mirror of
https://github.com/ZDoom/qzdoom.git
synced 2024-11-24 13:01:47 +00:00
- let's make some use of AActor::Pos and get rid of some of those X() and Y() calls...
- restore proper actor.h file.
This commit is contained in:
parent
460751653d
commit
c1b44a5694
18 changed files with 81 additions and 66 deletions
76
src/actor.h
76
src/actor.h
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@ -847,7 +847,7 @@ public:
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bool intersects(AActor *other) const
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{
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fixed_t blockdist = radius + other->radius;
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return ( abs(pos.x - other->pos.x) < blockdist && abs(pos.y - other->pos.y) < blockdist);
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return ( abs(x - other->x) < blockdist && abs(y - other->y) < blockdist);
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}
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PalEntry GetBloodColor() const
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@ -888,99 +888,99 @@ public:
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// to distinguish between portal-aware and portal-unaware distance calculation.
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fixed_t AproxDistance(AActor *other, bool absolute = false)
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{
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return P_AproxDistance(pos.x - other->pos.x, pos.y - other->pos.y);
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return P_AproxDistance(x - other->x, y - other->y);
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}
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// same with 'ref' here.
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fixed_t AproxDistance(fixed_t otherx, fixed_t othery, AActor *ref = NULL)
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{
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return P_AproxDistance(pos.x - otherx, pos.y - othery);
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return P_AproxDistance(x - otherx, y - othery);
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}
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fixed_t AproxDistance(AActor *other, fixed_t xadd, fixed_t yadd, bool absolute = false)
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{
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return P_AproxDistance(pos.x - other->pos.x + xadd, pos.y - other->pos.y + yadd);
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return P_AproxDistance(x - other->x + xadd, y - other->y + yadd);
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}
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fixed_t AproxDistance3D(AActor *other, bool absolute = false)
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{
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return P_AproxDistance(AproxDistance(other), pos.z - other->pos.z);
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return P_AproxDistance(AproxDistance(other), z - other->z);
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}
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// more precise, but slower version, being used in a few places
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fixed_t Distance2D(AActor *other, bool absolute = false)
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{
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return xs_RoundToInt(FVector2(pos.x - other->pos.x, pos.y - other->pos.y).Length());
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return xs_RoundToInt(FVector2(x - other->x, y - other->y).Length());
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}
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// a full 3D version of the above
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fixed_t Distance3D(AActor *other, bool absolute = false)
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{
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return xs_RoundToInt(FVector3(pos.x - other->pos.x, pos.y - other->pos.y, pos.z - other->pos.z).Length());
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return xs_RoundToInt(FVector3(x - other->x, y - other->y, z - other->z).Length());
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}
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angle_t AngleTo(AActor *other, bool absolute = false) const
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{
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return R_PointToAngle2(pos.x, pos.y, other->pos.x, other->pos.y);
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return R_PointToAngle2(x, y, other->x, other->y);
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}
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angle_t AngleTo(AActor *other, fixed_t oxofs, fixed_t oyofs, bool absolute = false) const
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{
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return R_PointToAngle2(pos.x, pos.y, other->pos.x + oxofs, other->pos.y + oyofs);
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return R_PointToAngle2(x, y, other->x + oxofs, other->y + oyofs);
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}
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fixed_t AngleTo(fixed_t otherx, fixed_t othery, AActor *ref = NULL)
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{
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return R_PointToAngle2(pos.x, pos.y, otherx, othery);
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return R_PointToAngle2(x, y, otherx, othery);
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}
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fixed_t AngleXYTo(fixed_t myx, fixed_t myy, AActor *other, bool absolute = false)
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{
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return R_PointToAngle2(myx, myy, other->pos.x, other->pos.y);
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return R_PointToAngle2(myx, myy, other->x, other->y);
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}
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fixedvec2 Vec2To(AActor *other) const
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{
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fixedvec2 ret = { other->pos.x - pos.x, other->pos.y - pos.y };
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fixedvec2 ret = { other->x - x, other->y - y };
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return ret;
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}
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fixedvec3 Vec3To(AActor *other) const
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{
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fixedvec3 ret = { other->pos.x - pos.x, other->pos.y - pos.y, other->pos.z - pos.z };
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fixedvec3 ret = { other->x - x, other->y - y, other->z - z };
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return ret;
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}
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fixedvec2 Vec2Offset(fixed_t dx, fixed_t dy, bool absolute = false) const
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{
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fixedvec2 ret = { pos.x + dx, pos.y + dy };
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fixedvec2 ret = { x + dx, y + dy };
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return ret;
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}
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fixedvec2 Vec2Angle(fixed_t length, angle_t angle, bool absolute = false) const
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{
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fixedvec2 ret = { pos.x + FixedMul(length, finecosine[angle >> ANGLETOFINESHIFT]),
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pos.y + FixedMul(length, finesine[angle >> ANGLETOFINESHIFT]) };
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fixedvec2 ret = { x + FixedMul(length, finecosine[angle >> ANGLETOFINESHIFT]),
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y + FixedMul(length, finesine[angle >> ANGLETOFINESHIFT]) };
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return ret;
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}
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fixedvec3 Vec3Offset(fixed_t dx, fixed_t dy, fixed_t dz, bool absolute = false) const
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{
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fixedvec3 ret = { pos.x + dx, pos.y + dy, pos.z + dz };
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fixedvec3 ret = { x + dx, y + dy, z + dz };
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return ret;
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}
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fixedvec3 Vec3Angle(fixed_t length, angle_t angle, fixed_t dz, bool absolute = false) const
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{
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fixedvec3 ret = { pos.x + FixedMul(length, finecosine[angle >> ANGLETOFINESHIFT]),
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pos.y + FixedMul(length, finesine[angle >> ANGLETOFINESHIFT]), pos.z + dz };
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fixedvec3 ret = { x + FixedMul(length, finecosine[angle >> ANGLETOFINESHIFT]),
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y + FixedMul(length, finesine[angle >> ANGLETOFINESHIFT]), z + dz };
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return ret;
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}
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void Move(fixed_t dx, fixed_t dy, fixed_t dz)
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{
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SetOrigin(pos.x + dx, pos.y + dy, pos.z + dz, true);
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SetOrigin(x + dx, y + dy, z + dz, true);
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}
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void SetOrigin(const fixedvec3 & npos, bool moving)
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@ -1007,10 +1007,7 @@ public:
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// info for drawing
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// NOTE: The first member variable *must* be x.
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private:
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fixedvec3 pos;
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public:
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//fixed_t x,y,z;
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fixed_t x,y,z;
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AActor *snext, **sprev; // links in sector (if needed)
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angle_t angle;
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WORD sprite; // used to find patch_t and flip value
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@ -1208,7 +1205,7 @@ public:
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void LinkToWorld (sector_t *sector);
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void UnlinkFromWorld ();
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void AdjustFloorClip ();
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void SetOrigin (fixed_t x, fixed_t y, fixed_t z, bool moving);
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void SetOrigin (fixed_t x, fixed_t y, fixed_t z, bool moving = false);
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bool InStateSequence(FState * newstate, FState * basestate);
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int GetTics(FState * newstate);
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bool SetState (FState *newstate, bool nofunction=false);
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@ -1240,41 +1237,46 @@ public:
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fixed_t X() const
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{
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return pos.x;
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return x;
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}
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fixed_t Y() const
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{
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return pos.y;
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return y;
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}
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fixed_t Z() const
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{
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return pos.z;
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return z;
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}
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fixedvec3 Pos() const
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{
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fixedvec3 ret = { X(), Y(), Z() };
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return ret;
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}
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fixedvec3 PosPlusZ(fixed_t zadd) const
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{
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fixedvec3 ret = { X(), Y(), Z() + zadd };
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return ret;
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}
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fixed_t Top() const
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{
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return pos.z + height;
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return z + height;
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}
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void SetZ(fixed_t newz, bool moving = true)
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{
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pos.z = newz;
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z = newz;
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}
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// These are not for general use as they do not link the actor into the world!
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void SetXY(fixed_t x, fixed_t y)
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void SetXY(fixed_t xx, fixed_t yy)
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{
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pos.x = x;
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pos.y = y;
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x = xx;
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y = yy;
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}
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void SetXYZ(fixed_t x, fixed_t y, fixed_t z)
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void SetXYZ(fixed_t xx, fixed_t yy, fixed_t zz)
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{
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pos.x = x;
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pos.y = y;
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pos.z = z;
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x = xx;
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y = yy;
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z = zz;
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}
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};
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@ -459,7 +459,7 @@ void FCajunMaster::SetBodyAt (fixed_t x, fixed_t y, fixed_t z, int hostnum)
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//Emulates missile travel. Returns distance travelled.
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fixed_t FCajunMaster::FakeFire (AActor *source, AActor *dest, ticcmd_t *cmd)
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{
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AActor *th = Spawn ("CajunTrace", source->X(), source->Y(), source->Z() + 4*8*FRACUNIT, NO_REPLACE);
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AActor *th = Spawn ("CajunTrace", source->PosPlusZ(4*8*FRACUNIT), NO_REPLACE);
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th->target = source; // where it came from
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@ -3056,7 +3056,7 @@ bool ADehackedPickup::TryPickup (AActor *&toucher)
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{
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return false;
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}
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RealPickup = static_cast<AInventory *>(Spawn (type, X(), Y(), Z(), NO_REPLACE));
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RealPickup = static_cast<AInventory *>(Spawn (type, Pos(), NO_REPLACE));
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if (RealPickup != NULL)
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{
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// The internally spawned item should never count towards statistics.
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@ -4281,7 +4281,7 @@ void FParser::SF_SpawnShot2(void)
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t_return.type = svt_mobj;
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AActor *mo = Spawn (PClass, source->X(), source->Y(), source->Z()+z, ALLOW_REPLACE);
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AActor *mo = Spawn (PClass, source->PosPlusZ(z), ALLOW_REPLACE);
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if (mo)
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{
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S_Sound (mo, CHAN_VOICE, mo->SeeSound, 1, ATTN_NORM);
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@ -275,7 +275,7 @@ static void SpawnFly(AActor *self, const PClass *spawntype, FSoundID sound)
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if (!(newmobj->ObjectFlags & OF_EuthanizeMe))
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{
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// telefrag anything in this spot
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P_TeleportMove (newmobj, newmobj->X(), newmobj->Y(), newmobj->Z(), true);
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P_TeleportMove (newmobj, newmobj->Pos(), true);
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}
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newmobj->flags4 |= MF4_BOSSSPAWNED;
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}
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@ -612,8 +612,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_BFGSpray)
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if (linetarget != NULL)
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{
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AActor *spray = Spawn(spraytype, linetarget->X(), linetarget->Y(),
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linetarget->Z() + (linetarget->height >> 2), ALLOW_REPLACE);
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AActor *spray = Spawn(spraytype, linetarget->PosPlusZ(linetarget->height >> 2), ALLOW_REPLACE);
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int dmgFlags = 0;
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FName dmgType = NAME_BFGSplash;
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@ -145,7 +145,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Mushroom)
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P_CheckSplash(self, 128<<FRACBITS);
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// Now launch mushroom cloud
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AActor *target = Spawn("Mapspot", self->X(), self->Y(), self->Z(), NO_REPLACE); // We need something to aim at.
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AActor *target = Spawn("Mapspot", self->Pos(), NO_REPLACE); // We need something to aim at.
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AActor *master = (flags & MSF_DontHurt) ? (AActor*)(self->target) : self;
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target->height = self->height;
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for (i = -n; i <= n; i += 8)
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@ -80,7 +80,7 @@ void A_PainShootSkull (AActor *self, angle_t angle, const PClass *spawntype, int
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fixedvec2 dist = Vec2Angle(prestep, angle);
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fixedvec3 pos = self->Vec3Offset(dist.x, dist.y, 8 * FRACUNIT, true);
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fixedvec3 src = { self->X(), self->Y(), self->Z() };
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fixedvec3 src = self->Pos();
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for (int i = 0; i < 2; i++)
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{
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@ -142,7 +142,7 @@ void A_PainShootSkull (AActor *self, angle_t angle, const PClass *spawntype, int
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// Check for movements.
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if (!P_CheckPosition (other, other->X(), other->Y()))
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if (!P_CheckPosition (other, other->Pos()))
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{
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// kill it immediately
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P_DamageMobj (other, self, self, TELEFRAG_DAMAGE, NAME_None);
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@ -31,7 +31,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_SkelMissile)
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if (missile != NULL)
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{
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missile->SetOrigin(missile->X() + missile->velx, missile->Y() + missile->vely, missile->Z(), false);
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missile->SetOrigin(missile->Vec3Offset(missile->velx, missile->vely, 0), false);
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missile->tracer = self->target;
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}
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}
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@ -100,7 +100,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_Feathers)
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}
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for (i = 0; i < count; i++)
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{
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mo = Spawn("Feather", self->X(), self->Y(), self->Z()+20*FRACUNIT, NO_REPLACE);
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mo = Spawn("Feather", self->PosPlusZ(20*FRACUNIT), NO_REPLACE);
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mo->target = self;
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mo->velx = pr_feathers.Random2() << 8;
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mo->vely = pr_feathers.Random2() << 8;
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@ -146,7 +146,7 @@ void P_DSparilTeleport (AActor *actor)
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prevX = actor->X();
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prevY = actor->Y();
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prevZ = actor->Z();
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if (P_TeleportMove (actor, spot->X(), spot->Y(), spot->Z(), false))
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if (P_TeleportMove (actor, spot->Pos(), false))
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{
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mo = Spawn("Sorcerer2Telefade", prevX, prevY, prevZ, ALLOW_REPLACE);
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if (mo) mo->Translation = actor->Translation;
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@ -254,7 +254,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_GenWizard)
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{
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AActor *mo;
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mo = Spawn("Wizard", self->X(), self->Y(), self->Z(), ALLOW_REPLACE);
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mo = Spawn("Wizard", self->Pos(), ALLOW_REPLACE);
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if (mo != NULL)
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{
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mo->SetZ(mo->Z() - mo->GetDefault()->height / 2, false);
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@ -272,7 +272,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_GenWizard)
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self->flags &= ~MF_MISSILE;
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mo->master = self->target;
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// Heretic did not offset it by TELEFOGHEIGHT, so I won't either.
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Spawn<ATeleportFog> (self->X(), self->Y(), self->Z(), ALLOW_REPLACE);
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Spawn<ATeleportFog> (self->Pos(), ALLOW_REPLACE);
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}
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}
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}
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@ -57,7 +57,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_PodPain)
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}
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for (count = chance > 240 ? 2 : 1; count; count--)
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{
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goo = Spawn(gootype, self->X(), self->Y(), self->Z() + 48*FRACUNIT, ALLOW_REPLACE);
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goo = Spawn(gootype, self->PosPlusZ(48*FRACUNIT), ALLOW_REPLACE);
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goo->target = self;
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goo->velx = pr_podpain.Random2() << 9;
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goo->vely = pr_podpain.Random2() << 9;
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@ -100,15 +100,13 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_MakePod)
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AActor *mo;
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fixed_t x;
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fixed_t y;
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fixed_t z;
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if (self->special1 == MAX_GEN_PODS)
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{ // Too many generated pods
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return;
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}
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x = self->x;
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y = self->y;
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z = self->z;
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x = self->X();
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y = self->Y();
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mo = Spawn(podtype, x, y, ONFLOORZ, ALLOW_REPLACE);
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if (!P_CheckPosition (mo, x, y))
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{ // Didn't fit
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@ -191,17 +189,17 @@ DEFINE_ACTION_FUNCTION(AActor, A_VolcBallImpact)
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AActor *tiny;
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angle_t angle;
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if (self->z <= self->floorz)
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if (self->Z() <= self->floorz)
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{
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self->flags |= MF_NOGRAVITY;
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self->gravity = FRACUNIT;
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self->z += 28*FRACUNIT;
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self->SetZ(self->Z() + 28*FRACUNIT);
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//self->velz = 3*FRACUNIT;
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}
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P_RadiusAttack (self, self->target, 25, 25, NAME_Fire, RADF_HURTSOURCE);
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for (i = 0; i < 4; i++)
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{
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tiny = Spawn("VolcanoTBlast", self->x, self->y, self->z, ALLOW_REPLACE);
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tiny = Spawn("VolcanoTBlast", self->Pos(), ALLOW_REPLACE);
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tiny->target = self;
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angle = i*ANG90;
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tiny->angle = angle;
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@ -382,7 +382,7 @@ void FireMacePL1B (AActor *actor)
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if (!weapon->DepleteAmmo (weapon->bAltFire))
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return;
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}
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ball = Spawn("MaceFX2", actor->X(), actor->Y(), actor->Z() + 28*FRACUNIT - actor->floorclip, ALLOW_REPLACE);
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ball = Spawn("MaceFX2", actor->PosPlusZ(28*FRACUNIT - actor->floorclip), ALLOW_REPLACE);
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ball->velz = 2*FRACUNIT+/*((player->lookdir)<<(FRACBITS-5))*/
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finetangent[FINEANGLES/4-(actor->pitch>>ANGLETOFINESHIFT)];
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angle = actor->angle;
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@ -200,7 +200,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_LichIceImpact)
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DEFINE_ACTION_FUNCTION(AActor, A_LichFireGrow)
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{
|
||||
self->health--;
|
||||
self->SetZ(self->Z + 9*FRACUNIT);
|
||||
self->SetZ(self->Z() + 9*FRACUNIT);
|
||||
if (self->health == 0)
|
||||
{
|
||||
self->Damage = self->GetDefault()->Damage;
|
||||
|
|
|
@ -144,6 +144,10 @@ void P_LineOpening_XFloors (FLineOpening &open, AActor * thing, const line_t *li
|
|||
|
||||
secplane_t P_FindFloorPlane(sector_t * sector, fixed_t x, fixed_t y, fixed_t z);
|
||||
int P_Find3DFloor(sector_t * sec, fixed_t x, fixed_t y, fixed_t z, bool above, bool floor, fixed_t &cmpz);
|
||||
inline int P_Find3DFloor(sector_t * sec, const fixedvec3 &pos, bool above, bool floor, fixed_t &cmpz)
|
||||
{
|
||||
return P_Find3DFloor(sec, pos.x, pos.y, pos.z, above, floor, cmpz);
|
||||
}
|
||||
|
||||
|
||||
#endif
|
|
@ -2547,8 +2547,8 @@ static bool P_CheckForResurrection(AActor *self, bool usevilestates)
|
|||
if (testsec)
|
||||
{
|
||||
fixed_t zdist1, zdist2;
|
||||
if (P_Find3DFloor(testsec, corpsehit->X(), corpsehit->Y(), corpsehit->Z(), false, true, zdist1)
|
||||
!= P_Find3DFloor(testsec, self->X(), self->Y(), self->Z(), false, true, zdist2))
|
||||
if (P_Find3DFloor(testsec, corpsehit->Pos(), false, true, zdist1)
|
||||
!= P_Find3DFloor(testsec, self->Pos(), false, true, zdist2))
|
||||
{
|
||||
// Not on same floor
|
||||
if (vilesec == corpsec || abs(zdist1 - self->Z()) > self->height)
|
||||
|
@ -2565,7 +2565,7 @@ static bool P_CheckForResurrection(AActor *self, bool usevilestates)
|
|||
|
||||
corpsehit->flags |= MF_SOLID;
|
||||
corpsehit->height = corpsehit->GetDefault()->height;
|
||||
bool check = P_CheckPosition(corpsehit, corpsehit->X(), corpsehit->Y());
|
||||
bool check = P_CheckPosition(corpsehit, corpsehit->Pos());
|
||||
corpsehit->flags = oldflags;
|
||||
corpsehit->radius = oldradius;
|
||||
corpsehit->height = oldheight;
|
||||
|
|
|
@ -134,6 +134,10 @@ enum EPuffFlags
|
|||
};
|
||||
|
||||
AActor *P_SpawnPuff (AActor *source, const PClass *pufftype, fixed_t x, fixed_t y, fixed_t z, angle_t dir, int updown, int flags = 0, AActor *vict = NULL);
|
||||
inline AActor *P_SpawnPuff(AActor *source, const PClass *pufftype, const fixedvec3 &pos, angle_t dir, int updown, int flags = 0, AActor *vict = NULL)
|
||||
{
|
||||
return P_SpawnPuff(source, pufftype, pos.x, pos.y, pos.z, dir, updown, flags, vict);
|
||||
}
|
||||
void P_SpawnBlood (fixed_t x, fixed_t y, fixed_t z, angle_t dir, int damage, AActor *originator);
|
||||
void P_BloodSplatter (fixed_t x, fixed_t y, fixed_t z, AActor *originator);
|
||||
void P_BloodSplatter2 (fixed_t x, fixed_t y, fixed_t z, AActor *originator);
|
||||
|
@ -458,6 +462,10 @@ bool P_TestMobjLocation (AActor *mobj);
|
|||
bool P_TestMobjZ (AActor *mobj, bool quick=true, AActor **pOnmobj = NULL);
|
||||
bool P_CheckPosition (AActor *thing, fixed_t x, fixed_t y, FCheckPosition &tm, bool actorsonly=false);
|
||||
bool P_CheckPosition (AActor *thing, fixed_t x, fixed_t y, bool actorsonly=false);
|
||||
inline bool P_CheckPosition(AActor *thing, const fixedvec3 &pos, bool actorsonly = false)
|
||||
{
|
||||
return P_CheckPosition(thing, pos.x, pos.y, actorsonly);
|
||||
}
|
||||
AActor *P_CheckOnmobj (AActor *thing);
|
||||
void P_FakeZMovement (AActor *mo);
|
||||
bool P_TryMove (AActor* thing, fixed_t x, fixed_t y, int dropoff, const secplane_t * onfloor, FCheckPosition &tm, bool missileCheck = false);
|
||||
|
@ -465,6 +473,10 @@ bool P_TryMove (AActor* thing, fixed_t x, fixed_t y, int dropoff, const secplane
|
|||
bool P_CheckMove(AActor *thing, fixed_t x, fixed_t y);
|
||||
void P_ApplyTorque(AActor *mo);
|
||||
bool P_TeleportMove (AActor* thing, fixed_t x, fixed_t y, fixed_t z, bool telefrag, bool modifyactor = true); // [RH] Added z and telefrag parameters
|
||||
inline bool P_TeleportMove(AActor* thing, const fixedvec3 &pos, bool telefrag, bool modifyactor = true)
|
||||
{
|
||||
return P_TeleportMove(thing, pos.x, pos.y, pos.z, telefrag, modifyactor);
|
||||
}
|
||||
void P_PlayerStartStomp (AActor *actor); // [RH] Stomp on things for a newly spawned player
|
||||
void P_SlideMove (AActor* mo, fixed_t tryx, fixed_t tryy, int numsteps);
|
||||
bool P_BounceWall (AActor *mo);
|
||||
|
|
|
@ -436,7 +436,7 @@ bool P_Thing_Raise(AActor *thing, AActor *raiser)
|
|||
thing->flags |= MF_SOLID;
|
||||
thing->height = info->height; // [RH] Use real height
|
||||
thing->radius = info->radius; // [RH] Use real radius
|
||||
if (!P_CheckPosition (thing, thing->X(), thing->Y()))
|
||||
if (!P_CheckPosition (thing, thing->Pos()))
|
||||
{
|
||||
thing->flags = oldflags;
|
||||
thing->radius = oldradius;
|
||||
|
@ -478,7 +478,7 @@ bool P_Thing_CanRaise(AActor *thing)
|
|||
thing->height = info->height;
|
||||
thing->radius = info->radius;
|
||||
|
||||
bool check = P_CheckPosition (thing, thing->X(), thing->Y());
|
||||
bool check = P_CheckPosition (thing, thing->Pos());
|
||||
|
||||
// Restore checked properties
|
||||
thing->flags = oldflags;
|
||||
|
|
Loading…
Reference in a new issue