Commit a06c4a8c by LJ Sonic

Rename P_GetZAt to P_GetSlopeZAt and P_GetZAt2 to P_GetZAt

parent 6ffbc89f
......@@ -931,8 +931,8 @@ static inline void AM_drawWalls(void)
l.b.y = lines[i].v2->y >> FRACTOMAPBITS;
#define SLOPEPARAMS(slope, end1, end2, normalheight) \
end1 = P_GetZAt2(slope, lines[i].v1->x, lines[i].v1->y, normalheight); \
end2 = P_GetZAt2(slope, lines[i].v2->x, lines[i].v2->y, normalheight);
end1 = P_GetZAt(slope, lines[i].v1->x, lines[i].v1->y, normalheight); \
end2 = P_GetZAt(slope, lines[i].v2->x, lines[i].v2->y, normalheight);
SLOPEPARAMS(lines[i].frontsector->f_slope, frontf1, frontf2, lines[i].frontsector->floorheight)
SLOPEPARAMS(lines[i].frontsector->c_slope, frontc1, frontc2, lines[i].frontsector->ceilingheight)
......
......@@ -513,7 +513,7 @@ static void HWR_RenderPlane(sector_t *sector, extrasubsector_t *xsub, boolean is
// Set fixedheight to the slope's height from our viewpoint, if we have a slope
if (slope)
fixedheight = P_GetZAt(slope, viewx, viewy);
fixedheight = P_GetSlopeZAt(slope, viewx, viewy);
height = FIXED_TO_FLOAT(fixedheight);
......@@ -665,7 +665,7 @@ static void HWR_RenderPlane(sector_t *sector, extrasubsector_t *xsub, boolean is
if (slope)
{
fixedheight = P_GetZAt(slope, FLOAT_TO_FIXED(pv->x), FLOAT_TO_FIXED(pv->y));
fixedheight = P_GetSlopeZAt(slope, FLOAT_TO_FIXED(pv->x), FLOAT_TO_FIXED(pv->y));
v3d->y = FIXED_TO_FLOAT(fixedheight);
}
}
......@@ -686,7 +686,7 @@ static void HWR_RenderPlane(sector_t *sector, extrasubsector_t *xsub, boolean is
sector_t *psector = gr_frontsector;
if (slope)
fixedheight = P_GetZAt(slope, psector->soundorg.x, psector->soundorg.y);
fixedheight = P_GetSlopeZAt(slope, psector->soundorg.x, psector->soundorg.y);
if (psector->ffloors)
{
......@@ -1062,8 +1062,8 @@ static void HWR_SplitWall(sector_t *sector, wallVert3D *wallVerts, INT32 texnum,
float endpegt, endpegb, endpegmul;
float endheight = 0.0f, endbheight = 0.0f;
// compiler complains when P_GetZAt is used in FLOAT_TO_FIXED directly
// use this as a temp var to store P_GetZAt's return value each time
// compiler complains when P_GetSlopeZAt is used in FLOAT_TO_FIXED directly
// use this as a temp var to store P_GetSlopeZAt's return value each time
fixed_t temp;
fixed_t v1x = FLOAT_TO_FIXED(wallVerts[0].x);
......@@ -1290,8 +1290,8 @@ static void HWR_StoreWallRange(double startfrac, double endfrac)
v2y = FLOAT_TO_FIXED(ve.y);
#define SLOPEPARAMS(slope, end1, end2, normalheight) \
end1 = P_GetZAt2(slope, v1x, v1y, normalheight); \
end2 = P_GetZAt2(slope, v2x, v2y, normalheight);
end1 = P_GetZAt(slope, v1x, v1y, normalheight); \
end2 = P_GetZAt(slope, v2x, v2y, normalheight);
SLOPEPARAMS(gr_frontsector->c_slope, worldtop, worldtopslope, gr_frontsector->ceilingheight)
SLOPEPARAMS(gr_frontsector->f_slope, worldbottom, worldbottomslope, gr_frontsector->floorheight)
......@@ -2158,8 +2158,8 @@ static boolean CheckClip(seg_t * seg, sector_t * afrontsector, sector_t * abacks
v2x = FLOAT_TO_FIXED(((polyvertex_t *)gr_curline->pv2)->x);
v2y = FLOAT_TO_FIXED(((polyvertex_t *)gr_curline->pv2)->y);
#define SLOPEPARAMS(slope, end1, end2, normalheight) \
end1 = P_GetZAt2(slope, v1x, v1y, normalheight); \
end2 = P_GetZAt2(slope, v2x, v2y, normalheight);
end1 = P_GetZAt(slope, v1x, v1y, normalheight); \
end2 = P_GetZAt(slope, v2x, v2y, normalheight);
SLOPEPARAMS(afrontsector->f_slope, frontf1, frontf2, afrontsector-> floorheight)
SLOPEPARAMS(afrontsector->c_slope, frontc1, frontc2, afrontsector->ceilingheight)
......@@ -2714,8 +2714,8 @@ static void HWR_AddLine(seg_t * line)
fixed_t backf1, backf2, backc1, backc2; // back floor ceiling ends
#define SLOPEPARAMS(slope, end1, end2, normalheight) \
end1 = P_GetZAt2(slope, v1x, v1y, normalheight); \
end2 = P_GetZAt2(slope, v2x, v2y, normalheight);
end1 = P_GetZAt(slope, v1x, v1y, normalheight); \
end2 = P_GetZAt(slope, v2x, v2y, normalheight);
SLOPEPARAMS(gr_frontsector->f_slope, frontf1, frontf2, gr_frontsector-> floorheight)
SLOPEPARAMS(gr_frontsector->c_slope, frontc1, frontc2, gr_frontsector->ceilingheight)
......@@ -3898,7 +3898,7 @@ static void HWR_DrawDropShadow(mobj_t *thing, gr_vissprite_t *spr, fixed_t scale
{
for (i = 0; i < 4; i++)
{
slopez = P_GetZAt(floorslope, FLOAT_TO_FIXED(shadowVerts[i].x), FLOAT_TO_FIXED(shadowVerts[i].z));
slopez = P_GetSlopeZAt(floorslope, FLOAT_TO_FIXED(shadowVerts[i].x), FLOAT_TO_FIXED(shadowVerts[i].z));
shadowVerts[i].y = FIXED_TO_FLOAT(slopez) + 0.05f;
}
}
......
......@@ -14,7 +14,7 @@
#include "fastcmp.h"
#include "p_local.h"
#include "p_setup.h" // So we can have P_SetupLevelSky
#include "p_slopes.h" // P_GetZAt
#include "p_slopes.h" // P_GetSlopeZAt
#include "z_zone.h"
#include "r_main.h"
#include "r_draw.h"
......@@ -2182,10 +2182,14 @@ static int lib_pGetZAt(lua_State *L)
fixed_t x = luaL_checkfixed(L, 2);
fixed_t y = luaL_checkfixed(L, 3);
//HUDSAFE
if (!slope)
return LUA_ErrInvalid(L, "pslope_t");
if (slope)
lua_pushfixed(L, P_GetSlopeZAt(slope, x, y));
else
{
fixed_t z = luaL_checkfixed(L, 4);
lua_pushfixed(L, P_GetZAt(slope, x, y, z));
}
lua_pushfixed(L, P_GetZAt(slope, x, y));
return 1;
}
......
......@@ -1026,7 +1026,7 @@ static boolean OP_HeightOkay(player_t *player, UINT8 ceiling)
if (ceiling)
{
// Truncate position to match where mapthing would be when spawned
// (this applies to every further P_GetZAt call as well)
// (this applies to every further P_GetSlopeZAt call as well)
fixed_t cheight = P_GetSectorCeilingZAt(sec, player->mo->x & 0xFFFF0000, player->mo->y & 0xFFFF0000);
if (((cheight - player->mo->z - player->mo->height)>>FRACBITS) >= (1 << (16-ZSHIFT)))
......
......@@ -3177,9 +3177,9 @@ void EV_CrumbleChain(sector_t *sec, ffloor_t *rover)
{
mobj_t *spawned = NULL;
if (*rover->t_slope)
topz = P_GetZAt(*rover->t_slope, a, b) - (spacing>>1);
topz = P_GetSlopeZAt(*rover->t_slope, a, b) - (spacing>>1);
if (*rover->b_slope)
bottomz = P_GetZAt(*rover->b_slope, a, b);
bottomz = P_GetSlopeZAt(*rover->b_slope, a, b);
for (c = topz; c > bottomz; c -= spacing)
{
......
......@@ -958,12 +958,12 @@ static fixed_t HighestOnLine(fixed_t radius, fixed_t x, fixed_t y, line_t *line,
/*CONS_Printf("BEFORE: v1 = %f %f %f\n",
FIXED_TO_FLOAT(v1.x),
FIXED_TO_FLOAT(v1.y),
FIXED_TO_FLOAT(P_GetZAt(slope, v1.x, v1.y))
FIXED_TO_FLOAT(P_GetSlopeZAt(slope, v1.x, v1.y))
);
CONS_Printf(" v2 = %f %f %f\n",
FIXED_TO_FLOAT(v2.x),
FIXED_TO_FLOAT(v2.y),
FIXED_TO_FLOAT(P_GetZAt(slope, v2.x, v2.y))
FIXED_TO_FLOAT(P_GetSlopeZAt(slope, v2.x, v2.y))
);*/
if (abs(v1.x-x) > radius) {
......@@ -1021,24 +1021,24 @@ static fixed_t HighestOnLine(fixed_t radius, fixed_t x, fixed_t y, line_t *line,
/*CONS_Printf("AFTER: v1 = %f %f %f\n",
FIXED_TO_FLOAT(v1.x),
FIXED_TO_FLOAT(v1.y),
FIXED_TO_FLOAT(P_GetZAt(slope, v1.x, v1.y))
FIXED_TO_FLOAT(P_GetSlopeZAt(slope, v1.x, v1.y))
);
CONS_Printf(" v2 = %f %f %f\n",
FIXED_TO_FLOAT(v2.x),
FIXED_TO_FLOAT(v2.y),
FIXED_TO_FLOAT(P_GetZAt(slope, v2.x, v2.y))
FIXED_TO_FLOAT(P_GetSlopeZAt(slope, v2.x, v2.y))
);*/
// Return the higher of the two points
if (actuallylowest)
return min(
P_GetZAt(slope, v1.x, v1.y),
P_GetZAt(slope, v2.x, v2.y)
P_GetSlopeZAt(slope, v1.x, v1.y),
P_GetSlopeZAt(slope, v2.x, v2.y)
);
else
return max(
P_GetZAt(slope, v1.x, v1.y),
P_GetZAt(slope, v2.x, v2.y)
P_GetSlopeZAt(slope, v1.x, v1.y),
P_GetSlopeZAt(slope, v2.x, v2.y)
);
}
......@@ -1072,7 +1072,7 @@ fixed_t P_MobjFloorZ(mobj_t *mobj, sector_t *sector, sector_t *boundsec, fixed_t
// If the highest point is in the sector, then we have it easy! Just get the Z at that point
if (R_PointInSubsector(testx, testy)->sector == (boundsec ? boundsec : sector))
return P_GetZAt(slope, testx, testy);
return P_GetSlopeZAt(slope, testx, testy);
// If boundsec is set, we're looking for specials. In that case, iterate over every line in this sector to find the TRUE highest/lowest point
if (perfect) {
......@@ -1112,7 +1112,7 @@ fixed_t P_MobjFloorZ(mobj_t *mobj, sector_t *sector, sector_t *boundsec, fixed_t
// If we're just testing for base sector location (no collision line), just go for the center's spot...
// It'll get fixed when we test for collision anyway, and the final result can't be lower than this
if (line == NULL)
return P_GetZAt(slope, x, y);
return P_GetSlopeZAt(slope, x, y);
return HighestOnLine(mobj->radius, x, y, line, slope, lowest);
} else // Well, that makes it easy. Just get the floor height
......@@ -1149,7 +1149,7 @@ fixed_t P_MobjCeilingZ(mobj_t *mobj, sector_t *sector, sector_t *boundsec, fixed
// If the highest point is in the sector, then we have it easy! Just get the Z at that point
if (R_PointInSubsector(testx, testy)->sector == (boundsec ? boundsec : sector))
return P_GetZAt(slope, testx, testy);
return P_GetSlopeZAt(slope, testx, testy);
// If boundsec is set, we're looking for specials. In that case, iterate over every line in this sector to find the TRUE highest/lowest point
if (perfect) {
......@@ -1189,7 +1189,7 @@ fixed_t P_MobjCeilingZ(mobj_t *mobj, sector_t *sector, sector_t *boundsec, fixed
// If we're just testing for base sector location (no collision line), just go for the center's spot...
// It'll get fixed when we test for collision anyway, and the final result can't be lower than this
if (line == NULL)
return P_GetZAt(slope, x, y);
return P_GetSlopeZAt(slope, x, y);
return HighestOnLine(mobj->radius, x, y, line, slope, lowest);
} else // Well, that makes it easy. Just get the ceiling height
......@@ -1227,7 +1227,7 @@ fixed_t P_CameraFloorZ(camera_t *mobj, sector_t *sector, sector_t *boundsec, fix
// If the highest point is in the sector, then we have it easy! Just get the Z at that point
if (R_PointInSubsector(testx, testy)->sector == (boundsec ? boundsec : sector))
return P_GetZAt(slope, testx, testy);
return P_GetSlopeZAt(slope, testx, testy);
// If boundsec is set, we're looking for specials. In that case, iterate over every line in this sector to find the TRUE highest/lowest point
if (perfect) {
......@@ -1267,7 +1267,7 @@ fixed_t P_CameraFloorZ(camera_t *mobj, sector_t *sector, sector_t *boundsec, fix
// If we're just testing for base sector location (no collision line), just go for the center's spot...
// It'll get fixed when we test for collision anyway, and the final result can't be lower than this
if (line == NULL)
return P_GetZAt(slope, x, y);
return P_GetSlopeZAt(slope, x, y);
return HighestOnLine(mobj->radius, x, y, line, slope, lowest);
} else // Well, that makes it easy. Just get the floor height
......@@ -1304,7 +1304,7 @@ fixed_t P_CameraCeilingZ(camera_t *mobj, sector_t *sector, sector_t *boundsec, f
// If the highest point is in the sector, then we have it easy! Just get the Z at that point
if (R_PointInSubsector(testx, testy)->sector == (boundsec ? boundsec : sector))
return P_GetZAt(slope, testx, testy);
return P_GetSlopeZAt(slope, testx, testy);
// If boundsec is set, we're looking for specials. In that case, iterate over every line in this sector to find the TRUE highest/lowest point
if (perfect) {
......@@ -1344,7 +1344,7 @@ fixed_t P_CameraCeilingZ(camera_t *mobj, sector_t *sector, sector_t *boundsec, f
// If we're just testing for base sector location (no collision line), just go for the center's spot...
// It'll get fixed when we test for collision anyway, and the final result can't be lower than this
if (line == NULL)
return P_GetZAt(slope, x, y);
return P_GetSlopeZAt(slope, x, y);
return HighestOnLine(mobj->radius, x, y, line, slope, lowest);
} else // Well, that makes it easy. Just get the ceiling height
......
......@@ -656,7 +656,7 @@ void P_SpawnSlopes(const boolean fromsave) {
//
// Returns the height of the sloped plane at (x, y) as a fixed_t
fixed_t P_GetZAt(const pslope_t *slope, fixed_t x, fixed_t y)
fixed_t P_GetSlopeZAt(const pslope_t *slope, fixed_t x, fixed_t y)
{
fixed_t dist = FixedMul(x - slope->o.x, slope->d.x) +
FixedMul(y - slope->o.y, slope->d.y);
......@@ -664,40 +664,40 @@ fixed_t P_GetZAt(const pslope_t *slope, fixed_t x, fixed_t y)
return slope->o.z + FixedMul(dist, slope->zdelta);
}
// Like P_GetZAt but falls back to z if slope is NULL
fixed_t P_GetZAt2(const pslope_t *slope, fixed_t x, fixed_t y, fixed_t z)
// Like P_GetSlopeZAt but falls back to z if slope is NULL
fixed_t P_GetZAt(const pslope_t *slope, fixed_t x, fixed_t y, fixed_t z)
{
return slope ? P_GetZAt(slope, x, y) : z;
return slope ? P_GetSlopeZAt(slope, x, y) : z;
}
// Returns the height of the sector floor at (x, y)
fixed_t P_GetSectorFloorZAt(const sector_t *sector, fixed_t x, fixed_t y)
{
return sector->f_slope ? P_GetZAt(sector->f_slope, x, y) : sector->floorheight;
return sector->f_slope ? P_GetSlopeZAt(sector->f_slope, x, y) : sector->floorheight;
}
// Returns the height of the sector ceiling at (x, y)
fixed_t P_GetSectorCeilingZAt(const sector_t *sector, fixed_t x, fixed_t y)
{
return sector->c_slope ? P_GetZAt(sector->c_slope, x, y) : sector->ceilingheight;
return sector->c_slope ? P_GetSlopeZAt(sector->c_slope, x, y) : sector->ceilingheight;
}
// Returns the height of the FOF top at (x, y)
fixed_t P_GetFFloorTopZAt(const ffloor_t *ffloor, fixed_t x, fixed_t y)
{
return *ffloor->t_slope ? P_GetZAt(*ffloor->t_slope, x, y) : *ffloor->topheight;
return *ffloor->t_slope ? P_GetSlopeZAt(*ffloor->t_slope, x, y) : *ffloor->topheight;
}
// Returns the height of the FOF bottom at (x, y)
fixed_t P_GetFFloorBottomZAt(const ffloor_t *ffloor, fixed_t x, fixed_t y)
{
return *ffloor->b_slope ? P_GetZAt(*ffloor->b_slope, x, y) : *ffloor->bottomheight;
return *ffloor->b_slope ? P_GetSlopeZAt(*ffloor->b_slope, x, y) : *ffloor->bottomheight;
}
// Returns the height of the light list at (x, y)
fixed_t P_GetLightZAt(const lightlist_t *light, fixed_t x, fixed_t y)
{
return light->slope ? P_GetZAt(light->slope, x, y) : light->height;
return light->slope ? P_GetSlopeZAt(light->slope, x, y) : light->height;
}
......
......@@ -33,10 +33,10 @@ void P_CopySectorSlope(line_t *line);
pslope_t *P_SlopeById(UINT16 id);
// Returns the height of the sloped plane at (x, y) as a fixed_t
fixed_t P_GetZAt(const pslope_t *slope, fixed_t x, fixed_t y);
fixed_t P_GetSlopeZAt(const pslope_t *slope, fixed_t x, fixed_t y);
// Like P_GetZAt but falls back to z if slope is NULL
fixed_t P_GetZAt2(const pslope_t *slope, fixed_t x, fixed_t y, fixed_t z);
// Like P_GetSlopeZAt but falls back to z if slope is NULL
fixed_t P_GetZAt(const pslope_t *slope, fixed_t x, fixed_t y, fixed_t z);
// Returns the height of the sector at (x, y)
fixed_t P_GetSectorFloorZAt (const sector_t *sector, fixed_t x, fixed_t y);
......
......@@ -7748,7 +7748,7 @@ void P_ElementalFire(player_t *player, boolean cropcircle)
if (player->mo->standingslope)
{
ground = P_GetZAt(player->mo->standingslope, newx, newy);
ground = P_GetSlopeZAt(player->mo->standingslope, newx, newy);
if (player->mo->eflags & MFE_VERTICALFLIP)
ground -= FixedMul(mobjinfo[MT_SPINFIRE].height, player->mo->scale);
}
......@@ -11103,8 +11103,8 @@ static void P_MinecartThink(player_t *player)
if (minecart->standingslope)
{
fixed_t fa2 = (minecart->angle >> ANGLETOFINESHIFT) & FINEMASK;
fixed_t front = P_GetZAt(minecart->standingslope, minecart->x, minecart->y);
fixed_t back = P_GetZAt(minecart->standingslope, minecart->x - FINECOSINE(fa2), minecart->y - FINESINE(fa2));
fixed_t front = P_GetSlopeZAt(minecart->standingslope, minecart->x, minecart->y);
fixed_t back = P_GetSlopeZAt(minecart->standingslope, minecart->x - FINECOSINE(fa2), minecart->y - FINESINE(fa2));
if (abs(front - back) < 3*FRACUNIT)
currentSpeed += (back - front)/3;
......
......@@ -500,8 +500,8 @@ static void R_AddLine(seg_t *line)
fixed_t frontf1,frontf2, frontc1, frontc2; // front floor/ceiling ends
fixed_t backf1, backf2, backc1, backc2; // back floor ceiling ends
#define SLOPEPARAMS(slope, end1, end2, normalheight) \
end1 = P_GetZAt2(slope, line->v1->x, line->v1->y, normalheight); \
end2 = P_GetZAt2(slope, line->v2->x, line->v2->y, normalheight);
end1 = P_GetZAt(slope, line->v1->x, line->v1->y, normalheight); \
end2 = P_GetZAt(slope, line->v2->x, line->v2->y, normalheight);
SLOPEPARAMS(frontsector->f_slope, frontf1, frontf2, frontsector-> floorheight)
SLOPEPARAMS(frontsector->c_slope, frontc1, frontc2, frontsector->ceilingheight)
......
......@@ -851,15 +851,15 @@ static void R_SlopeVectors(visplane_t *pl, INT32 i, float fudge)
floatv3_t p, m, n;
float ang;
float vx, vy, vz;
// compiler complains when P_GetZAt is used in FLOAT_TO_FIXED directly
// use this as a temp var to store P_GetZAt's return value each time
// compiler complains when P_GetSlopeZAt is used in FLOAT_TO_FIXED directly
// use this as a temp var to store P_GetSlopeZAt's return value each time
fixed_t temp;
vx = FIXED_TO_FLOAT(pl->viewx+xoffs);
vy = FIXED_TO_FLOAT(pl->viewy-yoffs);
vz = FIXED_TO_FLOAT(pl->viewz);
temp = P_GetZAt(pl->slope, pl->viewx, pl->viewy);
temp = P_GetSlopeZAt(pl->slope, pl->viewx, pl->viewy);
zeroheight = FIXED_TO_FLOAT(temp);
// p is the texture origin in view space
......@@ -868,7 +868,7 @@ static void R_SlopeVectors(visplane_t *pl, INT32 i, float fudge)
ang = ANG2RAD(ANGLE_270 - pl->viewangle);
p.x = vx * cos(ang) - vy * sin(ang);
p.z = vx * sin(ang) + vy * cos(ang);
temp = P_GetZAt(pl->slope, -xoffs, yoffs);
temp = P_GetSlopeZAt(pl->slope, -xoffs, yoffs);
p.y = FIXED_TO_FLOAT(temp) - vz;
// m is the v direction vector in view space
......@@ -881,9 +881,9 @@ static void R_SlopeVectors(visplane_t *pl, INT32 i, float fudge)
n.z = -cos(ang);
ang = ANG2RAD(pl->plangle);
temp = P_GetZAt(pl->slope, pl->viewx + FLOAT_TO_FIXED(sin(ang)), pl->viewy + FLOAT_TO_FIXED(cos(ang)));
temp = P_GetSlopeZAt(pl->slope, pl->viewx + FLOAT_TO_FIXED(sin(ang)), pl->viewy + FLOAT_TO_FIXED(cos(ang)));
m.y = FIXED_TO_FLOAT(temp) - zeroheight;
temp = P_GetZAt(pl->slope, pl->viewx + FLOAT_TO_FIXED(cos(ang)), pl->viewy - FLOAT_TO_FIXED(sin(ang)));
temp = P_GetSlopeZAt(pl->slope, pl->viewx + FLOAT_TO_FIXED(cos(ang)), pl->viewy - FLOAT_TO_FIXED(sin(ang)));
n.y = FIXED_TO_FLOAT(temp) - zeroheight;
if (ds_powersoftwo)
......@@ -1193,7 +1193,7 @@ void R_DrawSinglePlane(visplane_t *pl)
if (itswater)
{
INT32 i;
fixed_t plheight = abs(P_GetZAt(pl->slope, pl->viewx, pl->viewy) - pl->viewz);
fixed_t plheight = abs(P_GetSlopeZAt(pl->slope, pl->viewx, pl->viewy) - pl->viewz);
fixed_t rxoffs = xoffs;
fixed_t ryoffs = yoffs;
......
......@@ -805,8 +805,8 @@ void R_RenderThickSideRange(drawseg_t *ds, INT32 x1, INT32 x2, ffloor_t *pfloor)
rlight = &dc_lightlist[p];
#define SLOPEPARAMS(slope, end1, end2, normalheight) \
end1 = P_GetZAt2(slope, ds-> leftpos.x, ds-> leftpos.y, normalheight); \
end2 = P_GetZAt2(slope, ds->rightpos.x, ds->rightpos.y, normalheight);
end1 = P_GetZAt(slope, ds-> leftpos.x, ds-> leftpos.y, normalheight); \
end2 = P_GetZAt(slope, ds->rightpos.x, ds->rightpos.y, normalheight);
SLOPEPARAMS(light->slope, leftheight, rightheight, light->height)
SLOPEPARAMS(*pfloor->b_slope, pfloorleft, pfloorright, *pfloor->bottomheight)
......@@ -819,8 +819,8 @@ void R_RenderThickSideRange(drawseg_t *ds, INT32 x1, INT32 x2, ffloor_t *pfloor)
if (leftheight > pfloorleft && rightheight > pfloorright && i+1 < dc_numlights)
{
lightlist_t *nextlight = &frontsector->lightlist[i+1];
if (P_GetZAt2(nextlight->slope, ds-> leftpos.x, ds-> leftpos.y, nextlight->height) > pfloorleft
&& P_GetZAt2(nextlight->slope, ds->rightpos.x, ds->rightpos.y, nextlight->height) > pfloorright)
if (P_GetZAt(nextlight->slope, ds-> leftpos.x, ds-> leftpos.y, nextlight->height) > pfloorleft
&& P_GetZAt(nextlight->slope, ds->rightpos.x, ds->rightpos.y, nextlight->height) > pfloorright)
continue;
}
......@@ -1777,8 +1777,8 @@ void R_StoreWallRange(INT32 start, INT32 stop)
#define SLOPEPARAMS(slope, end1, end2, normalheight) \
end1 = P_GetZAt2(slope, segleft.x, segleft.y, normalheight); \
end2 = P_GetZAt2(slope, segright.x, segright.y, normalheight);
end1 = P_GetZAt(slope, segleft.x, segleft.y, normalheight); \
end2 = P_GetZAt(slope, segright.x, segright.y, normalheight);
SLOPEPARAMS(frontsector->c_slope, worldtop, worldtopslope, frontsector->ceilingheight)
SLOPEPARAMS(frontsector->f_slope, worldbottom, worldbottomslope, frontsector->floorheight)
......@@ -1809,8 +1809,8 @@ void R_StoreWallRange(INT32 start, INT32 stop)
continue;
#endif
ffloor[i].f_pos = P_GetZAt2(ffloor[i].slope, segleft .x, segleft .y, ffloor[i].height) - viewz;
ffloor[i].f_pos_slope = P_GetZAt2(ffloor[i].slope, segright.x, segright.y, ffloor[i].height) - viewz;
ffloor[i].f_pos = P_GetZAt(ffloor[i].slope, segleft .x, segleft .y, ffloor[i].height) - viewz;
ffloor[i].f_pos_slope = P_GetZAt(ffloor[i].slope, segright.x, segright.y, ffloor[i].height) - viewz;
}
}
......
......@@ -2387,8 +2387,8 @@ static void R_CreateDrawNodes(maskcount_t* mask, drawnode_t* head, boolean temps
continue;
// Effective height may be different for each comparison in the case of slopes
planeobjectz = P_GetZAt2(r2->plane->slope, rover->gx, rover->gy, r2->plane->height);
planecameraz = P_GetZAt2(r2->plane->slope, viewx, viewy, r2->plane->height);
planeobjectz = P_GetZAt(r2->plane->slope, rover->gx, rover->gy, r2->plane->height);
planecameraz = P_GetZAt(r2->plane->slope, viewx, viewy, r2->plane->height);
if (rover->mobjflags & MF_NOCLIPHEIGHT)
{
......
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