diff --git a/src/p_map.cpp b/src/p_map.cpp index 0a3d1bd31..e57e037f5 100644 --- a/src/p_map.cpp +++ b/src/p_map.cpp @@ -5043,13 +5043,12 @@ void P_RadiusAttack(AActor *bombspot, AActor *bombsource, int bombdamage, int bo if (bombdistance <= 0) return; fulldamagedistance = clamp(fulldamagedistance, 0, bombdistance - 1); - fixed_t bombdistfix = bombdistance << FRACBITS; - double bombdistancefloat = 1.f / (double)(bombdistance - fulldamagedistance); + double bombdistancefloat = 1. / (double)(bombdistance - fulldamagedistance); double bombdamagefloat = (double)bombdamage; FPortalGroupArray grouplist(FPortalGroupArray::PGA_Full3d); - FMultiBlockThingsIterator it(grouplist, bombspot->_f_X(), bombspot->_f_Y(), bombspot->_f_Z() - bombdistfix, bombspot->_f_height() + bombdistfix*2, bombdistfix, false, bombspot->Sector); + FMultiBlockThingsIterator it(grouplist, bombspot->X(), bombspot->Y(), bombspot->Z() - bombdistance, bombspot->Height + bombdistance*2, bombdistancefloat, false, bombspot->Sector); FMultiBlockThingsIterator::CheckResult cres; if (flags & RADF_SOURCEISSPOT) @@ -5096,28 +5095,28 @@ void P_RadiusAttack(AActor *bombspot, AActor *bombsource, int bombdamage, int bo // height of the thing and not the height of the map. double points; double len; - fixed_t dx, dy; + double dx, dy; double boxradius; - fixedvec2 vec = bombspot->_f_Vec2To(thing); - dx = abs(vec.x); - dy = abs(vec.y); - boxradius = double(thing->_f_radius()); + DVector2 vec = bombspot->Vec2To(thing); + dx = fabs(vec.X); + dy = fabs(vec.Y); + boxradius = thing->radius; // The damage pattern is square, not circular. len = double(dx > dy ? dx : dy); - if (bombspot->_f_Z() < thing->_f_Z() || bombspot->_f_Z() >= thing->_f_Top()) + if (bombspot->Z() < thing->Z() || bombspot->Z() >= thing->Top()) { double dz; - if (bombspot->_f_Z() > thing->_f_Z()) + if (bombspot->Z() > thing->Z()) { - dz = double(bombspot->_f_Z() - thing->_f_Top()); + dz = double(bombspot->Z() - thing->Top()); } else { - dz = double(thing->_f_Z() - bombspot->_f_Z()); + dz = double(thing->Z() - bombspot->Z()); } if (len <= boxradius) { @@ -5135,9 +5134,8 @@ void P_RadiusAttack(AActor *bombspot, AActor *bombsource, int bombdamage, int bo if (len < 0.f) len = 0.f; } - len /= FRACUNIT; len = clamp(len - (double)fulldamagedistance, 0, len); - points = bombdamagefloat * (1.f - len * bombdistancefloat); + points = bombdamagefloat * (1. - len * bombdistancefloat); if (thing == bombsource) { points = points * splashfactor; @@ -5195,14 +5193,14 @@ void P_RadiusAttack(AActor *bombspot, AActor *bombsource, int bombdamage, int bo else { // [RH] Old code just for barrels - fixed_t dx, dy, dist; + double dx, dy, dist; - fixedvec2 vec = bombspot->_f_Vec2To(thing); - dx = abs(vec.x); - dy = abs(vec.y); + DVector2 vec = bombspot->Vec2To(thing); + dx = fabs(vec.X); + dy = fabs(vec.Y); dist = dx>dy ? dx : dy; - dist = (dist - thing->_f_radius()) >> FRACBITS; + dist -= thing->radius; if (dist < 0) dist = 0; @@ -5212,8 +5210,8 @@ void P_RadiusAttack(AActor *bombspot, AActor *bombsource, int bombdamage, int bo if (P_CheckSight(thing, bombspot, SF_IGNOREVISIBILITY | SF_IGNOREWATERBOUNDARY)) { // OK to damage; target is in direct path - dist = clamp(dist - fulldamagedistance, 0, dist); - int damage = Scale(bombdamage, bombdistance - dist, bombdistance); + dist = clamp(dist - fulldamagedistance, 0, dist); + int damage = Scale(bombdamage, bombdistance - int(dist), bombdistance); double factor = splashfactor * thing->GetClass()->RDFactor; damage = int(damage * factor);