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