diff --git a/src/gl/dynlights/a_dynlight.cpp b/src/gl/dynlights/a_dynlight.cpp index b19e1924a..91292d350 100644 --- a/src/gl/dynlights/a_dynlight.cpp +++ b/src/gl/dynlights/a_dynlight.cpp @@ -575,7 +575,7 @@ void ADynamicLight::CollectWithinRadius(const fixedvec3 &pos, subsector_t *subSe if (other->validcount != ::validcount) { subsector_t *othersub = R_PointInSubsector(other->v1->x + other->dx / 2, other->v1->y + other->dy / 2); - if (othersub->validcount != ::validcount) CollectWithinRadius(PosRelative(other), othersub, radius); + if (othersub->validcount != ::validcount) CollectWithinRadius(_f_PosRelative(other), othersub, radius); } } } @@ -603,7 +603,7 @@ void ADynamicLight::CollectWithinRadius(const fixedvec3 &pos, subsector_t *subSe { fixedvec2 refpos = { other->v1->x + other->dx / 2 + FLOAT2FIXED(sb->Scale.X), other->v1->y + other->dy / 2 + FLOAT2FIXED(sb->Scale.Y) }; subsector_t *othersub = R_PointInSubsector(refpos.x, refpos.y); - if (othersub->validcount != ::validcount) CollectWithinRadius(PosRelative(othersub->sector), othersub, radius); + if (othersub->validcount != ::validcount) CollectWithinRadius(_f_PosRelative(othersub->sector), othersub, radius); } } if (!subSec->sector->PortalBlocksSight(sector_t::floor)) @@ -614,7 +614,7 @@ void ADynamicLight::CollectWithinRadius(const fixedvec3 &pos, subsector_t *subSe { fixedvec2 refpos = { other->v1->x + other->dx / 2 + FLOAT2FIXED(sb->Scale.X), other->v1->y + other->dy / 2 + FLOAT2FIXED(sb->Scale.Y) }; subsector_t *othersub = R_PointInSubsector(refpos.x, refpos.y); - if (othersub->validcount != ::validcount) CollectWithinRadius(PosRelative(othersub->sector), othersub, radius); + if (othersub->validcount != ::validcount) CollectWithinRadius(_f_PosRelative(othersub->sector), othersub, radius); } } } diff --git a/src/gl/dynlights/gl_dynlight1.cpp b/src/gl/dynlights/gl_dynlight1.cpp index b57882dcf..926b75aae 100644 --- a/src/gl/dynlights/gl_dynlight1.cpp +++ b/src/gl/dynlights/gl_dynlight1.cpp @@ -90,7 +90,7 @@ bool gl_GetLight(int group, Plane & p, ADynamicLight * light, bool checkside, bo Vector fn, pos; int i = 0; - fixedvec3 lpos = light->PosRelative(group); + fixedvec3 lpos = light->_f_PosRelative(group); float x = FIXED2FLOAT(lpos.x); float y = FIXED2FLOAT(lpos.y); float z = FIXED2FLOAT(lpos.z); diff --git a/src/gl/system/gl_framebuffer.cpp b/src/gl/system/gl_framebuffer.cpp index 7a3fef1a3..8d87d7d6a 100644 --- a/src/gl/system/gl_framebuffer.cpp +++ b/src/gl/system/gl_framebuffer.cpp @@ -485,7 +485,7 @@ void OpenGLFrameBuffer::Clear(int left, int top, int right, int bottom, int palc void OpenGLFrameBuffer::FillSimplePoly(FTexture *texture, FVector2 *points, int npoints, double originx, double originy, double scalex, double scaley, - angle_t rotation, FDynamicColormap *colormap, int lightlevel) + DAngle rotation, FDynamicColormap *colormap, int lightlevel) { if (GLRenderer != NULL) { diff --git a/src/gl/system/gl_framebuffer.h b/src/gl/system/gl_framebuffer.h index c2a4fc277..501d40925 100644 --- a/src/gl/system/gl_framebuffer.h +++ b/src/gl/system/gl_framebuffer.h @@ -68,7 +68,7 @@ public: void FillSimplePoly(FTexture *tex, FVector2 *points, int npoints, double originx, double originy, double scalex, double scaley, - angle_t rotation, FDynamicColormap *colormap, int lightlevel); + DAngle rotation, FDynamicColormap *colormap, int lightlevel); FNativePalette *CreatePalette(FRemapTable *remap);