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https://github.com/ZDoom/Raze.git
synced 2024-11-15 08:51:24 +00:00
- renamed a few things to make searching easier.
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parent
8325e7369f
commit
109684c029
8 changed files with 32 additions and 33 deletions
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@ -744,7 +744,7 @@ void nnExtInitModernStuff(TArray<DBloodActor*>& actors)
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if (actor->xspr.Proximity && actor->xspr.Sight && actor->xspr.DudeLockout)
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actor->xspr.Proximity = false;
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// very quick fix for floor sprites with Touch trigger flag if their Z is equals sector floorz / ceilgz
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// very quick fix for floor sprites with Touch trigger flag if their Z is equals sector florz / ceilgz
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if (actor->insector() && actor->xspr.Touch && (actor->spr.cstat & CSTAT_SPRITE_ALIGNMENT_FLOOR)) {
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if (actor->int_pos().Z == actor->sector()->int_floorz()) actor->add_int_z(-1);
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else if (actor->int_pos().Z == actor->sector()->int_ceilingz()) actor->add_int_z(1);
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@ -410,7 +410,7 @@ static void fakeMoveDude(DBloodActor* actor)
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if (pHitWall->twoSided())
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{
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sectortype* pHitSector = &pHitWall->nextSector();
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if (top < pHitSector->ceilingz || bottom > pHitSector->floorz)
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if (top < pHitSector->ceiling z || bottom > pHitSector->floor z)
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{
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// ???
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}
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@ -784,7 +784,7 @@ void runlist_ProcessSectorTag(sectortype* pSector, int nLotag, int nHitag)
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{
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/*
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fix for original behaviour - nextSector could be -1 the and game would do an invalid memory read
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when getting the floorz for nextSector. Here, we assume 0 and only set the correct value if nextSector
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when getting the floor z for nextSector. Here, we assume 0 and only set the correct value if nextSector
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is valid.
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*/
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int zVal = 0;
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@ -804,7 +804,7 @@ void runlist_ProcessSectorTag(sectortype* pSector, int nLotag, int nHitag)
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{
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/*
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fix for original behaviour - nextSector could be -1 the and game would do an invalid memory read
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when getting the floorz for nextSector. Here, we assume 0 and only set the correct value if nextSector
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when getting the floor z for nextSector. Here, we assume 0 and only set the correct value if nextSector
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is valid.
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*/
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int zVal = 0;
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@ -828,7 +828,7 @@ void runlist_ProcessSectorTag(sectortype* pSector, int nLotag, int nHitag)
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{
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/*
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fix for original behaviour - nextSector could be -1 the and game would do an invalid memory read
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when getting the floorz for nextSector. Here, we assume 0 and only set the correct value if nextSector
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when getting the floor z for nextSector. Here, we assume 0 and only set the correct value if nextSector
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is valid.
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*/
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int zVal = 0;
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@ -920,7 +920,7 @@ void runlist_ProcessSectorTag(sectortype* pSector, int nLotag, int nHitag)
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{
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/*
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fix for original behaviour - nextSector could be -1 the and game would do an invalid memory read
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when getting the floorz for nextSector. Here, we assume 0 and only set the correct value if nextSector
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when getting the floor z for nextSector. Here, we assume 0 and only set the correct value if nextSector
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is valid.
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*/
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int zVal = 0;
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@ -1158,7 +1158,7 @@ void runlist_ProcessSectorTag(sectortype* pSector, int nLotag, int nHitag)
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{
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/*
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fix for original behaviour - nextSector could be -1 the and game would do an invalid memory read
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when getting the floorz for nextSector. Here, we assume 0 and only set the correct value if nextSector
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when getting the floor z for nextSector. Here, we assume 0 and only set the correct value if nextSector
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is valid.
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*/
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int zVal = 0;
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@ -640,9 +640,9 @@ void analyzesprites(tspriteArray& tsprites, int viewx, int viewy, int viewz, int
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// workaround for mines and floor decals beneath the floor
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if (tsp->picnum == BETTY_R0 || tsp->picnum == FLOORBLOOD1)
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{
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int32_t const floorz = getflorzofslopeptr(tActor->sector(), tActor->int_pos().X, tActor->int_pos().Y);
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if (tActor->int_pos().Z > floorz)
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tsp->set_int_z(floorz);
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int32_t const florz = getflorzofslopeptr(tActor->sector(), tActor->int_pos().X, tActor->int_pos().Y);
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if (tActor->int_pos().Z > florz)
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tsp->set_int_z(florz);
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}
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if (r_shadows && (tActor->user.Flags & SPR_SHADOW))
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@ -295,8 +295,8 @@ void ScaleRandomPoint(SECTOR_OBJECT* sop, short k, short ang, int x, int y, int
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void MorphTornado(SECTOR_OBJECT* sop)
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{
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int mx, my;
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int ceilingz;
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int floorz;
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int ceilz;
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int florz;
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sectortype* *sectp;
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int j;
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int x,y,sx,sy;
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@ -347,24 +347,24 @@ void MorphTornado(SECTOR_OBJECT* sop)
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dragpoint(sop->morph_wall_point, mx, my);
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// bound the Z
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ceilingz = sop->op_main_sector->int_ceilingz();
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floorz = sop->op_main_sector->int_floorz();
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ceilz = sop->op_main_sector->int_ceilingz();
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florz = sop->op_main_sector->int_floorz();
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for (sectp = sop->sectp, j = 0; *sectp; sectp++, j++)
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{
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if ((*sectp)->hasU() &&
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((*sectp)->flags & SECTFU_SO_SLOPE_CEILING_TO_POINT))
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{
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#define TOR_LOW (floorz)
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#define TOR_LOW (florz)
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if (sop->morph_z > TOR_LOW)
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{
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sop->morph_z_speed *= -1;
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sop->morph_z = TOR_LOW;
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}
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else if (sop->morph_z < ceilingz)
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else if (sop->morph_z < ceilz)
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{
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sop->morph_z_speed *= -1;
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sop->morph_z = ceilingz;
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sop->morph_z = ceilz;
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}
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alignceilslope(*sectp, mx, my, sop->morph_z);
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@ -376,7 +376,7 @@ void MorphTornado(SECTOR_OBJECT* sop)
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void MorphFloor(SECTOR_OBJECT* sop)
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{
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int mx, my;
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int floorz;
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int florz;
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sectortype* *sectp;
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int j;
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int x,y;
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@ -425,7 +425,7 @@ void MorphFloor(SECTOR_OBJECT* sop)
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dragpoint(sop->morph_wall_point, mx, my);
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// bound the Z
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floorz = sop->op_main_sector->int_floorz();
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florz = sop->op_main_sector->int_floorz();
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#define MORPH_FLOOR_ZRANGE Z(300)
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@ -447,7 +447,7 @@ void MorphFloor(SECTOR_OBJECT* sop)
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if ((*sectp)->hasU() &&
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((*sectp)->flags & SECTFU_SO_SLOPE_CEILING_TO_POINT))
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{
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alignflorslope(*sectp, mx, my, floorz + sop->morph_z);
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alignflorslope(*sectp, mx, my, florz + sop->morph_z);
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}
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}
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}
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@ -502,7 +502,7 @@ void SOBJ_AlignFloorCeilingToPoint(SECTOR_OBJECT* sop, int x, int y, int z)
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void SpikeFloor(SECTOR_OBJECT* sop)
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{
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int mx, my;
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int floorz;
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int florz;
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int x,y;
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// z direction
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@ -522,7 +522,7 @@ void SpikeFloor(SECTOR_OBJECT* sop)
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my = y;
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// bound the Z
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floorz = sop->op_main_sector->int_floorz();
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florz = sop->op_main_sector->int_floorz();
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#define MORPH_FLOOR_ZRANGE Z(300)
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@ -537,7 +537,7 @@ void SpikeFloor(SECTOR_OBJECT* sop)
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sop->morph_z_speed *= -1;
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}
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SOBJ_AlignFloorToPoint(sop, mx, my, floorz + sop->morph_z);
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SOBJ_AlignFloorToPoint(sop, mx, my, florz + sop->morph_z);
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}
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@ -2363,7 +2363,7 @@ void DoSineWaveFloor(void)
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/* SLOPED SIN-WAVE FLOORS:
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It's best to program sloped sin-wave floors in 2 steps:
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1. First set the floorz of the floor as the sin code normally does it.
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1. First set the floor z of the floor as the sin code normally does it.
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2. Adjust the slopes by calling alignflorslope once for each sector.
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Note: For this to work, the first wall of each sin-wave sector must be
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@ -2201,7 +2201,7 @@ void SpriteSetup(void)
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case SECT_SPIKE:
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{
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short speed,vel,time,type,start_on,floor_vator;
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int floorz,ceilingz;
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int florz,ceilz;
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Collision trash;
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SpawnUser(actor, 0, nullptr);
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@ -2243,11 +2243,11 @@ void SpriteSetup(void)
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break;
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}
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getzrangepoint(actor->int_pos().X, actor->int_pos().Y, actor->int_pos().Z, actor->sector(), &ceilingz, &trash, &floorz, &trash);
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getzrangepoint(actor->int_pos().X, actor->int_pos().Y, actor->int_pos().Z, actor->sector(), &ceilz, &trash, &florz, &trash);
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if (floor_vator)
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{
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actor->user.zclip = floorz;
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actor->user.zclip = florz;
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// start off
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actor->user.pos.Z = actor->user.zclip;
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@ -2265,7 +2265,7 @@ void SpriteSetup(void)
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}
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else
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{
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actor->user.zclip = ceilingz;
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actor->user.zclip = ceilz;
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// start off
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actor->user.pos.Z = actor->user.zclip;
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@ -2853,8 +2853,8 @@ KeyMain:
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*
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* actor->spr.ang = 0; actor->spr.xvel = 4;
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*
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* if (labs(actor->spr.z - actor->sector()->floorz) < Z(32)) actor->spr.z =
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* actor->sector()->floorz - Z(32);
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* if (labs(actor->spr.z - actor->sector()->int_floorz()) < Z(32)) actor->spr.z =
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* actor->sector()->int_floorz() - Z(32);
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*
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* actor->user.sz = actor->spr.z;
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*
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@ -767,7 +767,7 @@ void SectorObjectSetupBounds(SECTOR_OBJECT* sop)
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if ((sect->extra & SECTFX_SINK))
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sop->zorig_floor[sop->num_sectors] += Z(FixedToInt(sect->depth_fixed));
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// lowest and highest floorz's
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// lowest and highest floor z's
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if (sect->int_floorz() > sop->floor_loz)
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sop->floor_loz = sect->int_floorz();
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@ -1596,7 +1596,7 @@ void MovePoints(SECTOR_OBJECT* sop, short delta_ang, int nx, int ny)
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sop->sp_child->set_int_xy(sop->pmid.X, sop->pmid.Y);
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// setting floorz if need be
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// setting floor z if need be
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if ((sop->flags & SOBJ_ZMID_FLOOR))
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sop->pmid.Z = sop->mid_sector->int_floorz();
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@ -2109,7 +2109,6 @@ void CallbackSOsink(ANIM* ap, void *data)
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destsect->floorpicnum = srcsect->floorpicnum;
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destsect->floorshade = srcsect->floorshade;
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// destsect->floorz = srcsect->floorz;
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destsect->floorstat &= ~(CSTAT_SECTOR_ALIGN);
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destsect->u_defined = true;
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