Commit graph

489 commits

Author SHA1 Message Date
Christoph Oelckers
7b256dda3d - did the last remaining bits in p_map.cpp. 2016-03-27 22:49:59 +02:00
Christoph Oelckers
8b4a33794a - floatified P_ChangeSector. 2016-03-27 22:35:58 +02:00
Christoph Oelckers
fe744a589c - floatified P_RadiusAttack. 2016-03-27 21:11:17 +02:00
Christoph Oelckers
0baaa3cf63 - floatified P_LineAttack, P_TraceBleed and P_UseLines. 2016-03-27 20:58:01 +02:00
Christoph Oelckers
eae6f7e9ea - floatified P_AimLineAttack. 2016-03-27 17:58:18 +02:00
Christoph Oelckers
23d311dd04 - floatified P_CheckSlopeWalk. It should be noted that this function is one place where full double precision is too high and needed to be truncated. 2016-03-27 14:07:35 +02:00
Christoph Oelckers
26ff2f73d7 - floatified P_TryMove and the sliding and bouncing code. 2016-03-27 13:29:58 +02:00
Christoph Oelckers
1877eca2ab - more floatification of p_map, plus some stuff used in those functions. 2016-03-27 01:06:54 +01:00
Christoph Oelckers
6e93264016 - started floatification on p_map.cpp. 2016-03-26 23:19:38 +01:00
Christoph Oelckers
c2e7858e05 - looks like the oldz parameter in UpdateWaterLevel is not needed at all... 2016-03-26 01:13:36 +01:00
Christoph Oelckers
e42b0171b3 - floatification of bot code. 2016-03-26 00:34:56 +01:00
Christoph Oelckers
8e13d13916 - floatified the automap. 2016-03-25 21:54:59 +01:00
Christoph Oelckers
fb8e03d5eb - floatified FLineOpening.
- some smaller fixes.
2016-03-25 18:43:37 +01:00
Christoph Oelckers
1125101b37 - floatified AActor::Prev plus the stuff using it.
- rewrote some coordinate functions in AActor to use real float math instead of converting back and forth between float and fixed.
2016-03-25 16:25:25 +01:00
Christoph Oelckers
8b6b5e7b1c - preparation for upcoming work: rename the fixed point versions of PosRelative. 2016-03-25 14:18:50 +01:00
Christoph Oelckers
f76524f459 - some cleanup on P_RailAttack plus a bit of parameter floatification in thingdef_codeptr.cpp 2016-03-25 00:59:14 +01:00
Christoph Oelckers
4d22b346f4 - floatified the remaining fixed point variables accessible through DECORATE. PROP_FIXED_PARAM is no longer used anywhere. 2016-03-24 23:50:29 +01:00
Christoph Oelckers
7a26318bf0 - floatified friction. 2016-03-24 22:50:03 +01:00
Christoph Oelckers
6c9e5b03c8 - floatified meleerange, pushfactor and radiusdamagefactor, 2016-03-24 21:31:04 +01:00
Christoph Oelckers
c66ff5939d - floatified AActor::bouncefactor and wallbouncefactor. 2016-03-24 20:43:35 +01:00
Christoph Oelckers
2dbd79cc8d - floatified the return data from Trace(). 2016-03-23 18:07:04 +01:00
Christoph Oelckers
7c87479eea - parameter rework of several spawning functions. 2016-03-23 13:31:12 +01:00
Christoph Oelckers
f60eac8dc0 - floatified FMapThing, dropoffz and GetBobOffset 2016-03-23 12:21:52 +01:00
Christoph Oelckers
f8cf4bcf3d - trimmed down the AActor Spawn interface and removed all non-float variants.
This still needs some cleanup in a few calling functions.
2016-03-23 10:42:41 +01:00
Christoph Oelckers
301f5abadc - floatified the decal code. 2016-03-22 22:07:38 +01:00
Christoph Oelckers
6b3c0ecbd3 - floatified viewheight variables and some related code. 2016-03-22 18:06:08 +01:00
Christoph Oelckers
a652c061f6 - converted g_strife to full floating point use, except the floor height changing stuff in A_LightGoesOut. 2016-03-22 12:42:27 +01:00
Christoph Oelckers
4155e84a1c - made player_t::crouchoffset and FPlayerStart's coordinates doubles and added a float version of divline_t so that I could complete the conversion of Hexen's game code.
- consolidated the actor based damage factor code which was repeated multiple times in various damage inflicting functions.
2016-03-22 00:06:58 +01:00
Christoph Oelckers
7ebb96f15c - use one of the new floating point special variables to store the portal plane height of the skybox things. 2016-03-21 00:05:44 +01:00
Christoph Oelckers
289cdfbefd - made AActor::floorclip a double. 2016-03-20 23:42:27 +01:00
Christoph Oelckers
cff8e51811 - converted AActor::height to double. 2016-03-20 20:55:06 +01:00
Christoph Oelckers
8362c6a856 - conversion of floorz to double. 2016-03-20 19:52:35 +01:00
Christoph Oelckers
0bdb65c477 - made AActor::radius a double.
This means that all files in g_doom are now fully converted.
2016-03-20 15:04:13 +01:00
Christoph Oelckers
ec58e70078 - replaced ceilingz with a floating point variable, also in FCheckPosition. 2016-03-20 13:32:53 +01:00
Christoph Oelckers
ada5097e34 - converted scale variables in AActor, FMapThing and skin to float. 2016-03-20 12:13:00 +01:00
Christoph Oelckers
5875e91f39 - finished conversion of most of g_doom.
Only things left here are accesses to AActor::ceilingz and radius in A_PainShootSkull, plus scaleX and scaleY in the ScriptedMarine sprite setting code.
Most is still using wrapper functions around the fixed point versions.
2016-03-20 10:52:10 +01:00
Christoph Oelckers
51b05d331d - replaced AActor::vel and player_t::Vel with a floating point version.
- Converted P_MovePlayer and all associated variables to floating point because this wasn't working well with a mixture between float and fixed.

Like the angle commit this has just been patched up to compile, the bulk of work is yet to be done.
2016-03-20 00:54:18 +01:00
Christoph Oelckers
f332a098cd - reworked calls to P_SpawnPlayerMissile, P_AimLineAttack and P_LineAttack to use floating point angles. 2016-03-18 00:43:05 +01:00
Christoph Oelckers
aa09cbdada - renamed some functions and fixed a few more conversion errors. 2016-03-17 00:07:37 +01:00
Christoph Oelckers
ec3be2531a Merge branch 'master' into float
# Conflicts:
#	src/g_hexen/a_fighterplayer.cpp
2016-03-16 22:45:55 +01:00
Christoph Oelckers
b140d71c49 - several fixes. 2016-03-16 22:29:35 +01:00
Christoph Oelckers
671291227e - first stage of converting actor angles to float complete
Patched up everything so that it compiles without errors again. This only addresses code related to some compile error. A large portion of the angle code still uses angle_t and converts back and forth.
2016-03-16 12:41:26 +01:00
alexey.lysiuk
91ad7f5f2e Fixed broken Strife conversations
Check for in-combat flag was inverted
See http://forum.zdoom.org/viewtopic.php?t=51224
2016-03-16 12:37:41 +02:00
Christoph Oelckers
c64eee5b15 Merge branch 'master' into float
# Conflicts:
#	src/g_heretic/a_hereticweaps.cpp
#	src/p_map.cpp
#	src/p_mobj.cpp
#	src/p_things.cpp
#	src/portal.cpp
2016-03-15 00:16:13 +01:00
Christoph Oelckers
d07bf08e56 - fixed: 3D floor ceiling calculation didn't take into account that an actor's top may just be slightly inside a 3D floor and returned the next highest one instead.
For floors this change is deliberately not done because it might cause problems with the movement code.
2016-03-14 16:38:17 +01:00
alexey.lysiuk
6c94c49d6f Removed extra Printf() conversion specification
No more 'more % conversions than data arguments' warning
2016-03-14 01:25:56 +01:00
Christoph Oelckers
df63dd288a - fixed: Visual-only portals could initiate a teleport. 2016-03-13 21:55:47 +01:00
Christoph Oelckers
0a92138edf - fixed: The portal link table was not created when there were no sector portals.
- fixed: P_TryMove could loop endlessly over a list of static portals when there was an error during portal creation.

# Conflicts:
#	src/gl/models/gl_models.cpp
#	src/gl/scene/gl_sprite.cpp
2016-03-12 20:36:38 +01:00
Christoph Oelckers
651817fad7 - made AActor::velx/y/z and player_t::velx/y fixedvec's.
(This commit is 95% search & replace with only a few places where velz was used as a local variable changed.)
2016-03-12 14:11:43 +01:00
Christoph Oelckers
161d03231a - added custom math routines for reliability. 2016-03-11 15:45:47 +01:00