(railflags & RAF_NOPIERCE);
start.X = FIXED2FLOAT(x1);
start.Y = FIXED2FLOAT(y1);
start.X = FIXED2FLOAT(xy.x);
start.Y = FIXED2FLOAT(xy.y);
start.Z = FIXED2FLOAT(shootz);
int flags;
@ -4225,7 +4221,7 @@ void P_RailAttack(AActor *source, int damage, int offset_xy, fixed_t offset_z, i
flags = (puffDefaults->flags6 & MF6_NOTRIGGER) ? 0 : TRACE_PCross | TRACE_Impact;
rail_data.StopAtInvul = (puffDefaults->flags3 & MF3_FOILINVUL) ? false : true;
rail_data.ThruSpecies = (puffDefaults->flags6 & MF6_MTHRUSPECIES) ? true : false;
Trace(x1, y1, shootz, source->Sector, vx, vy, vz,
Trace(xy.x, xy.y, shootz, source->Sector, vx, vy, vz,
distance, MF_SHOOTABLE, ML_BLOCKEVERYTHING, source, trace,
flags, ProcessRailHit, &rail_data);
@ -4236,7 +4232,7 @@ void P_RailAttack(AActor *source, int damage, int offset_xy, fixed_t offset_z, i
// used as damage inflictor
AActor *thepuff = NULL;
if (puffclass != NULL) thepuff = Spawn(puffclass, source->x, source->y, source->z, ALLOW_REPLACE);
if (puffclass != NULL) thepuff = Spawn(puffclass, source->Pos(), ALLOW_REPLACE);
for (i = 0; i < rail_data.RailHits.Size(); i++)
{
@ -4250,8 +4246,8 @@ void P_RailAttack(AActor *source, int damage, int offset_xy, fixed_t offset_z, i
AActor *hitactor = rail_data.RailHits[i].HitActor;
fixed_t hitdist = rail_data.RailHits[i].Distance;
x = x1 + FixedMul(hitdist, vx);
y = y1 + FixedMul(hitdist, vy);
x = xy.x + FixedMul(hitdist, vx);
y = xy.y + FixedMul(hitdist, vy);
z = shootz + FixedMul(hitdist, vz);
if ((hitactor->flags & MF_NOBLOOD) ||
@ -4329,7 +4325,7 @@ void P_RailAttack(AActor *source, int damage, int offset_xy, fixed_t offset_z, i
trace.CrossedWater == NULL &&
trace.Sector->heightsec == NULL)
{
thepuff->SetOrigin(trace.X, trace.Y, trace.Z);
thepuff->SetOrigin(trace.X, trace.Y, trace.Z, false);
P_HitWater(thepuff, trace.Sector);
}
if (trace.Crossed3DWater || trace.CrossedWater)
@ -4367,16 +4363,16 @@ void P_AimCamera(AActor *t1, fixed_t &CameraX, fixed_t &CameraY, fixed_t &Camera
vy = FixedMul(finecosine[pitch], finesine[angle]);
vz = finesine[pitch];
sz = t1->z - t1->floorclip + t1->height + (fixed_t)(clamp<double>(chase_height, -1000, 1000) * FRACUNIT);
sz = t1->Z() - t1->floorclip + t1->height + (fixed_t)(clamp<double>(chase_height, -1000, 1000) * FRACUNIT);
if (Trace(t1->x, t1->y, sz, t1->Sector,
if (Trace(t1->X(), t1->Y(), sz, t1->Sector,
vx, vy, vz, distance, 0, 0, NULL, trace) &&
trace.Distance > 10 * FRACUNIT)
{
// Position camera slightly in front of hit thing
fixed_t dist = trace.Distance - 5 * FRACUNIT;
CameraX = t1->x + FixedMul(vx, dist);
CameraY = t1->y + FixedMul(vy, dist);
CameraX = t1->X() + FixedMul(vx, dist);
CameraY = t1->Y() + FixedMul(vy, dist);
CameraZ = sz + FixedMul(vz, dist);
}
else
@ -4443,7 +4439,7 @@ bool P_TalkFacing(AActor *player)
bool P_UseTraverse(AActor *usething, fixed_t endx, fixed_t endy, bool &foundline)
{
FPathTraverse it(usething->x, usething->y, endx, endy, PT_ADDLINES | PT_ADDTHINGS);
FPathTraverse it(usething->X(), usething->Y(), endx, endy, PT_ADDLINES | PT_ADDTHINGS);
intercept_t *in;
while ((in = it.Next()))
@ -4492,7 +4488,7 @@ bool P_UseTraverse(AActor *usething, fixed_t endx, fixed_t endy, bool &foundline
return true;
}
sec = P_PointOnLineSide(usething->x, usething->y, in->d.line) == 0 ?
sec = P_PointOnLineSide(usething->X(), usething->Y(), in->d.line) == 0 ?
in->d.line->frontsector : in->d.line->backsector;
if (sec != NULL && sec->SecActTarget &&
@ -4511,7 +4507,7 @@ bool P_UseTraverse(AActor *usething, fixed_t endx, fixed_t endy, bool &foundline
continue; // not a special line, but keep checking
}
if (P_PointOnLineSide(usething->x, usething->y, in->d.line) == 1)
if (P_PointOnLineSide(usething->X(), usething->Y(), in->d.line) == 1)
{
if (!(in->d.line->activation & SPAC_UseBack))
{
@ -4571,7 +4567,7 @@ bool P_UseTraverse(AActor *usething, fixed_t endx, fixed_t endy, bool &foundline
bool P_NoWayTraverse(AActor *usething, fixed_t endx, fixed_t endy)
{
FPathTraverse it(usething->x, usething->y, endx, endy, PT_ADDLINES);
FPathTraverse it(usething->X(), usething->Y(), endx, endy, PT_ADDLINES);
intercept_t *in;
while ((in = it.Next()))
@ -4586,8 +4582,8 @@ bool P_NoWayTraverse(AActor *usething, fixed_t endx, fixed_t endy)
P_LineOpening(open, NULL, ld, it.Trace().x + FixedMul(it.Trace().dx, in->frac),
it.Trace().y + FixedMul(it.Trace().dy, in->frac));
if (open.range <= 0 ||
open.bottom > usething->z + usething->MaxStepHeight ||
open.top < usething->z + usething->height) return true;
open.bottom > usething->Z() + usething->MaxStepHeight ||
open.top < usething->Top()) return true;
}
return false;
}
@ -4602,18 +4598,10 @@ bool P_NoWayTraverse(AActor *usething, fixed_t endx, fixed_t endy)
void P_UseLines(player_t *player)
{
angle_t angle;
fixed_t x1, y1, usedist;
bool foundline;
foundline = false;
angle = player->mo->angle >> ANGLETOFINESHIFT;
usedist = player->mo->UseRange;
bool foundline = false;
// [NS] Now queries the Player's UseRange.
x1 = player->mo->x + FixedMul(usedist, finecosine[angle]);
y1 = player->mo->y + FixedMul(usedist, finesine[angle]);
fixedvec2 end = player->mo->Vec2Angle(player->mo->UseRange, player->mo->angle, true);
// old code:
//
@ -4621,13 +4609,13 @@ void P_UseLines(player_t *player)
//
// This added test makes the "oof" sound work on 2s lines -- killough:
if (!P_UseTraverse(player->mo, x1, y1, foundline))
if (!P_UseTraverse(player->mo, end.x, end.y, foundline))
{ // [RH] Give sector a chance to eat the use
sector_t *sec = player->mo->Sector;
int spac = SECSPAC_Use;
if (foundline) spac |= SECSPAC_UseWall;
if ((!sec->SecActTarget || !sec->SecActTarget->TriggerAction(player->mo, spac)) &&
P_NoWayTraverse(player->mo, x1, y1))
P_NoWayTraverse(player->mo, end.x, end.y))
{
S_Sound(player->mo, CHAN_VOICE, "*usefail", 1, ATTN_IDLE);
}
@ -4648,8 +4636,8 @@ bool P_UsePuzzleItem(AActor *PuzzleItemUser, int PuzzleItemType)
fixed_t x1, y1, x2, y2, usedist;
angle = PuzzleItemUser->angle >> ANGLETOFINESHIFT;
x1 = PuzzleItemUser->x;
y1 = PuzzleItemUser->y;
x1 = PuzzleItemUser->X();
y1 = PuzzleItemUser->Y();
// [NS] If it's a Player, get their UseRange.
if (PuzzleItemUser->player)
@ -4680,7 +4668,7 @@ bool P_UsePuzzleItem(AActor *PuzzleItemUser, int PuzzleItemType)
}
continue;
}
if (P_PointOnLineSide(PuzzleItemUser->x, PuzzleItemUser->y, in->d.line) == 1)
if (P_PointOnLineSide(PuzzleItemUser->X(), PuzzleItemUser->Y(), in->d.line) == 1)
{ // Don't use back sides
return false;
}
@ -4747,7 +4735,7 @@ void P_RadiusAttack(AActor *bombspot, AActor *bombsource, int bombdamage, int bo
double bombdistancefloat = 1.f / (double)(bombdistance - fulldamagedistance);
double bombdamagefloat = (double)bombdamage;
FBlockThingsIterator it(FBoundingBox(bombspot->x, bombspot->y, bombdistance << FRACBITS));
FBlockThingsIterator it(FBoundingBox(bombspot->X(), bombspot->Y(), bombdistance << FRACBITS));
AActor *thing;
if (flags & RADF_SOURCEISSPOT)
@ -4796,24 +4784,25 @@ void P_RadiusAttack(AActor *bombspot, AActor *bombsource, int bombdamage, int bo
fixed_t dx, dy;
double boxradius;
dx = abs(thing->x - bombspot->x);
dy = abs(thing->y - bombspot->y);
fixedvec2 vec = bombspot->Vec2To(thing);
dx = abs(vec.x);
dy = abs(vec.y);
boxradius = double(thing->radius);
// The damage pattern is square, not circular.
len = double(dx > dy ? dx : dy);
if (bombspot->z < thing->z || bombspot->z >= thing->z + thing->height)
if (bombspot->Z() < thing->Z() || bombspot->Z() >= thing->Top())
{
double dz;
if (bombspot->z > thing->z)
if (bombspot->Z() > thing->Z())
{
dz = double(bombspot->z - thing->z - thing->height);
dz = double(bombspot->Z() - thing->Top());
}
else
{
dz = double(thing->z - bombspot->z);
dz = double(thing->Z() - bombspot->Z());
}
if (len <= boxradius)
{
@ -4870,7 +4859,7 @@ void P_RadiusAttack(AActor *bombspot, AActor *bombsource, int bombdamage, int bo
{
thrust *= selfthrustscale;
}
velz = (double)(thing->z + (thing->height >> 1) - bombspot->z) * thrust;
velz = (double)(thing->Z() + (thing->height >> 1) - bombspot->Z()) * thrust;
if (bombsource != thing)
{
velz *= 0.5f;
@ -4895,8 +4884,9 @@ void P_RadiusAttack(AActor *bombspot, AActor *bombsource, int bombdamage, int bo
// [RH] Old code just for barrels
fixed_t dx, dy, dist;
dx = abs(thing->x - bombspot->x);
dy = abs(thing->y - bombspot->y);
fixedvec2 vec = bombspot->Vec2To(thing);
dx = abs(vec.x);
dy = abs(vec.y);
dist = dx>dy ? dx : dy;
dist = (dist - thing->radius) >> FRACBITS;
@ -4983,7 +4973,7 @@ bool P_AdjustFloorCeil(AActor *thing, FChangePosition *cpos)
thing->flags2 |= MF2_PASSMOBJ;
}
bool isgood = P_CheckPosition(thing, thing->x, thing->y, tm);
bool isgood = P_CheckPosition(thing, thing->X(), thing->Y(), tm);
thing->floorz = tm.floorz;
thing->ceilingz = tm.ceilingz;
thing->dropoffz = tm.dropoffz; // killough 11/98: remember dropoffs
@ -5014,7 +5004,7 @@ void P_FindAboveIntersectors(AActor *actor)
return;
AActor *thing;
FBlockThingsIterator it(FBoundingBox(actor->x, actor->y, actor->radius));
FBlockThingsIterator it(FBoundingBox(actor->X(), actor->Y(), actor->radius));
while ((thing = it.Next()))
{
if (!thing->intersects(actor))
@ -5045,8 +5035,8 @@ void P_FindAboveIntersectors(AActor *actor)
// not what is wanted here.
continue;
}
if (thing->z >= actor->z &&
thing->z <= actor->z + actor->height)
if (thing->Z() >= actor->Z() &&
thing->Z() <= actor->Top())
{ // Thing intersects above the base
intersectors.Push(thing);
}
@ -5068,7 +5058,7 @@ void P_FindBelowIntersectors(AActor *actor)
return;
AActor *thing;
FBlockThingsIterator it(FBoundingBox(actor->x, actor->y, actor->radius));
FBlockThingsIterator it(FBoundingBox(actor->X(), actor->Y(), actor->radius));
while ((thing = it.Next()))
{
if (!thing->intersects(actor))
@ -5099,8 +5089,8 @@ void P_FindBelowIntersectors(AActor *actor)
// not what is wanted here.
continue;
}
if (thing->z + thing->height <= actor->z + actor->height &&
thing->z + thing->height > actor->z)
if (thing->Top() <= actor->Top() &&
thing->Top() > actor->Z())
{ // Thing intersects below the base
intersectors.Push(thing);
}
@ -5136,8 +5126,7 @@ void P_DoCrunch(AActor *thing, FChangePosition *cpos)
{
AActor *mo;
mo = Spawn(bloodcls, thing->x, thing->y,
thing->z + thing->height / 2, ALLOW_REPLACE);
mo = Spawn(bloodcls, thing->PosPlusZ(thing->height / 2), ALLOW_REPLACE);
mo->velx = pr_crunch.Random2() << 12;
mo->vely = pr_crunch.Random2() << 12;
@ -5153,7 +5142,7 @@ void P_DoCrunch(AActor *thing, FChangePosition *cpos)
an = (M_Random() - 128) << 24;
if (cl_bloodtype >= 1)
{
P_DrawSplash2(32, thing->x, thing->y, thing->z + thing->height / 2, an, 2, bloodcolor);
P_DrawSplash2(32, thing->X(), thing->Y(), thing->Z() + thing->height / 2, an, 2, bloodcolor);
}
}
if (thing->CrushPainSound != 0 && !S_GetSoundPlayingInfo(thing, thing->CrushPainSound))
@ -5181,7 +5170,7 @@ int P_PushUp(AActor *thing, FChangePosition *cpos)
unsigned int lastintersect;
int mymass = thing->Mass;
if (thing->z + thing->height > thing->ceilingz)
if (thing->Top() > thing->ceilingz)
{
return 1;
}
@ -5210,13 +5199,13 @@ int P_PushUp(AActor *thing, FChangePosition *cpos)
return 2;
}
fixed_t oldz;
oldz = intersect->z;
oldz = intersect->Z();
P_AdjustFloorCeil(intersect, cpos);
intersect->z = thing->z + thing->height + 1;
intersect->SetZ(thing->Top() + 1);
if (P_PushUp(intersect, cpos))
{ // Move blocked
P_DoCrunch(intersect, cpos);
intersect->z = oldz;
intersect->SetZ(oldz);
return 2;
}
}
@ -5237,7 +5226,7 @@ int P_PushDown(AActor *thing, FChangePosition *cpos)
unsigned int lastintersect;
int mymass = thing->Mass;
if (thing->z <= thing->floorz)
if (thing->Z() <= thing->floorz)
{
return 1;
}
@ -5254,15 +5243,15 @@ int P_PushDown(AActor *thing, FChangePosition *cpos)
// Can't push bridges or things more massive than ourself
return 2;
}
fixed_t oldz = intersect->z;
fixed_t oldz = intersect->Z();
P_AdjustFloorCeil(intersect, cpos);
if (oldz > thing->z - intersect->height)
if (oldz > thing->Z() - intersect->height)
{ // Only push things down, not up.
intersect->z = thing->z - intersect->height;
intersect->SetZ(thing->Z() - intersect->height);
if (P_PushDown(intersect, cpos))
{ // Move blocked
P_DoCrunch(intersect, cpos);
intersect->z = oldz;
intersect->SetZ(oldz);
return 2;
}
}
@ -5287,24 +5276,24 @@ void PIT_FloorDrop(AActor *thing, FChangePosition *cpos)
if (thing->velz == 0 &&
(!(thing->flags & MF_NOGRAVITY) ||
(thing->z == oldfloorz && !(thing->flags & MF_NOLIFTDROP))))
(thing->Z() == oldfloorz && !(thing->flags & MF_NOLIFTDROP))))
{
fixed_t oldz = thing->z;
fixed_t oldz = thing->Z();
if ((thing->flags & MF_NOGRAVITY) || (thing->flags5 & MF5_MOVEWITHSECTOR) ||
(((cpos->sector->Flags & SECF_FLOORDROP) || cpos->moveamt < 9 * FRACUNIT)
&& thing->z - thing->floorz <= cpos->moveamt))
&& thing->Z() - thing->floorz <= cpos->moveamt))
{
thing->z = thing->floorz;
thing->SetZ(thing->floorz);
P_CheckFakeFloorTriggers(thing, oldz);
}
}
else if ((thing->z != oldfloorz && !(thing->flags & MF_NOLIFTDROP)))
else if ((thing->Z() != oldfloorz && !(thing->flags & MF_NOLIFTDROP)))
{
fixed_t oldz = thing->z;
fixed_t oldz = thing->Z();
if ((thing->flags & MF_NOGRAVITY) && (thing->flags6 & MF6_RELATIVETOFLOOR))
{
thing->z = thing->z - oldfloorz + thing->floorz;
thing->AddZ(-oldfloorz + thing->floorz);
P_CheckFakeFloorTriggers(thing, oldz);
}
}
@ -5319,14 +5308,14 @@ void PIT_FloorDrop(AActor *thing, FChangePosition *cpos)
void PIT_FloorRaise(AActor *thing, FChangePosition *cpos)
{
fixed_t oldfloorz = thing->floorz;
fixed_t oldz = thing->z;
fixed_t oldz = thing->Z();
P_AdjustFloorCeil(thing, cpos);
if (oldfloorz == thing->floorz) return;
// Move things intersecting the floor up
if (thing->z <= thing->floorz)
if (thing->Z() <= thing->floorz)
{
if (thing->flags4 & MF4_ACTLIKEBRIDGE)
{
@ -5334,14 +5323,14 @@ void PIT_FloorRaise(AActor *thing, FChangePosition *cpos)
return; // do not move bridge things
}
intersectors.Clear();
thing->z = thing->floorz;
thing->SetZ(thing->floorz);
}
else
{
if ((thing->flags & MF_NOGRAVITY) && (thing->flags6 & MF6_RELATIVETOFLOOR))
{
intersectors.Clear();
thing->z = thing->z - oldfloorz + thing->floorz;
thing->AddZ(-oldfloorz + thing->floorz);
}
else return;
}
@ -5356,7 +5345,7 @@ void PIT_FloorRaise(AActor *thing, FChangePosition *cpos)
break;
case 2:
P_DoCrunch(thing, cpos);
thing->z = oldz;
thing->SetZ(oldz);
break;
}
}
@ -5371,10 +5360,10 @@ void PIT_CeilingLower(AActor *thing, FChangePosition *cpos)
{
bool onfloor;
onfloor = thing->z <= thing->floorz;
onfloor = thing->Z() <= thing->floorz;
P_AdjustFloorCeil(thing, cpos);
if (thing->z + thing->height > thing->ceilingz)
if (thing->Top() > thing->ceilingz)
{
if (thing->flags4 & MF4_ACTLIKEBRIDGE)
{
@ -5382,14 +5371,14 @@ void PIT_CeilingLower(AActor *thing, FChangePosition *cpos)
return; // do not move bridge things
}
intersectors.Clear();
fixed_t oldz = thing->z;
fixed_t oldz = thing->Z();
if (thing->ceilingz - thing->height >= thing->floorz)
{
thing->z = thing->ceilingz - thing->height;
thing->SetZ(thing->ceilingz - thing->height);
}
else
{
thing->z = thing->floorz;
thing->SetZ(thing->floorz);
}
switch (P_PushDown(thing, cpos))
{
@ -5397,7 +5386,7 @@ void PIT_CeilingLower(AActor *thing, FChangePosition *cpos)
// intentional fall-through
case 1:
if (onfloor)
thing->z = thing->floorz;
thing->SetZ(thing->floorz);
P_DoCrunch(thing, cpos);
P_CheckFakeFloorTriggers(thing, oldz);
break;
@ -5423,25 +5412,24 @@ void PIT_CeilingRaise(AActor *thing, FChangePosition *cpos)
// For DOOM compatibility, only move things that are inside the floor.
// (or something else?) Things marked as hanging from the ceiling will
// stay where they are.
if (thing->z < thing->floorz &&
thing->z + thing->height >= thing->ceilingz - cpos->moveamt &&
if (thing->Z() < thing->floorz &&
thing->Top() >= thing->ceilingz - cpos->moveamt &&
!(thing->flags & MF_NOLIFTDROP))
{
fixed_t oldz = thing->z;
thing->z = thing->floorz;
if (thing->z + thing->height > thing->ceilingz)
fixed_t oldz = thing->Z();
thing->SetZ(thing->floorz);
if (thing->Top() > thing->ceilingz)
{
thing->z = thing->ceilingz - thing->height;
thing->SetZ(thing->ceilingz - thing->height);
}
P_CheckFakeFloorTriggers(thing, oldz);
}
else if ((thing->flags2 & MF2_PASSMOBJ) && !isgood && thing->z + thing->height < thing->ceilingz)
else if ((thing->flags2 & MF2_PASSMOBJ) && !isgood && thing->Top() < thing->ceilingz)
{
AActor *onmobj;
if (!P_TestMobjZ(thing, true, &onmobj) && onmobj->z <= thing->z)
if (!P_TestMobjZ(thing, true, &onmobj) && onmobj->Z() <= thing->Z())
{
thing->z = MIN(thing->ceilingz - thing->height,
onmobj->z + onmobj->height);
thing->SetZ( MIN(thing->ceilingz - thing->height, onmobj->Top()));
}
}
}
@ -5598,8 +5586,8 @@ bool P_ChangeSector(sector_t *sector, int crunch, int amt, int floorOrCeil, bool
{
n->visited = true; // mark thing as processed
n->m_thing->UpdateWaterLevel(n->m_thing->z, false);
P_CheckFakeFloorTriggers(n->m_thing, n->m_thing->z - amt);
n->m_thing->UpdateWaterLevel(n->m_thing->Z(), false);
P_CheckFakeFloorTriggers(n->m_thing, n->m_thing->Z() - amt);
}
}
} while (n); // repeat from scratch until all things left are marked valid
@ -5819,7 +5807,7 @@ void P_CreateSecNodeList(AActor *thing, fixed_t x, fixed_t y)
node = node->m_tnext;
}
FBoundingBox box(thing->x, thing->y, thing->radius);
FBoundingBox box(thing->X(), thing->Y(), thing->radius);
FBlockLinesIterator it(box);
line_t *ld;
@ -5922,13 +5910,13 @@ static void SpawnDeepSplash(AActor *t1, const FTraceResults &trace, AActor *puff
den = TMulScale16(plane->a, vx, plane->b, vy, plane->c, vz);
if (den != 0)
{
num = TMulScale16(plane->a, t1->x, plane->b, t1->y, plane->c, shootz) + plane->d;
num = TMulScale16(plane->a, t1->X(), plane->b, t1->Y(), plane->c, shootz) + plane->d;
hitdist = FixedDiv(-num, den);
if (hitdist >= 0 && hitdist <= trace.Distance)
{
fixed_t hitx = t1->x + FixedMul(vx, hitdist);
fixed_t hity = t1->y + FixedMul(vy, hitdist);
fixed_t hitx = t1->X() + FixedMul(vx, hitdist);
fixed_t hity = t1->Y() + FixedMul(vy, hitdist);
fixed_t hitz = shootz + FixedMul(vz, hitdist);
P_HitWater(puff != NULL ? puff : t1, P_PointInSector(hitx, hity), hitx, hity, hitz);

View file

@ -326,7 +326,7 @@ void AActor::LinkToWorld (bool buggy)
if (!buggy || numgamenodes == 0)
{
sec = P_PointInSector (x, y);
sec = P_PointInSector (X(), Y());
}
else
{