- some simple replacements.

This commit is contained in:
Christoph Oelckers 2022-09-01 22:57:41 +02:00
parent 933e5eb35a
commit c6bb8cea89
3 changed files with 15 additions and 16 deletions

View file

@ -738,7 +738,7 @@ int SetupSerp(DSWActor* actor)
actor->user.lo_step = Z(40);
actor->user.floor_dist = actor->user.zclip - actor->user.lo_step * zinttoworld;
actor->user.ceiling_dist = int_ActorSizeZ(actor) * zinttoworld - actor->user.zclip;
actor->user.ceiling_dist = ActorSizeZ(actor) - actor->user.zclip;
return 0;
}

View file

@ -456,7 +456,7 @@ int DoVator(DSWActor* actor)
{
if (itActor->spr.statnum == STAT_ENEMY)
{
if (abs(sectp->int_ceilingz() - sectp->int_floorz()) < int_ActorSizeZ(itActor))
if (abs(sectp->ceilingz - sectp->floorz) < ActorSizeZ(itActor))
{
InitBloodSpray(itActor, true, -1);
UpdateSinglePlayKills(itActor);
@ -502,7 +502,7 @@ int DoVator(DSWActor* actor)
{
if (itActor->spr.statnum == STAT_ENEMY)
{
if (abs(sectp->int_ceilingz() - sectp->int_floorz()) < int_ActorSizeZ(itActor))
if (abs(sectp->ceilingz - sectp->floorz) < ActorSizeZ(itActor))
{
InitBloodSpray(itActor, true, -1);
UpdateSinglePlayKills(itActor);

View file

@ -4310,7 +4310,7 @@ bool WeaponMoveHit(DSWActor* actor)
if ((sectp->ceilingstat & CSTAT_SECTOR_SKY) && sectp->ceilingpicnum != FAF_MIRROR_PIC)
{
if (labs(actor->int_pos().Z - sectp->int_ceilingz()) < int_ActorSizeZ(actor))
if (abs(actor->spr.pos.Z - sectp->ceilingz) < ActorSizeZ(actor))
{
SetSuicide(actor);
return true;
@ -8715,7 +8715,7 @@ int DoMine(DSWActor* actor)
SetMineStuck(actor);
// Set the Z position
actor->set_int_z(hitActor->int_pos().Z - (int_ActorSizeZ(hitActor) >> 1));
actor->spr.pos.Z = hitActor->spr.pos.Z - (ActorSizeZ(hitActor) * 0.5);
// If it's not alive, don't stick it
if (hitActor->hasU() && hitActor->user.Health <= 0) return false; // JBF: added null check
@ -10967,7 +10967,7 @@ int DoRing(DSWActor* actor)
auto own = GetOwner(actor);
if (!own) return 0; // this would crash.
PLAYER* pp = own->user.PlayerP;;
int cz,fz;
double cz,fz;
if (actor->user.Flags & (SPR_UNDERWATER))
{
@ -11026,14 +11026,14 @@ int DoRing(DSWActor* actor)
getzsofslopeptr(actor->sector(), actor->spr.pos, &cz, &fz);
// bound the sprite by the sectors ceiling and floor
if (actor->int_pos().Z > fz)
if (actor->spr.pos.Z > fz)
{
actor->set_int_z(fz);
actor->spr.pos.Z = fz;
}
if (actor->int_pos().Z < cz + int_ActorSizeZ(actor))
if (actor->spr.pos.Z < cz + ActorSizeZ(actor))
{
actor->set_int_z(cz + int_ActorSizeZ(actor));
actor->spr.pos.Z = (cz + ActorSizeZ(actor));
}
// Done last - check for damage
@ -11102,7 +11102,7 @@ void InitSpellRing(PLAYER* pp)
int DoSerpRing(DSWActor* actor)
{
int dist,a,b,c;
int cz,fz;
double cz,fz;
auto own = GetOwner(actor);
// if Owner does not exist or he's dead on the floor
@ -11152,14 +11152,14 @@ int DoSerpRing(DSWActor* actor)
getzsofslopeptr(actor->sector(), actor->spr.pos, &cz, &fz);
// bound the sprite by the sectors ceiling and floor
if (actor->int_pos().Z > fz)
if (actor->spr.pos.Z > fz)
{
actor->set_int_z(fz);
actor->spr.pos.Z = fz;
}
if (actor->int_pos().Z < cz + int_ActorSizeZ(actor))
if (actor->spr.pos.Z < cz + ActorSizeZ(actor))
{
actor->set_int_z(cz + int_ActorSizeZ(actor));
actor->spr.pos.Z = cz + ActorSizeZ(actor);
}
if (actor->user.Counter2 > 0)
@ -12209,7 +12209,6 @@ int WeaponAutoAim(DSWActor* actor, DSWActor* mislActor, short ang, bool test)
int WeaponAutoAimZvel(DSWActor* actor, DSWActor* missileActor, int *zvel, short ang, bool test)
{
int dist;
int zh;
#if 0
//formula for leading a player