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https://github.com/ZDoom/Raze.git
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- renamed velFloor and velCeil.
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commit
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7 changed files with 22 additions and 22 deletions
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@ -310,8 +310,8 @@ struct sectortype
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TObjPtr<DCoreActor*> lowerLink;
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double baseFloor;
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double baseCeil;
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int velFloor;
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int velCeil;
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int _velFloor;
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int _velCeil;
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uint8_t slopewallofs; // This was originally the repurposed filler byte.
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};
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struct // Exhumed
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@ -553,8 +553,8 @@ FSerializer &Serialize(FSerializer &arc, const char *key, sectortype &c, sectort
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("lowerlink", c.lowerLink, def->lowerLink)
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("basefloor", c.baseFloor, def->baseFloor)
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("baseCeil", c.baseCeil, def->baseCeil)
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("velfloor", c.velFloor, def->velFloor)
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("velCeil", c.velCeil, def->velCeil)
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("velfloor", c._velFloor, def->_velFloor)
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("velCeil", c._velCeil, def->_velCeil)
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("slopwwallofs", c.slopewallofs, def->slopewallofs);
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if (arc.isWriting())
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@ -4608,7 +4608,7 @@ static Collision MoveThing(DBloodActor* actor)
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actor->hit.florhit = floorColl;
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actor->add_int_z(floorZ - bottom);
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int v20 = actor->int_vel().Z - actor->sector()->velFloor;
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int v20 = actor->int_vel().Z - actor->sector()->_velFloor;
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if (v20 > 0)
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{
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@ -4622,7 +4622,7 @@ static Collision MoveThing(DBloodActor* actor)
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if (nDamage > 0) actDamageSprite(actor, actor, kDamageFall, nDamage);
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actor->set_int_bvel_z(FloatToFixed(vec4.Z));
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if (actor->sector()->velFloor == 0 && abs(actor->int_vel().Z) < 0x10000)
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if (actor->sector()->_velFloor == 0 && abs(actor->int_vel().Z) < 0x10000)
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{
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actor->vel.Z = 0;
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actor->spr.flags &= ~4;
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@ -5097,7 +5097,7 @@ void MoveDude(DBloodActor* actor)
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{
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actor->hit.florhit = floorColl;
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actor->add_int_z(floorZ - bottom);
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int v30 = actor->int_vel().Z - actor->sector()->velFloor;
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int v30 = actor->int_vel().Z - actor->sector()->_velFloor;
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if (v30 > 0)
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{
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auto vec4 = actFloorBounceVector(actor, FixedToFloat(v30), actor->sector(), 0);
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@ -5120,7 +5120,7 @@ void MoveDude(DBloodActor* actor)
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actor->set_int_bvel_z(FloatToFixed(vec4.Z));
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if (abs(actor->int_vel().Z) < 0x10000)
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{
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actor->set_int_bvel_z(actor->sector()->velFloor);
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actor->set_int_bvel_z(actor->sector()->_velFloor);
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actor->spr.flags &= ~4;
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}
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else
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@ -5682,7 +5682,7 @@ static void actCheckThings()
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actAirDrag(actor, 128);
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if (((actor->GetIndex() >> 8) & 15) == (gFrameCount & 15) && (actor->spr.flags & 2)) actor->spr.flags |= 4;
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if ((actor->spr.flags & 4) || actor->vel.X != 0 || actor->vel.Y != 0 || actor->vel.Z != 0 || actor->sector()->velFloor || actor->sector()->velCeil)
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if ((actor->spr.flags & 4) || actor->vel.X != 0 || actor->vel.Y != 0 || actor->vel.Z != 0 || actor->sector()->_velFloor || actor->sector()->_velCeil)
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{
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Collision hit = MoveThing(actor);
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if (hit.type)
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@ -6110,7 +6110,7 @@ static void actCheckDudes()
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if (pXSector && pXSector->Underwater) actAirDrag(actor, 5376);
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else actAirDrag(actor, 128);
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if ((actor->spr.flags & 4) || actor->vel.X != 0 || actor->vel.Y != 0 || actor->vel.Z != 0 || actor->sector()->velFloor || actor->sector()->velCeil)
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if ((actor->spr.flags & 4) || actor->vel.X != 0 || actor->vel.Y != 0 || actor->vel.Z != 0 || actor->sector()->_velFloor || actor->sector()->_velCeil)
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MoveDude(actor);
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}
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}
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@ -517,7 +517,7 @@ void fxBouncingSleeve(DBloodActor* actor, sectortype*) // 16
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int top, bottom; GetActorExtents(actor, &top, &bottom);
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actor->add_int_z(floorZ - bottom);
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int zv = actor->int_vel().Z - actor->sector()->velFloor;
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int zv = actor->int_vel().Z - actor->sector()->_velFloor;
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if (actor->vel.Z == 0) sleeveStopBouncing(actor);
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else if (zv > 0)
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@ -525,7 +525,7 @@ void fxBouncingSleeve(DBloodActor* actor, sectortype*) // 16
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auto vec4 = actFloorBounceVector(actor, FixedToFloat(zv), actor->sector(), FixedToFloat(0x9000));
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actor->vel = vec4.XYZ();
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if (actor->sector()->velFloor == 0 && abs(actor->int_vel().Z) < 0x20000) {
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if (actor->sector()->_velFloor == 0 && abs(actor->int_vel().Z) < 0x20000) {
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sleeveStopBouncing(actor);
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return;
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}
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@ -1343,7 +1343,7 @@ void nnExtProcessSuperSprites()
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}
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if (debrisactor->xspr.physAttr & kPhysGravity) debrisactor->xspr.physAttr |= kPhysFalling;
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if ((debrisactor->xspr.physAttr & kPhysFalling) || debrisactor->vel.X != 0 || debrisactor->vel.Y != 0 || debrisactor->vel.Z != 0 || debrisactor->sector()->velFloor || debrisactor->sector()->velCeil)
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if ((debrisactor->xspr.physAttr & kPhysFalling) || debrisactor->vel.X != 0 || debrisactor->vel.Y != 0 || debrisactor->vel.Z != 0 || debrisactor->sector()->_velFloor || debrisactor->sector()->_velCeil)
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debrisMove(i);
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if (debrisactor->vel.X != 0 || debrisactor->int_vel().Y)
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@ -1780,7 +1780,7 @@ void debrisMove(int listIndex)
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if (floorZ <= bottom) {
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actor->hit.florhit = floorColl;
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int v30 = actor->int_vel().Z - actor->sector()->velFloor;
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int v30 = actor->int_vel().Z - actor->sector()->_velFloor;
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if (v30 > 0)
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{
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@ -1791,7 +1791,7 @@ void debrisMove(int listIndex)
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if (abs(actor->int_vel().Z) < 0x10000)
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{
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actor->set_int_bvel_z(actor->sector()->velFloor);
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actor->set_int_bvel_z(actor->sector()->_velFloor);
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actor->xspr.physAttr &= ~kPhysFalling;
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}
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@ -1020,7 +1020,7 @@ void ZTranslateSector(sectortype* pSector, XSECTOR* pXSector, int a3, int a4)
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int oldZ = pSector->int_floorz();
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pSector->set_int_floorz((pXSector->offFloorZ + MulScale(dfz, GetWaveValue(a3, a4), 16)));
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pSector->baseFloor = pSector->floorz;
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pSector->velFloor += (pSector->int_floorz() - oldZ) << 8;
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pSector->_velFloor += (pSector->int_floorz() - oldZ) << 8;
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BloodSectIterator it(pSector);
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while (auto actor = it.Next())
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@ -1068,7 +1068,7 @@ void ZTranslateSector(sectortype* pSector, XSECTOR* pXSector, int a3, int a4)
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int oldZ = pSector->int_ceilingz();
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pSector->set_int_ceilingz((pXSector->offCeilZ + MulScale(dcz, GetWaveValue(a3, a4), 16)));
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pSector->baseCeil = pSector->ceilingz;
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pSector->velCeil += (pSector->int_ceilingz() - oldZ) << 8;
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pSector->_velCeil += (pSector->int_ceilingz() - oldZ) << 8;
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BloodSectIterator it(pSector);
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while (auto actor = it.Next())
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@ -2214,7 +2214,7 @@ void trProcessBusy(void)
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{
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for (auto& sect : sector)
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{
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sect.velCeil = sect.velFloor = 0;
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sect._velCeil = sect._velFloor = 0;
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}
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for (int i = gBusy.Size()-1; i >= 0; i--)
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{
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@ -154,10 +154,10 @@ struct sectortype native
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BLD_NS::XSECTOR* _xs;
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TObjPtr<DCoreActor*> upperLink;
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TObjPtr<DCoreActor*> lowerLink;
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int baseFloor;
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int baseCeil;
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int velFloor;
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int velCeil;
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double baseFloor;
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double baseCeil;
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double velFloor;
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double velCeil;
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uint8_t slopewallofs; // This was originally the repurposed filler byte.
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}
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struct // Exhumed
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