- eliminated one UpdateActor pverload.

This commit is contained in:
Christoph Oelckers 2022-08-22 23:42:42 +02:00
parent f750ea8a70
commit 00436bfdac
5 changed files with 10 additions and 16 deletions

View file

@ -533,11 +533,6 @@ void InitSpriteLists();
void SetActorZ(DCoreActor* actor, const vec3_t* newpos);
void SetActor(DCoreActor* actor, const vec3_t* newpos);
inline void SetActor(DCoreActor* actor, const vec3_t& newpos)
{
SetActor(actor, &newpos);
}
inline void SetActorZ(DCoreActor* actor, const vec3_t& newpos)
{
SetActorZ(actor, &newpos);

View file

@ -86,7 +86,9 @@ bool CheckProximityPoint(int nX1, int nY1, int nZ1, int nX2, int nY2, int nZ2, i
//---------------------------------------------------------------------------
//
//
// Note: This function features some very bad math.
// It cannot be redone because some game functionality
// depends on the math being broken.
//
//---------------------------------------------------------------------------

View file

@ -34,7 +34,6 @@ enum {
bool CheckProximity(DBloodActor* pSprite, const DVector3& pos, sectortype* pSector, int nDist);
bool CheckProximityPoint(int nX1, int nY1, int nZ1, int nX2, int nY2, int nZ2, int nDist);
bool CheckProximityWall(walltype* pWall, int x, int y, int nDist);
int GetWallAngle(walltype* pWall);
void GetWallNormal(walltype* pWall, int* pX, int* pY);
bool IntersectRay(int wx, int wy, int wdx, int wdy, int x1, int y1, int z1, int x2, int y2, int z2, int* ix, int* iy, int* iz);

View file

@ -1424,7 +1424,7 @@ static bool weaponhitwall(DDukeActor *proj, walltype* wal, const vec3_t &oldpos)
}
else
{
SetActor(proj, oldpos);
SetActor(proj, &oldpos);
fi.checkhitwall(proj, wal, proj->int_pos().X, proj->int_pos().Y, proj->int_pos().Z, proj->spr.picnum);
if (proj->spr.picnum == FREEZEBLAST)
@ -1451,7 +1451,7 @@ static bool weaponhitwall(DDukeActor *proj, walltype* wal, const vec3_t &oldpos)
static bool weaponhitsector(DDukeActor* proj, const vec3_t& oldpos, bool fireball)
{
SetActor(proj, oldpos);
SetActor(proj, &oldpos);
if (proj->spr.zvel < 0)
{
@ -2458,9 +2458,7 @@ static void flamethrowerflame(DDukeActor *actor)
return;
}
int dax = actor->int_pos().X;
int day = actor->int_pos().Y;
int daz = actor->int_pos().Z;
auto dapos = actor->spr.pos;
int xvel = actor->spr.xvel;
getglobalz(actor);
@ -2514,12 +2512,12 @@ static void flamethrowerflame(DDukeActor *actor)
}
else if (coll.type == kHitWall)
{
SetActor(actor, vec3_t( dax, day, daz ));
SetActor(actor, dapos);
fi.checkhitwall(actor, coll.hitWall, actor->int_pos().X, actor->int_pos().Y, actor->int_pos().Z, actor->spr.picnum);
}
else if (coll.type == kHitSector)
{
SetActor(actor, vec3_t(dax, day, daz));
SetActor(actor, dapos);
if (actor->spr.zvel < 0)
fi.checkhitceiling(actor->sector());
}

View file

@ -1059,7 +1059,7 @@ static bool weaponhitwall(DDukeActor *proj, walltype* wal, const vec3_t& oldpos)
}
else
{
SetActor(proj, oldpos);
SetActor(proj, &oldpos);
fi.checkhitwall(proj, wal, proj->int_pos().X, proj->int_pos().Y, proj->int_pos().Z, proj->spr.picnum);
if (!isRRRA() && proj->spr.picnum == FREEZEBLAST)
@ -1126,7 +1126,7 @@ static bool weaponhitwall(DDukeActor *proj, walltype* wal, const vec3_t& oldpos)
bool weaponhitsector(DDukeActor *proj, const vec3_t& oldpos)
{
SetActor(proj, oldpos);
SetActor(proj, &oldpos);
if (isRRRA() && proj->GetOwner() && proj->GetOwner()->spr.picnum == MAMA)
{