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- got rid of the int version of playerFireMissile
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3 changed files with 4 additions and 16 deletions
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@ -54,15 +54,9 @@ void GetZRange(DBloodActor* pSprite, double* ceilZ, Collision* ceilHit, double*
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void GetZRangeAtXYZ(const DVector3& pos, sectortype* pSector, double* ceilZ, Collision* ceilHit, double* floorZ, Collision* floorHit, int nDist, unsigned int nMask, unsigned int nClipParallax = 0);
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[[deprecated]] // take care of this together with the engines clipmove.
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void ClipMove(vec3_t& pos, sectortype** pSector, int xv, int yv, int wd, int cd, int fd, unsigned int nMask, CollisionBase& hit, int tracecount = 3);
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inline void ClipMove(DVector3& pos, sectortype** pSector, int xv, int yv, int wd, int cd, int fd, unsigned int nMask, CollisionBase& hit, int tracecount = 3)
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{
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// this uses floats only partially.
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vec3_t ipos = { int(pos.X * worldtoint), int(pos.Y * worldtoint), int(pos.Z * zworldtoint)};
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ClipMove(ipos, pSector, xv, yv, wd, cd, fd, nMask, hit, tracecount);
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pos = { ipos.X * inttoworld, ipos.Y * inttoworld, ipos.Z * zinttoworld };
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}
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inline void ClipMove(DVector3& pos, sectortype** pSector, const DVector2& vect, int wd, double cd, double fd, unsigned int nMask, CollisionBase& hit, int tracecount = 3)
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void ClipMove(DVector3& pos, sectortype** pSector, const DVector2& vect, int wd, double cd, double fd, unsigned int nMask, CollisionBase& hit, int tracecount = 3)
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{
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// this uses floats only partially.
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vec3_t ipos = { int(pos.X * worldtoint), int(pos.Y * worldtoint), int(pos.Z * zworldtoint)};
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@ -1912,10 +1912,8 @@ void playerProcess(PLAYER* pPlayer)
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//
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//---------------------------------------------------------------------------
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DBloodActor* playerFireMissile(PLAYER* pPlayer, int xyoff_, int dx, int dy, int dz, int nType)
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DBloodActor* playerFireMissile(PLAYER* pPlayer, double xyoff, const DVector3& dv, int nType)
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{
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double xyoff = xyoff_ * inttoworld;
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DVector3 dv(FixedToFloat<14>(dx), FixedToFloat<14>(dy), FixedToFloat<14>(dz));
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return actFireMissile(pPlayer->actor, xyoff, pPlayer->zWeapon - pPlayer->actor->spr.pos.Z, dv, nType);
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}
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@ -235,11 +235,7 @@ void playerInit(int nPlayer, unsigned int a2);
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void CheckPickUp(PLAYER* pPlayer);
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void ProcessInput(PLAYER* pPlayer);
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void playerProcess(PLAYER* pPlayer);
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DBloodActor* playerFireMissile(PLAYER* pPlayer, int xyoff, int dx, int dy, int dz, int nType);
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inline DBloodActor* playerFireMissile(PLAYER* pPlayer, double xyoff, const DVector3& vec, int nType)
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{
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return playerFireMissile(pPlayer, int(xyoff * worldtoint), vec.X * 16384, vec.Y * 16384, vec.Z * 16384, nType);
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}
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DBloodActor* playerFireMissile(PLAYER* pPlayer, double xyoff, const DVector3& vec, int nType);
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DBloodActor* playerFireThing(PLAYER* pPlayer, int xyoff, int zvel, int thingType, int nSpeed);
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void playerFrag(PLAYER* pKiller, PLAYER* pVictim);
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