- wrapped most remaining clipdist access

Only modifying operators left
This commit is contained in:
Christoph Oelckers 2022-09-09 18:33:03 +02:00
parent 1ba20c7dce
commit c6a0d30245
5 changed files with 6 additions and 6 deletions

View file

@ -6139,7 +6139,7 @@ void actCheckFlares()
if (target->hasX() && target->xspr.health > 0)
{
DVector3 pos = target->spr.pos;
pos.XY() += (actor->xspr.goalAng + target->spr.angle).ToVector() * target->spr.clipdist * 2 * inttoworld;
pos.XY() += (actor->xspr.goalAng + target->spr.angle).ToVector() * target->fClipdist() * 0.5;
pos.Z += actor->xspr.TargetPos.Z;
SetActor(actor, pos);
actor->vel = target->vel;

View file

@ -179,7 +179,7 @@ bool CanMove(DBloodActor* actor, DBloodActor* target, int nAngle, int nRange)
case kDudeGargoyleFlesh:
case kDudeGargoyleStone:
case kDudeBat:
if (actor->spr.clipdist > nDist)
if (actor->native_clipdist() > nDist)
return 0;
if (Depth)
{

View file

@ -1896,7 +1896,7 @@ DBloodActor* genDudeSpawn(DBloodActor* source, DBloodActor* actor, int nDist)
spawned->xspr.busyTime = source->xspr.busyTime;
// inherit clipdist?
if (source->spr.clipdist > 0)
if (source->native_clipdist() > 0)
spawned->copy_clipdist(source);
// inherit custom hp settings

View file

@ -1175,7 +1175,7 @@ void nnExtProcessSuperSprites()
if (!pProx->xspr.Proximity || (!pProx->xspr.Interrutable && pProx->xspr.state != pProx->xspr.restState) || pProx->xspr.locked == 1
|| pProx->xspr.isTriggered) continue; // don't process locked or triggered sprites
int okDist = (pProx->IsDudeActor()) ? 96 : ClipLow(pProx->spr.clipdist * 3, 32);
int okDist = (pProx->IsDudeActor()) ? 96 : ClipLow(pProx->native_clipdist() * 3, 32);
auto pos = pProx->spr.pos;
auto pSect = pProx->sector();

View file

@ -1735,8 +1735,8 @@ int InitPhosphorus(DSWActor* actor)
actorNew->spr.xrepeat = 64;
actorNew->spr.shade = -15;
// !FRANK - clipbox must be <= weapon otherwise can clip thru walls
if (actor->spr.clipdist > 0)
actorNew->set_native_clipdist(actor->spr.clipdist-1);
if (actor->native_clipdist() > 0)
actorNew->set_native_clipdist(actor->native_clipdist() - 1);
else
actorNew->copy_clipdist(actor);
actorNew->user.WeaponNum = actor->user.WeaponNum;