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- completed floatification of ceiling_dist and floor_dist.
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5416100ba2
commit
4021d13e8d
8 changed files with 23 additions and 23 deletions
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@ -758,7 +758,7 @@ int DoCoolgDeath(DSWActor* actor)
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else
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{
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DoFindGroundPoint(actor);
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actor->user._floor_dist = 0;
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actor->user.floor_dist = 0;
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DoBeginFall(actor);
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}
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@ -410,8 +410,8 @@ void EnemyDefaults(DSWActor* actor, ACTOR_ACTION_SET* action, PERSONALITY* perso
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actor->user.zclip = Z(48);
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actor->user.lo_step = Z(32);
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actor->user._floor_dist = actor->user.zclip - actor->user.lo_step;
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actor->user._ceiling_dist = ActorSizeZ(actor) - actor->user.zclip;
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actor->user.floor_dist = (actor->user.zclip - actor->user.lo_step) * zinttoworld;
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actor->user.ceiling_dist = (ActorSizeZ(actor) - actor->user.zclip) * zinttoworld;
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actor->user.Radius = 400;
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@ -519,7 +519,7 @@ int DoEelDeath(DSWActor* actor)
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else
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{
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DoFindGroundPoint(actor);
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actor->user._floor_dist = 0;
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actor->user.floor_dist = 0;
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DoBeginFall(actor);
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}
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@ -497,7 +497,7 @@ int DoHornetDeath(DSWActor* actor)
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{
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actor->spr.cstat &= ~(CSTAT_SPRITE_YCENTER);
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actor->user.jump_speed = 0;
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actor->user._floor_dist = 0;
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actor->user.floor_dist = 0;
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DoBeginFall(actor);
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DoFindGroundPoint(actor);
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actor->user.zclip = actor->user.int_loz();
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@ -787,8 +787,8 @@ FSerializer& Serialize(FSerializer& arc, const char* keyname, USER& w, USER* def
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("PainThreshold", w.PainThreshold, def->PainThreshold)
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("jump_speed", w.jump_speed, def->jump_speed)
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("jump_grav", w.jump_grav, def->jump_grav)
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("ceiling_dist", w._ceiling_dist, def->_ceiling_dist)
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("floor_dist", w._floor_dist, def->_floor_dist)
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("ceiling_dist", w.ceiling_dist, def->ceiling_dist)
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("floor_dist", w.floor_dist, def->floor_dist)
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("lo_step", w.lo_step, def->lo_step)
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("hiz", w.hiz, def->hiz)
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("loz", w.loz, def->loz)
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@ -737,8 +737,8 @@ int SetupSerp(DSWActor* actor)
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// size of step can walk off of
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actor->user.lo_step = Z(40);
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actor->user._floor_dist = actor->user.zclip - actor->user.lo_step;
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actor->user._ceiling_dist = ActorSizeZ(actor) - actor->user.zclip;
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actor->user.floor_dist = (actor->user.zclip - actor->user.lo_step) * zinttoworld;
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actor->user.ceiling_dist = (ActorSizeZ(actor) - actor->user.zclip) * zinttoworld;
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return 0;
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}
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@ -1515,8 +1515,8 @@ void SpriteSetupPost(void)
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SpawnUser(jActor, 0, nullptr);
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change_actor_stat(jActor, STAT_NO_STATE);
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jActor->user.ceiling_dist = (4);
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jActor->user._floor_dist = -Z(2);
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jActor->user.ceiling_dist = 4;
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jActor->user.floor_dist = -2;
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jActor->user.ActorActionFunc = DoActorDebris;
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@ -3765,8 +3765,8 @@ AutoShrap:
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actor->spr.xvel = p->min_vel*2;
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actor->spr.xvel += RandomRange(p->max_vel - p->min_vel);
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actor->user._floor_dist = shrap_floor_dist;
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actor->user._ceiling_dist = shrap_ceiling_dist;
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actor->user.floor_dist = shrap_floor_dist * zinttoworld;
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actor->user.ceiling_dist = shrap_ceiling_dist * zinttoworld;
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actor->user.jump_speed = p->min_jspeed;
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actor->user.jump_speed += RandomRange(p->max_jspeed - p->min_jspeed);
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actor->user.jump_speed = -actor->user.jump_speed;
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@ -4137,7 +4137,7 @@ int SpawnBlood(DSWActor* actor, DSWActor* weapActor, short hit_ang, int hit_x, i
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// so add it in
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actorNew->spr.xvel += actor->spr.xvel;
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actorNew->user._ceiling_dist = actorNew->user.floor_dist = (2);
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actorNew->user.ceiling_dist = actorNew->user.floor_dist = 2;
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actorNew->user.jump_speed = p->min_jspeed;
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actorNew->user.jump_speed += RandomRange(p->max_jspeed - p->min_jspeed);
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actorNew->user.jump_speed = -actorNew->user.jump_speed;
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@ -9396,8 +9396,8 @@ int SpawnExtraMicroMini(DSWActor* actor)
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NewStateGroup(actorNew, &sg_MicroMini[0]);
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actorNew->user.WeaponNum = actor->user.WeaponNum;
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actorNew->user.Radius = actor->user.Radius;
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actorNew->user._ceiling_dist = actor->user.int_ceiling_dist();
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actorNew->user._floor_dist = actor->user.int_floor_dist();
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actorNew->user.ceiling_dist = actor->user.ceiling_dist;
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actorNew->user.floor_dist = actor->user.floor_dist;
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actorNew->spr.cstat = actor->spr.cstat;
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actorNew->set_int_ang(NORM_ANGLE(actorNew->int_ang() + RandomRange(64) - 32));
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@ -9800,7 +9800,7 @@ void SpawnFireballFlames(DSWActor* actor, DSWActor* enemyActor)
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return;
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}
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actorNew->user._floor_dist = actorNew->user._ceiling_dist = 0;
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actorNew->user.floor_dist = actorNew->user.ceiling_dist = 0;
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DoFindGround(actorNew);
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actorNew->user.jump_speed = 0;
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@ -9829,7 +9829,7 @@ int SpawnBreakFlames(DSWActor* actor)
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actorNew->user.Radius = 200;
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actorNew->user._floor_dist = actorNew->user._ceiling_dist = 0;
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actorNew->user.floor_dist = actorNew->user.ceiling_dist = 0;
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DoFindGround(actorNew);
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actorNew->user.jump_speed = 0;
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@ -9861,7 +9861,7 @@ void SpawnBreakStaticFlames(DSWActor* actor)
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actorNew->spr.cstat &= ~(CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN);
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actorNew->user.Radius = 200;
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actorNew->user._floor_dist = actorNew->user._ceiling_dist = 0;
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actorNew->user.floor_dist = actorNew->user.ceiling_dist = 0;
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actorNew->set_int_z(getflorzofslopeptr(actorNew->sector(), actorNew->int_pos().X, actorNew->int_pos().Y));
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PlaySound(DIGI_FIRE1,actorNew,v3df_dontpan|v3df_doppler);
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@ -11465,8 +11465,8 @@ void InitVulcanBoulder(DSWActor* actor)
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actorNew->user.Radius = 200;
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actorNew->spr.cstat |= (CSTAT_SPRITE_YCENTER);
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actorNew->spr.clipdist = 256>>2;
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actorNew->user._ceiling_dist = zsize/2;
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actorNew->user._floor_dist = zsize/2;
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actorNew->user.ceiling_dist = zsize/2 * inttoworld;
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actorNew->user.floor_dist = zsize/2 * inttoworld;
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if (RANDOM_P2(1024) > 512)
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actorNew->spr.cstat |= (CSTAT_SPRITE_XFLIP);
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if (RANDOM_P2(1024) > 512)
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@ -12658,8 +12658,8 @@ int InitStar(PLAYER* pp)
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actorNew2->spr.clipdist = actorNew->spr.clipdist;
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actorNew2->user.WeaponNum = actorNew->user.WeaponNum;
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actorNew2->user.Radius = actorNew->user.Radius;
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actorNew2->user._ceiling_dist = actorNew->user.int_ceiling_dist();
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actorNew2->user._floor_dist = actorNew->user.int_floor_dist();
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actorNew2->user.ceiling_dist = actorNew->user.ceiling_dist;
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actorNew2->user.floor_dist = actorNew->user.floor_dist;
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actorNew2->user.Flags2 = actorNew->user.Flags2 & ~(SPR2_FLAMEDIE); // mask out any new flags here for safety.
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if (pp->Flags & (PF_DIVING) || SpriteInUnderwaterArea(actorNew2))
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