From 761412313f557a6ff25c5166c82246fa335b9c44 Mon Sep 17 00:00:00 2001 From: Christoph Oelckers <coelckers@users.noreply.github.com> Date: Sat, 24 Sep 2022 14:04:57 +0200 Subject: [PATCH] - did some trivial replacements for deprecated functions. --- source/games/blood/src/actor.cpp | 8 ++++---- source/games/blood/src/animatesprite.cpp | 2 +- source/games/blood/src/gameutil.cpp | 14 +++++++------- source/games/blood/src/nnexts.cpp | 8 ++++---- source/games/blood/src/triggers.cpp | 4 ++-- 5 files changed, 18 insertions(+), 18 deletions(-) diff --git a/source/games/blood/src/actor.cpp b/source/games/blood/src/actor.cpp index 293fed42a..b4e5bfddd 100644 --- a/source/games/blood/src/actor.cpp +++ b/source/games/blood/src/actor.cpp @@ -5627,9 +5627,9 @@ static void actCheckThings() viewBackupSpriteLoc(actor); if (pXSector && pXSector->panVel) { - int top, bottom; + double top, bottom; GetActorExtents(actor, &top, &bottom); - if (getflorzofslopeptr(pSector, actor->spr.pos) <= bottom) + if (getflorzofslopeptrf(pSector, actor->spr.pos) <= bottom) { int angle = pXSector->panAngle.Buildang(); int speed = 0; @@ -6052,9 +6052,9 @@ static void actCheckDudes() if (pXSector) { - int top, bottom; + double top, bottom; GetActorExtents(actor, &top, &bottom); - if (getflorzofslopeptr(pSector, actor->spr.pos) <= bottom) + if (getflorzofslopeptrf(pSector, actor->spr.pos) <= bottom) { int angle = pXSector->panAngle.Buildang(); int speed = 0; diff --git a/source/games/blood/src/animatesprite.cpp b/source/games/blood/src/animatesprite.cpp index 05aacc691..9d4a192b7 100644 --- a/source/games/blood/src/animatesprite.cpp +++ b/source/games/blood/src/animatesprite.cpp @@ -620,7 +620,7 @@ void viewProcessSprites(tspriteArray& tsprites, const DVector3& cPos, DAngle cA, { double top, bottom; GetSpriteExtents(pTSprite, &top, &bottom); - if (getflorzofslopeptr(pTSprite->sectp, pTSprite->pos) > bottom) + if (getflorzofslopeptrf(pTSprite->sectp, pTSprite->pos) > bottom) nAnim = 1; } break; diff --git a/source/games/blood/src/gameutil.cpp b/source/games/blood/src/gameutil.cpp index 367ca612f..4c73dd207 100644 --- a/source/games/blood/src/gameutil.cpp +++ b/source/games/blood/src/gameutil.cpp @@ -314,9 +314,9 @@ int HitScan(DBloodActor* actor, int z, int dx, int dy, int dz, unsigned int nMas if (!pWall->twoSided()) return 0; - int nZCeil, nZFloor; - getzsofslopeptr(pWall->nextSector(), gHitInfo.int_hitpos().X, gHitInfo.int_hitpos().Y, &nZCeil, &nZFloor); - if (gHitInfo.int_hitpos().Z <= nZCeil || gHitInfo.int_hitpos().Z >= nZFloor) + double nZCeil, nZFloor; + getzsofslopeptr(pWall->nextSector(), gHitInfo.hitpos.X, gHitInfo.hitpos.Y, &nZCeil, &nZFloor); + if (gHitInfo.hitpos.Z <= nZCeil || gHitInfo.hitpos.Z >= nZFloor) return 0; return 4; } @@ -412,11 +412,11 @@ int VectorScan(DBloodActor* actor, int nOffset, int nZOffset, int dx, int dy, in return 0; sectortype* pSector = gHitInfo.hitSector; sectortype* pSectorNext = pWall->nextSector(); - int nZCeil, nZFloor; - getzsofslopeptr(pWall->nextSector(), gHitInfo.int_hitpos().X, gHitInfo.int_hitpos().Y, &nZCeil, &nZFloor); - if (gHitInfo.int_hitpos().Z <= nZCeil) + double nZCeil, nZFloor; + getzsofslopeptr(pWall->nextSector(), gHitInfo.hitpos, &nZCeil, &nZFloor); + if (gHitInfo.hitpos.Z <= nZCeil) return 0; - if (gHitInfo.int_hitpos().Z >= nZFloor) + if (gHitInfo.hitpos.Z >= nZFloor) { if (!(pSector->floorstat & CSTAT_SECTOR_SKY) || !(pSectorNext->floorstat & CSTAT_SECTOR_SKY)) return 0; diff --git a/source/games/blood/src/nnexts.cpp b/source/games/blood/src/nnexts.cpp index b0f3d9c23..ef337a9ce 100644 --- a/source/games/blood/src/nnexts.cpp +++ b/source/games/blood/src/nnexts.cpp @@ -6740,7 +6740,7 @@ void useSlopeChanger(DBloodActor* sourceactor, int objType, sectortype* pSect, D while (auto iactor = it.Next()) { if (!(iactor->spr.cstat & CSTAT_SPRITE_ALIGNMENT_FLOOR)) continue; - else if (getflorzofslopeptr(pSect, iactor->spr.pos) - kSlopeDist <= iactor->int_pos().Z) + else if (getflorzofslopeptrf(pSect, iactor->spr.pos) - kSlopeDist <= iactor->spr.pos.Z) { sprite2sectorSlope(iactor, pSect, 0, true); @@ -6776,7 +6776,7 @@ void useSlopeChanger(DBloodActor* sourceactor, int objType, sectortype* pSect, D while (auto iactor = it.Next()) { if (!(iactor->spr.cstat & CSTAT_SPRITE_ALIGNMENT_FLOOR)) continue; - else if (getceilzofslopeptr(pSect, iactor->spr.pos) + kSlopeDist >= iactor->int_pos().Z) + else if (getceilzofslopeptrf(pSect, iactor->spr.pos) + kSlopeDist >= iactor->spr.pos.Z) { sprite2sectorSlope(iactor, pSect, 1, true); @@ -6831,8 +6831,8 @@ void useSlopeChanger(DBloodActor* sourceactor, int objType, sectortype* pSect, D case 1: sprite2sectorSlope(objActor, objActor->sector(), 0, flag2); break; case 2: sprite2sectorSlope(objActor, objActor->sector(), 1, flag2); break; case 3: - if (getflorzofslopeptr(objActor->sector(), objActor->spr.pos) - kSlopeDist <= objActor->int_pos().Z) sprite2sectorSlope(objActor, objActor->sector(), 0, flag2); - if (getceilzofslopeptr(objActor->sector(), objActor->spr.pos) + kSlopeDist >= objActor->int_pos().Z) sprite2sectorSlope(objActor, objActor->sector(), 1, flag2); + if (getflorzofslopeptrf(objActor->sector(), objActor->spr.pos) - kSlopeDist <= objActor->spr.pos.Z) sprite2sectorSlope(objActor, objActor->sector(), 0, flag2); + if (getceilzofslopeptrf(objActor->sector(), objActor->spr.pos) + kSlopeDist >= objActor->spr.pos.Z) sprite2sectorSlope(objActor, objActor->sector(), 1, flag2); break; } break; diff --git a/source/games/blood/src/triggers.cpp b/source/games/blood/src/triggers.cpp index 53e7861aa..93bbb6461 100644 --- a/source/games/blood/src/triggers.cpp +++ b/source/games/blood/src/triggers.cpp @@ -947,9 +947,9 @@ void TranslateSector(sectortype* pSector, int a2, int a3, int a4, int a5, int a6 } else if (pXSector->Drag) { - int top, bottom; + double top, bottom; GetActorExtents(actor, &top, &bottom); - int floorZ = getflorzofslopeptr(pSector, actor->spr.pos); + double floorZ = getflorzofslopeptrf(pSector, actor->spr.pos); if (!(actor->spr.cstat & CSTAT_SPRITE_ALIGNMENT_MASK) && floorZ <= bottom) { viewBackupSpriteLoc(actor);