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- get rid of vel wrappers for nnext conditions.
The fixed point conversion here is unavoidable, so make it explcit.
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parent
5dc2d467ee
commit
049220239c
2 changed files with 11 additions and 11 deletions
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@ -368,7 +368,7 @@ void EnemyBubble(DBloodActor* actor, sectortype*) // 11
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if (!actor) return;
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if (!actor) return;
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double top, bottom;
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double top, bottom;
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GetActorExtents(actor, &top, &bottom);
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GetActorExtents(actor, &top, &bottom);
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for (int i = 0; i < (abs(actor->int_vel().Z) >> 18); i++)
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for (int i = 0; i < int(abs(actor->vel.Z) * 0.25); i++)
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{
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{
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auto nAngle = RandomAngle();
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auto nAngle = RandomAngle();
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double nDist = (actor->spr.xrepeat * tileWidth(actor->spr.picnum)) * (REPEAT_SCALE / 2);
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double nDist = (actor->spr.xrepeat * tileWidth(actor->spr.picnum)) * (REPEAT_SCALE / 2);
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@ -4601,18 +4601,18 @@ bool condCheckSprite(DBloodActor* aCond, int cmpOp, bool PUSH)
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{
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{
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if (arg1 == 0)
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if (arg1 == 0)
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{
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{
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if ((var = condCmp(objActor->int_vel().X, arg1, arg2, cmpOp)) == true) return var;
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if ((var = condCmp(FloatToFixed(objActor->vel.X), arg1, arg2, cmpOp)) == true) return var;
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if ((var = condCmp(objActor->int_vel().Y, arg1, arg2, cmpOp)) == true) return var;
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if ((var = condCmp(FloatToFixed(objActor->vel.Y), arg1, arg2, cmpOp)) == true) return var;
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if ((var = condCmp(objActor->int_vel().Z, arg1, arg2, cmpOp)) == true) return var;
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if ((var = condCmp(FloatToFixed(objActor->vel.Z), arg1, arg2, cmpOp)) == true) return var;
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}
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}
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else if (arg1 == 1) return condCmp(objActor->int_vel().X, arg1, arg2, cmpOp);
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else if (arg1 == 1) return condCmp(FloatToFixed(objActor->vel.X), arg1, arg2, cmpOp);
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else if (arg1 == 2) return condCmp(objActor->int_vel().Y, arg1, arg2, cmpOp);
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else if (arg1 == 2) return condCmp(FloatToFixed(objActor->vel.Y), arg1, arg2, cmpOp);
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else if (arg1 == 3) return condCmp(objActor->int_vel().Z, arg1, arg2, cmpOp);
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else if (arg1 == 3) return condCmp(FloatToFixed(objActor->vel.Z), arg1, arg2, cmpOp);
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}
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}
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else if (arg1 == 0) return (objActor->vel.X != 0 || objActor->vel.Y != 0 || objActor->int_vel().Z);
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else if (arg1 == 0) return (!objActor->vel.isZero());
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else if (arg1 == 1) return (objActor->int_vel().X);
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else if (arg1 == 1) return (FloatToFixed(objActor->vel.X));
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else if (arg1 == 2) return (objActor->int_vel().Y);
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else if (arg1 == 2) return (FloatToFixed(objActor->vel.Y));
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else if (arg1 == 3) return (objActor->int_vel().Z);
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else if (arg1 == 3) return (FloatToFixed(objActor->vel.Z));
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break;
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break;
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case 30:
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case 30:
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if (!spriteIsUnderwater(objActor) && !spriteIsUnderwater(objActor, true)) return false;
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if (!spriteIsUnderwater(objActor) && !spriteIsUnderwater(objActor, true)) return false;
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