mirror of
https://github.com/ZDoom/gzdoom.git
synced 2024-11-26 22:11:43 +00:00
- forgot the changes to actor.h.
This commit is contained in:
parent
a65ff39872
commit
b735138332
1 changed files with 27 additions and 24 deletions
51
src/actor.h
51
src/actor.h
|
@ -847,7 +847,7 @@ public:
|
|||
bool intersects(AActor *other) const
|
||||
{
|
||||
fixed_t blockdist = radius + other->radius;
|
||||
return ( abs(x - other->x) < blockdist && abs(y - other->y) < blockdist);
|
||||
return ( abs(pos.x - other->pos.x) < blockdist && abs(pos.y - other->pos.y) < blockdist);
|
||||
}
|
||||
|
||||
PalEntry GetBloodColor() const
|
||||
|
@ -888,84 +888,84 @@ public:
|
|||
// to distinguish between portal-aware and portal-unaware distance calculation.
|
||||
fixed_t AproxDistance(AActor *other, bool absolute = false)
|
||||
{
|
||||
return P_AproxDistance(x - other->x, y - other->y);
|
||||
return P_AproxDistance(pos.x - other->pos.x, pos.y - other->pos.y);
|
||||
}
|
||||
|
||||
// same with 'ref' here.
|
||||
fixed_t AproxDistance(fixed_t otherx, fixed_t othery, AActor *ref = NULL)
|
||||
{
|
||||
return P_AproxDistance(x - otherx, y - othery);
|
||||
return P_AproxDistance(pos.x - otherx, pos.y - othery);
|
||||
}
|
||||
|
||||
fixed_t AproxDistance(AActor *other, fixed_t xadd, fixed_t yadd, bool absolute = false)
|
||||
{
|
||||
return P_AproxDistance(x - other->x + xadd, y - other->y + yadd);
|
||||
return P_AproxDistance(pos.x - other->pos.x + xadd, pos.y - other->pos.y + yadd);
|
||||
}
|
||||
|
||||
fixed_t AproxDistance3D(AActor *other, bool absolute = false)
|
||||
{
|
||||
return P_AproxDistance(AproxDistance(other), z - other->z);
|
||||
return P_AproxDistance(AproxDistance(other), pos.z - other->pos.z);
|
||||
}
|
||||
|
||||
// more precise, but slower version, being used in a few places
|
||||
fixed_t Distance2D(AActor *other, bool absolute = false)
|
||||
{
|
||||
return xs_RoundToInt(FVector2(x - other->x, y - other->y).Length());
|
||||
return xs_RoundToInt(FVector2(pos.x - other->pos.x, pos.y - other->pos.y).Length());
|
||||
}
|
||||
|
||||
// a full 3D version of the above
|
||||
fixed_t Distance3D(AActor *other, bool absolute = false)
|
||||
{
|
||||
return xs_RoundToInt(FVector3(x - other->x, y - other->y, z - other->z).Length());
|
||||
return xs_RoundToInt(FVector3(pos.x - other->pos.x, pos.y - other->pos.y, pos.z - other->pos.z).Length());
|
||||
}
|
||||
|
||||
angle_t AngleTo(AActor *other, bool absolute = false) const
|
||||
{
|
||||
return R_PointToAngle2(x, y, other->x, other->y);
|
||||
return R_PointToAngle2(pos.x, pos.y, other->pos.x, other->pos.y);
|
||||
}
|
||||
|
||||
angle_t AngleTo(AActor *other, fixed_t oxofs, fixed_t oyofs, bool absolute = false) const
|
||||
{
|
||||
return R_PointToAngle2(x, y, other->x + oxofs, other->y + oyofs);
|
||||
return R_PointToAngle2(pos.x, pos.y, other->pos.x + oxofs, other->pos.y + oyofs);
|
||||
}
|
||||
|
||||
fixed_t AngleTo(fixed_t otherx, fixed_t othery, AActor *ref = NULL)
|
||||
{
|
||||
return R_PointToAngle2(x, y, otherx, othery);
|
||||
return R_PointToAngle2(pos.x, pos.y, otherx, othery);
|
||||
}
|
||||
|
||||
fixed_t AngleXYTo(fixed_t myx, fixed_t myy, AActor *other, bool absolute = false)
|
||||
{
|
||||
return R_PointToAngle2(myx, myy, other->x, other->y);
|
||||
return R_PointToAngle2(myx, myy, other->pos.x, other->pos.y);
|
||||
}
|
||||
|
||||
fixedvec2 Vec2To(AActor *other) const
|
||||
{
|
||||
fixedvec2 ret = { other->x - x, other->y - y };
|
||||
fixedvec2 ret = { other->pos.x - pos.x, other->pos.y - pos.y };
|
||||
return ret;
|
||||
}
|
||||
|
||||
fixedvec3 Vec3To(AActor *other) const
|
||||
{
|
||||
fixedvec3 ret = { other->x - x, other->y - y, other->z - z };
|
||||
fixedvec3 ret = { other->pos.x - pos.x, other->pos.y - pos.y, other->pos.z - pos.z };
|
||||
return ret;
|
||||
}
|
||||
|
||||
fixedvec2 Vec2Offset(fixed_t dx, fixed_t dy) const
|
||||
fixedvec2 Vec2Offset(fixed_t dx, fixed_t dy, bool absolute = false) const
|
||||
{
|
||||
fixedvec2 ret = { x + dx, y + dy };
|
||||
fixedvec2 ret = { pos.x + dx, pos.y + dy };
|
||||
return ret;
|
||||
}
|
||||
|
||||
fixedvec3 Vec3Offset(fixed_t dx, fixed_t dy, fixed_t dz) const
|
||||
fixedvec3 Vec3Offset(fixed_t dx, fixed_t dy, fixed_t dz, bool absolute = false) const
|
||||
{
|
||||
fixedvec3 ret = { x + dx, y + dy, z + dz };
|
||||
fixedvec3 ret = { pos.x + dx, pos.y + dy, pos.z + dz };
|
||||
return ret;
|
||||
}
|
||||
|
||||
void Move(fixed_t dx, fixed_t dy, fixed_t dz)
|
||||
{
|
||||
SetOrigin(x + dx, y + dy, z + dz, true);
|
||||
SetOrigin(pos.x + dx, pos.y + dy, pos.z + dz, true);
|
||||
}
|
||||
|
||||
inline void SetFriendPlayer(player_t *player);
|
||||
|
@ -987,7 +987,10 @@ public:
|
|||
|
||||
// info for drawing
|
||||
// NOTE: The first member variable *must* be x.
|
||||
fixed_t x,y,z;
|
||||
private:
|
||||
fixedvec3 pos;
|
||||
public:
|
||||
//fixed_t x,y,z;
|
||||
AActor *snext, **sprev; // links in sector (if needed)
|
||||
angle_t angle;
|
||||
WORD sprite; // used to find patch_t and flip value
|
||||
|
@ -1185,7 +1188,7 @@ public:
|
|||
void LinkToWorld (sector_t *sector);
|
||||
void UnlinkFromWorld ();
|
||||
void AdjustFloorClip ();
|
||||
void SetOrigin (fixed_t x, fixed_t y, fixed_t z, bool moving = false);
|
||||
void SetOrigin (fixed_t x, fixed_t y, fixed_t z, bool moving);
|
||||
bool InStateSequence(FState * newstate, FState * basestate);
|
||||
int GetTics(FState * newstate);
|
||||
bool SetState (FState *newstate, bool nofunction=false);
|
||||
|
@ -1217,19 +1220,19 @@ public:
|
|||
|
||||
fixed_t X() const
|
||||
{
|
||||
return x;
|
||||
return pos.x;
|
||||
}
|
||||
fixed_t Y() const
|
||||
{
|
||||
return y;
|
||||
return pos.y;
|
||||
}
|
||||
fixed_t Z() const
|
||||
{
|
||||
return z;
|
||||
return pos.z;
|
||||
}
|
||||
void SetZ(fixed_t newz)
|
||||
{
|
||||
z = newz;
|
||||
pos.z = newz;
|
||||
}
|
||||
|
||||
};
|
||||
|
|
Loading…
Reference in a new issue