Revert "P_InitAngle, to fix angle interpolation on spawning objects"

This reverts commit a80c98bd164a2748cbbfad9027b34601185d93f5.
This commit is contained in:
Eidolon 2022-04-25 14:45:26 -05:00
parent 5790168194
commit 9f845622cd
11 changed files with 84 additions and 127 deletions

View file

@ -1406,7 +1406,7 @@ void A_StatueBurst(mobj_t *actor)
if (!locvar1 || !(new = P_SpawnMobjFromMobj(actor, 0, 0, 0, locvar1)))
return;
P_InitAngle(new, actor->angle);
new->angle = actor->angle;
P_SetTarget(&new->target, actor->target);
if (locvar2)
P_SetMobjState(new, (statenum_t)locvar2);
@ -2700,8 +2700,8 @@ void A_LobShot(mobj_t *actor)
P_SetTarget(&shot->target, actor); // where it came from
P_InitAngle(shot, actor->angle);
an = actor->angle >> ANGLETOFINESHIFT;
shot->angle = an = actor->angle;
an >>= ANGLETOFINESHIFT;
dist = P_AproxDistance(actor->target->x - shot->x, actor->target->y - shot->y);
@ -3067,7 +3067,7 @@ void A_Boss1Laser(mobj_t *actor)
S_StartSound(actor, mobjinfo[locvar1].seesound);
point = P_SpawnMobj(x + P_ReturnThrustX(actor, actor->angle, actor->radius), y + P_ReturnThrustY(actor, actor->angle, actor->radius), actor->z - actor->height / 2, MT_EGGMOBILE_TARGET);
P_InitAngle(point, actor->angle);
point->angle = actor->angle;
point->fuse = dur+1;
P_SetTarget(&point->target, actor->target);
P_SetTarget(&actor->target, point);
@ -3077,7 +3077,7 @@ void A_Boss1Laser(mobj_t *actor)
point = P_SpawnMobj(x, y, z, locvar1);
P_SetTarget(&point->target, actor);
P_InitAngle(point, actor->angle);
point->angle = actor->angle;
speed = point->radius;
point->momz = FixedMul(FINECOSINE(angle>>ANGLETOFINESHIFT), speed);
point->momx = FixedMul(FINESINE(angle>>ANGLETOFINESHIFT), FixedMul(FINECOSINE(point->angle>>ANGLETOFINESHIFT), speed));
@ -3086,7 +3086,7 @@ void A_Boss1Laser(mobj_t *actor)
for (i = 0; i < 256; i++)
{
mobj_t *mo = P_SpawnMobj(point->x, point->y, point->z, point->type);
P_InitAngle(mo, point->angle);
mo->angle = point->angle;
mo->color = LASERCOLORS[((UINT8)(i + 3*dur) >> 2) % sizeof(LASERCOLORS)]; // codeing
P_UnsetThingPosition(mo);
mo->flags = MF_NOCLIP|MF_NOCLIPHEIGHT|MF_NOGRAVITY|MF_SCENERY;
@ -3118,7 +3118,7 @@ void A_Boss1Laser(mobj_t *actor)
if (z - floorz < mobjinfo[MT_EGGMOBILE_FIRE].height>>1 && dur & 1)
{
point = P_SpawnMobj(x, y, floorz, MT_EGGMOBILE_FIRE);
P_InitAngle(point, actor->angle);
point->angle = actor->angle;
point->destscale = actor->scale;
P_SetScale(point, point->destscale);
P_SetTarget(&point->target, actor);
@ -3970,7 +3970,7 @@ bossjustdie:
P_ReturnThrustX(mo, mo->angle - ANGLE_90, 32<<FRACBITS),
P_ReturnThrustY(mo, mo->angle - ANGLE_90, 32<<FRACBITS),
32<<FRACBITS, MT_BOSSJUNK);
P_InitAngle(mo2, mo->angle);
mo2->angle = mo->angle;
P_InstaThrust(mo2, mo2->angle - ANGLE_90, 4*mo2->scale);
P_SetObjectMomZ(mo2, 4*FRACUNIT, false);
P_SetMobjState(mo2, S_BOSSEGLZ1);
@ -3979,7 +3979,7 @@ bossjustdie:
P_ReturnThrustX(mo, mo->angle + ANGLE_90, 32<<FRACBITS),
P_ReturnThrustY(mo, mo->angle + ANGLE_90, 32<<FRACBITS),
32<<FRACBITS, MT_BOSSJUNK);
P_InitAngle(mo2, mo->angle);
mo2->angle = mo->angle;
P_InstaThrust(mo2, mo2->angle + ANGLE_90, 4*mo2->scale);
P_SetObjectMomZ(mo2, 4*FRACUNIT, false);
P_SetMobjState(mo2, S_BOSSEGLZ2);
@ -3991,7 +3991,7 @@ bossjustdie:
P_ReturnThrustX(mo, mo->angle - ANGLE_90, 32<<FRACBITS),
P_ReturnThrustY(mo, mo->angle - ANGLE_90, 32<<FRACBITS),
32<<FRACBITS, MT_BOSSJUNK);
P_InitAngle(mo2, mo->angle);
mo2->angle = mo->angle;
P_InstaThrust(mo2, mo2->angle - ANGLE_90, 4*mo2->scale);
P_SetObjectMomZ(mo2, 4*FRACUNIT, false);
P_SetMobjState(mo2, S_BOSSTANK1);
@ -4000,7 +4000,7 @@ bossjustdie:
P_ReturnThrustX(mo, mo->angle + ANGLE_90, 32<<FRACBITS),
P_ReturnThrustY(mo, mo->angle + ANGLE_90, 32<<FRACBITS),
32<<FRACBITS, MT_BOSSJUNK);
P_InitAngle(mo2, mo->angle);
mo2->angle = mo->angle;
P_InstaThrust(mo2, mo2->angle + ANGLE_90, 4*mo2->scale);
P_SetObjectMomZ(mo2, 4*FRACUNIT, false);
P_SetMobjState(mo2, S_BOSSTANK2);
@ -4008,7 +4008,7 @@ bossjustdie:
mo2 = P_SpawnMobjFromMobj(mo, 0, 0,
mobjinfo[MT_EGGMOBILE2].height + (32<<FRACBITS),
MT_BOSSJUNK);
P_InitAngle(mo2, mo->angle);
mo2->angle = mo->angle;
P_SetObjectMomZ(mo2, 4*FRACUNIT, false);
mo2->momz += mo->momz;
P_SetMobjState(mo2, S_BOSSSPIGOT);
@ -4017,7 +4017,7 @@ bossjustdie:
case MT_EGGMOBILE3:
{
mo2 = P_SpawnMobjFromMobj(mo, 0, 0, 0, MT_BOSSJUNK);
P_InitAngle(mo2, mo->angle);
mo2->angle = mo->angle;
P_SetMobjState(mo2, S_BOSSSEBH1);
}
break;
@ -4091,8 +4091,7 @@ bossjustdie:
pole->tracer->flags |= MF_NOCLIPTHING;
P_SetScale(pole, (pole->destscale = 2*FRACUNIT));
P_SetScale(pole->tracer, (pole->tracer->destscale = 2*FRACUNIT));
P_InitAngle(pole, mo->tracer->angle);
P_InitAngle(pole->tracer, mo->tracer->angle);
pole->angle = pole->tracer->angle = mo->tracer->angle;
pole->tracer->tracer->angle = pole->angle - ANGLE_90;
pole->momx = P_ReturnThrustX(pole, pole->angle, speed);
pole->momy = P_ReturnThrustY(pole, pole->angle, speed);
@ -6255,7 +6254,7 @@ void A_RockSpawn(mobj_t *actor)
mo = P_SpawnMobj(actor->x, actor->y, actor->z, MT_FALLINGROCK);
P_SetMobjState(mo, mobjinfo[type].spawnstate);
P_InitAngle(mo, R_PointToAngle2(line->v2->x, line->v2->y, line->v1->x, line->v1->y));
mo->angle = R_PointToAngle2(line->v2->x, line->v2->y, line->v1->x, line->v1->y);
P_InstaThrust(mo, mo->angle, dist + randomoomph);
mo->momz = dist + randomoomph;
@ -8313,7 +8312,7 @@ void A_Boss3ShockThink(mobj_t *actor)
snew->momx = (actor->momx + snext->momx) >> 1;
snew->momy = (actor->momy + snext->momy) >> 1;
snew->momz = (actor->momz + snext->momz) >> 1; // is this really needed?
P_InitAngle(snew, (actor->angle + snext->angle) >> 1);
snew->angle = (actor->angle + snext->angle) >> 1;
P_SetTarget(&snew->target, actor->target);
snew->fuse = actor->fuse;
@ -8469,7 +8468,7 @@ void A_SpawnObjectAbsolute(mobj_t *actor)
mo = P_SpawnMobj(x<<FRACBITS, y<<FRACBITS, z<<FRACBITS, type);
// Spawn objects with an angle matching the spawner's, rather than spawning Eastwards - Monster Iestyn
P_InitAngle(mo, actor->angle);
mo->angle = actor->angle;
if (actor->eflags & MFE_VERTICALFLIP)
mo->flags2 |= MF2_OBJECTFLIP;
@ -8511,7 +8510,7 @@ void A_SpawnObjectRelative(mobj_t *actor)
(actor->eflags & MFE_VERTICALFLIP) ? ((actor->z + actor->height - mobjinfo[type].height) - FixedMul(z<<FRACBITS, actor->scale)) : (actor->z + FixedMul(z<<FRACBITS, actor->scale)), type);
// Spawn objects with an angle matching the spawner's, rather than spawning Eastwards - Monster Iestyn
P_InitAngle(mo, actor->angle);
mo->angle = actor->angle;
if (actor->eflags & MFE_VERTICALFLIP)
mo->flags2 |= MF2_OBJECTFLIP;
@ -9221,7 +9220,7 @@ void A_BossJetFume(mobj_t *actor)
P_SetScale(filler, filler->destscale);
if (actor->eflags & MFE_VERTICALFLIP)
filler->flags2 |= MF2_OBJECTFLIP;
P_InitAngle(filler, actor->angle - ANGLE_180);
filler->angle = actor->angle - ANGLE_180;
P_SetTarget(&actor->tracer, filler);
}*/
@ -10983,7 +10982,7 @@ void A_TrapShot(mobj_t *actor)
S_StartSound(missile, missile->info->seesound);
P_SetTarget(&missile->target, actor);
P_InitAngle(missile, actor->angle);
missile->angle = actor->angle;
speed = FixedMul(missile->info->speed, missile->scale);
@ -11562,7 +11561,7 @@ void A_BrakLobShot(mobj_t *actor)
S_StartSound(shot, shot->info->seesound);
P_SetTarget(&shot->target, actor); // where it came from
P_InitAngle(shot, actor->angle);
shot->angle = actor->angle;
// Horizontal axes first. First parameter is initial horizontal impulse, second is to correct its angle.
shot->momx = FixedMul(FixedMul(v, FINECOSINE(theta >> ANGLETOFINESHIFT)), FINECOSINE(shot->angle >> ANGLETOFINESHIFT));
@ -11629,7 +11628,7 @@ void A_NapalmScatter(mobj_t *actor)
mo = P_SpawnMobj(actor->x, actor->y, actor->z, typeOfShot);
P_SetTarget(&mo->target, actor->target); // Transfer target so Brak doesn't hit himself like an idiot
P_InitAngle(mo, fa << ANGLETOFINESHIFT);
mo->angle = fa << ANGLETOFINESHIFT;
mo->momx = FixedMul(FINECOSINE(fa),vx);
mo->momy = FixedMul(FINESINE(fa),vx);
mo->momz = vy;
@ -11653,7 +11652,7 @@ void A_SpawnFreshCopy(mobj_t *actor)
newObject = P_SpawnMobjFromMobj(actor, 0, 0, 0, actor->type);
newObject->flags2 = actor->flags2 & MF2_AMBUSH;
P_InitAngle(newObject, actor->angle);
newObject->angle = actor->angle;
newObject->color = actor->color;
P_SetTarget(&newObject->target, actor->target);
P_SetTarget(&newObject->tracer, actor->tracer);
@ -11687,7 +11686,7 @@ mobj_t *P_InternalFlickySpawn(mobj_t *actor, mobjtype_t flickytype, fixed_t momz
}
flicky = P_SpawnMobjFromMobj(actor, offsx, offsy, 0, flickytype);
P_InitAngle(flicky, actor->angle);
flicky->angle = actor->angle;
if (flickytype == MT_SEED)
flicky->z += P_MobjFlip(actor)*(actor->height - flicky->height)/2;
@ -11837,7 +11836,7 @@ void A_FlickyCenter(mobj_t *actor)
else if (actor->flags & MF_SLIDEME) // aimless
{
actor->tracer->fuse = 0; // less than 2*TICRATE means move aimlessly.
P_InitAngle(actor->tracer, P_RandomKey(180)*ANG2);
actor->tracer->angle = P_RandomKey(180)*ANG2;
}
else //orbit
actor->tracer->fuse = FRACUNIT;
@ -12533,7 +12532,7 @@ void A_ConnectToGround(mobj_t *actor)
{
work = P_SpawnMobjFromMobj(actor, 0, 0, workz, locvar1);
if (work)
P_InitAngle(work, ang);
work->angle = ang;
ang += ANGLE_90;
workz += workh;
}
@ -12579,7 +12578,7 @@ void A_SpawnParticleRelative(mobj_t *actor)
(actor->eflags & MFE_VERTICALFLIP) ? ((actor->z + actor->height - mobjinfo[MT_PARTICLE].height) - FixedMul(z<<FRACBITS, actor->scale)) : (actor->z + FixedMul(z<<FRACBITS, actor->scale)), MT_PARTICLE);
// Spawn objects with an angle matching the spawner's, rather than spawning Eastwards - Monster Iestyn
P_InitAngle(mo, actor->angle);
mo->angle = actor->angle;
if (actor->eflags & MFE_VERTICALFLIP)
mo->flags2 |= MF2_OBJECTFLIP;
@ -13326,7 +13325,7 @@ void A_Boss5MakeJunk(mobj_t *actor)
broked->fuse = TICRATE;
else
broked->fuse = (((locvar2 & 1) ? 4 : 2)*TICRATE)/3;
P_InitAngle(broked, ang);
broked->angle = ang;
P_InstaThrust(broked, ang, ((locvar2 & 2) ? 8 : 5)*actor->scale);
P_SetObjectMomZ(broked, (((locvar2) ? 4 : 0) + P_RandomRange(2, 5))<<FRACBITS, false);
if (locvar1 > 0)
@ -13405,7 +13404,7 @@ static void P_DustRing(mobjtype_t mobjtype, UINT32 div, fixed_t x, fixed_t y, fi
mobjtype
);
P_InitAngle(dust, ang*i + ANGLE_90);
dust->angle = ang*i + ANGLE_90;
P_SetScale(dust, FixedMul(initscale, scale));
dust->destscale = FixedMul(4*FRACUNIT + P_RandomFixed(), scale);
dust->scalespeed = scale/24;
@ -13759,7 +13758,7 @@ static mobj_t *P_TrainSeg(mobj_t *src, fixed_t x, fixed_t y, fixed_t z, angle_t
s->fuse = 16*TICRATE;
s->sprite = spr;
s->frame = frame|FF_PAPERSPRITE;
P_InitAngle(s, ang);
s->angle = ang;
P_Thrust(s, src->angle, 7*FRACUNIT);
return s;
}
@ -14131,7 +14130,7 @@ void A_SaloonDoorSpawn(mobj_t *actor)
// One door...
if (!(door = P_SpawnMobjFromMobj(actor, c, s, 0, locvar1))) return;
P_InitAngle(door, ang + ANGLE_180);
door->angle = ang + ANGLE_180;
door->extravalue1 = AngleFixed(door->angle); // Origin angle
door->extravalue2 = 0; // Angular speed
P_SetTarget(&door->tracer, actor); // Origin door
@ -14139,7 +14138,7 @@ void A_SaloonDoorSpawn(mobj_t *actor)
// ...two door!
if (!(door = P_SpawnMobjFromMobj(actor, -c, -s, 0, locvar1))) return;
P_InitAngle(door, ang);
door->angle = ang;
door->extravalue1 = AngleFixed(door->angle); // Origin angle
door->extravalue2 = 0; // Angular speed
P_SetTarget(&door->tracer, actor); // Origin door
@ -14335,7 +14334,7 @@ void A_SpawnPterabytes(mobj_t *actor)
c = FINECOSINE(fa);
s = FINESINE(fa);
waypoint = P_SpawnMobjFromMobj(actor, FixedMul(c, rad), FixedMul(s, rad), 0, MT_PTERABYTEWAYPOINT);
P_InitAngle(waypoint, ang + ANGLE_90);
waypoint->angle = ang + ANGLE_90;
P_SetTarget(&waypoint->tracer, actor);
ptera = P_SpawnMobjFromMobj(waypoint, 0, 0, 0, MT_PTERABYTE);
ptera->angle = waypoint->angle;
@ -14515,7 +14514,7 @@ void A_DragonbomberSpawn(mobj_t *actor)
segment = P_SpawnMobjFromMobj(mo, x, y, 0, MT_DRAGONTAIL);
P_SetTarget(&segment->target, mo);
P_SetTarget(&mo->tracer, segment);
P_InitAngle(segment, mo->angle);
segment->angle = mo->angle;
mo = segment;
}
for (i = 0; i < 2; i++) // spawn wings

View file

@ -2749,7 +2749,7 @@ void P_KillMobj(mobj_t *target, mobj_t *inflictor, mobj_t *source, UINT8 damaget
mo->angle = FixedAngle((P_RandomKey(36)*10)<<FRACBITS);
mo2 = P_SpawnMobjFromMobj(mo, 0, 0, 0, MT_BOSSJUNK);
P_InitAngle(mo2, mo->angle);
mo2->angle = mo->angle;
P_SetMobjState(mo2, S_BOSSSEBH2);
if (++i == 2) // we've already removed 2 of these, let's stop now
@ -2852,7 +2852,7 @@ void P_KillMobj(mobj_t *target, mobj_t *inflictor, mobj_t *source, UINT8 damaget
chunk = P_SpawnMobjFromMobj(target, 0, 0, 0, MT_SPIKE);\
P_SetMobjState(chunk, target->info->xdeathstate);\
chunk->health = 0;\
P_InitAngle(chunk, angtweak);\
chunk->angle = angtweak;\
P_UnsetThingPosition(chunk);\
chunk->flags = MF_NOCLIP;\
chunk->x += xmov;\
@ -2874,7 +2874,7 @@ void P_KillMobj(mobj_t *target, mobj_t *inflictor, mobj_t *source, UINT8 damaget
chunk = P_SpawnMobjFromMobj(target, 0, 0, 0, MT_SPIKE);
P_SetMobjState(chunk, target->info->deathstate);
chunk->health = 0;
P_InitAngle(chunk, ang + ANGLE_180);
chunk->angle = ang + ANGLE_180;
P_UnsetThingPosition(chunk);
chunk->flags = MF_NOCLIP;
chunk->x -= xoffs;
@ -2920,7 +2920,7 @@ void P_KillMobj(mobj_t *target, mobj_t *inflictor, mobj_t *source, UINT8 damaget
chunk = P_SpawnMobjFromMobj(target, 0, 0, 0, MT_WALLSPIKE);\
P_SetMobjState(chunk, target->info->xdeathstate);\
chunk->health = 0;\
P_InitAngle(chunk, target->angle);\
chunk->angle = target->angle;\
P_UnsetThingPosition(chunk);\
chunk->flags = MF_NOCLIP;\
chunk->x += xmov - forwardxoffs;\
@ -2946,7 +2946,7 @@ void P_KillMobj(mobj_t *target, mobj_t *inflictor, mobj_t *source, UINT8 damaget
P_SetMobjState(chunk, target->info->deathstate);
chunk->health = 0;
P_InitAngle(chunk, target->angle);
chunk->angle = target->angle;
P_UnsetThingPosition(chunk);
chunk->flags = MF_NOCLIP;
chunk->x += forwardxoffs - xoffs;

View file

@ -416,9 +416,6 @@ boolean P_TryMove(mobj_t *thing, fixed_t x, fixed_t y, boolean allowdropoff);
boolean P_Move(mobj_t *actor, fixed_t speed);
boolean P_SetOrigin(mobj_t *thing, fixed_t x, fixed_t y, fixed_t z);
boolean P_MoveOrigin(mobj_t *thing, fixed_t x, fixed_t y, fixed_t z);
void P_InitAngle(mobj_t *thing, angle_t newValue);
void P_InitPitch(mobj_t *thing, angle_t newValue);
void P_InitRoll(mobj_t *thing, angle_t newValue);
void P_SlideMove(mobj_t *mo);
void P_BounceMove(mobj_t *mo);
boolean P_CheckSight(mobj_t *t1, mobj_t *t2);

View file

@ -131,30 +131,6 @@ boolean P_MoveOrigin(mobj_t *thing, fixed_t x, fixed_t y, fixed_t z)
return P_TeleportMove(thing, x, y, z);
}
//
// P_InitAngle - Change an object's angle, including interp values.
//
void P_InitAngle(mobj_t *thing, angle_t newValue)
{
thing->angle = thing->old_angle = newValue;
}
//
// P_InitPitch - Change an object's pitch, including interp values.
//
void P_InitPitch(mobj_t *thing, angle_t newValue)
{
thing->pitch = thing->old_pitch = newValue;
}
//
// P_InitRoll - Change an object's roll, including interp values.
//
void P_InitRoll(mobj_t *thing, angle_t newValue)
{
thing->roll = thing->old_roll = newValue;
}
// =========================================================================
// MOVEMENT ITERATOR FUNCTIONS
// =========================================================================

View file

@ -6342,7 +6342,7 @@ void P_SpawnParaloop(fixed_t x, fixed_t y, fixed_t z, fixed_t radius, INT32 numb
mobj->z -= mobj->height>>1;
// change angle
P_InitAngle(mobj, R_PointToAngle2(mobj->x, mobj->y, x, y));
mobj->angle = R_PointToAngle2(mobj->x, mobj->y, x, y);
// change slope
dist = P_AproxDistance(P_AproxDistance(x - mobj->x, y - mobj->y), z - mobj->z);
@ -7226,7 +7226,7 @@ static void P_FlameJetSceneryThink(mobj_t *mobj)
flame = P_SpawnMobj(mobj->x, mobj->y, mobj->z, MT_FLAMEJETFLAME);
P_SetMobjState(flame, S_FLAMEJETFLAME4);
P_InitAngle(flame, mobj->angle);
flame->angle = mobj->angle;
if (mobj->flags2 & MF2_AMBUSH) // Wave up and down instead of side-to-side
flame->momz = mobj->fuse << (FRACBITS - 2);
@ -10698,7 +10698,7 @@ mobj_t *P_SpawnMobj(fixed_t x, fixed_t y, fixed_t z, mobjtype_t type)
case MT_CRUSHSTACEAN:
{
mobj_t *bigmeatyclaw = P_SpawnMobjFromMobj(mobj, 0, 0, 0, MT_CRUSHCLAW);
P_InitAngle(bigmeatyclaw, mobj->angle + ((mobj->flags2 & MF2_AMBUSH) ? ANGLE_90 : ANGLE_270));
bigmeatyclaw->angle = mobj->angle + ((mobj->flags2 & MF2_AMBUSH) ? ANGLE_90 : ANGLE_270);;
P_SetTarget(&mobj->tracer, bigmeatyclaw);
P_SetTarget(&bigmeatyclaw->tracer, mobj);
mobj->reactiontime >>= 1;
@ -10707,7 +10707,7 @@ mobj_t *P_SpawnMobj(fixed_t x, fixed_t y, fixed_t z, mobjtype_t type)
case MT_BANPYURA:
{
mobj_t *bigmeatyclaw = P_SpawnMobjFromMobj(mobj, 0, 0, 0, MT_BANPSPRING);
P_InitAngle(bigmeatyclaw, mobj->angle + ((mobj->flags2 & MF2_AMBUSH) ? ANGLE_90 : ANGLE_270));
bigmeatyclaw->angle = mobj->angle + ((mobj->flags2 & MF2_AMBUSH) ? ANGLE_90 : ANGLE_270);;
P_SetTarget(&mobj->tracer, bigmeatyclaw);
P_SetTarget(&bigmeatyclaw->tracer, mobj);
mobj->reactiontime >>= 1;
@ -10829,7 +10829,7 @@ mobj_t *P_SpawnMobj(fixed_t x, fixed_t y, fixed_t z, mobjtype_t type)
break;
case MT_MINECARTEND:
P_SetTarget(&mobj->tracer, P_SpawnMobjFromMobj(mobj, 0, 0, 0, MT_MINECARTENDSOLID));
P_InitAngle(mobj->tracer, mobj->angle + ANGLE_90);
mobj->tracer->angle = mobj->angle + ANGLE_90;
break;
case MT_TORCHFLOWER:
{
@ -11462,7 +11462,7 @@ void P_SpawnPlayer(INT32 playernum)
mobj = P_SpawnMobj(0, 0, 0, MT_PLAYER);
(mobj->player = p)->mo = mobj;
P_InitAngle(mobj, 0);
mobj->angle = 0;
// set color translations for player sprites
mobj->color = p->skincolor;
@ -11530,12 +11530,6 @@ void P_AfterPlayerSpawn(INT32 playernum)
player_t *p = &players[playernum];
mobj_t *mobj = p->mo;
// Update interpolation
mobj->old_x = mobj->x;
mobj->old_y = mobj->y;
mobj->old_z = mobj->z;
mobj->old_angle = mobj->angle;
P_SetPlayerAngle(p, mobj->angle);
p->viewheight = 41*p->height/48;
@ -12321,7 +12315,7 @@ static boolean P_SetupMace(mapthing_t *mthing, mobj_t *mobj, boolean *doangle)
spawnee->friction = mroll;\
spawnee->movefactor = mwidthset;\
spawnee->movecount = dist;\
P_InitAngle(spawnee, myaw);\
spawnee->angle = myaw;\
spawnee->flags |= (MF_NOGRAVITY|mflagsapply);\
spawnee->flags2 |= (mflags2apply|moreflags2);\
spawnee->eflags |= meflagsapply;\
@ -12639,29 +12633,29 @@ static boolean P_SetupBooster(mapthing_t* mthing, mobj_t* mobj, boolean strong)
statenum_t rollerstate = strong ? S_REDBOOSTERROLLER : S_YELLOWBOOSTERROLLER;
mobj_t *seg = P_SpawnMobjFromMobj(mobj, 26*x1, 26*y1, 0, MT_BOOSTERSEG);
P_InitAngle(seg, angle - ANGLE_90);
seg->angle = angle - ANGLE_90;
P_SetMobjState(seg, facestate);
seg = P_SpawnMobjFromMobj(mobj, -26*x1, -26*y1, 0, MT_BOOSTERSEG);
P_InitAngle(seg, angle + ANGLE_90);
seg->angle = angle + ANGLE_90;
P_SetMobjState(seg, facestate);
seg = P_SpawnMobjFromMobj(mobj, 21*x2, 21*y2, 0, MT_BOOSTERSEG);
P_InitAngle(seg, angle);
seg->angle = angle;
P_SetMobjState(seg, leftstate);
seg = P_SpawnMobjFromMobj(mobj, -21*x2, -21*y2, 0, MT_BOOSTERSEG);
P_InitAngle(seg, angle);
seg->angle = angle;
P_SetMobjState(seg, rightstate);
seg = P_SpawnMobjFromMobj(mobj, 13*(x1 + x2), 13*(y1 + y2), 0, MT_BOOSTERROLLER);
P_InitAngle(seg, angle);
seg->angle = angle;
P_SetMobjState(seg, rollerstate);
seg = P_SpawnMobjFromMobj(mobj, 13*(x1 - x2), 13*(y1 - y2), 0, MT_BOOSTERROLLER);
P_InitAngle(seg, angle);
seg->angle = angle;
P_SetMobjState(seg, rollerstate);
seg = P_SpawnMobjFromMobj(mobj, -13*(x1 + x2), -13*(y1 + y2), 0, MT_BOOSTERROLLER);
P_InitAngle(seg, angle);
seg->angle = angle;
P_SetMobjState(seg, rollerstate);
seg = P_SpawnMobjFromMobj(mobj, -13*(x1 - x2), -13*(y1 - y2), 0, MT_BOOSTERROLLER);
P_InitAngle(seg, angle);
seg->angle = angle;
P_SetMobjState(seg, rollerstate);
return true;
@ -12877,9 +12871,9 @@ static boolean P_SetupSpawnedMapThing(mapthing_t *mthing, mobj_t *mobj, boolean
case MT_THZTREE:
{ // Spawn the branches
angle_t mobjangle = FixedAngle((mthing->angle % 113) << FRACBITS);
P_InitAngle(P_SpawnMobjFromMobj(mobj, FRACUNIT, 0, 0, MT_THZTREEBRANCH), mobjangle + ANGLE_22h);
P_InitAngle(P_SpawnMobjFromMobj(mobj, 0, FRACUNIT, 0, MT_THZTREEBRANCH), mobjangle + ANGLE_157h);
P_InitAngle(P_SpawnMobjFromMobj(mobj, -FRACUNIT, 0, 0, MT_THZTREEBRANCH), mobjangle + ANGLE_270);
P_SpawnMobjFromMobj(mobj, FRACUNIT, 0, 0, MT_THZTREEBRANCH)->angle = mobjangle + ANGLE_22h;
P_SpawnMobjFromMobj(mobj, 0, FRACUNIT, 0, MT_THZTREEBRANCH)->angle = mobjangle + ANGLE_157h;
P_SpawnMobjFromMobj(mobj, -FRACUNIT, 0, 0, MT_THZTREEBRANCH)->angle = mobjangle + ANGLE_270;
}
break;
case MT_TUTORIALPLANT:
@ -12905,10 +12899,10 @@ static boolean P_SetupSpawnedMapThing(mapthing_t *mthing, mobj_t *mobj, boolean
case MT_CEZPOLE2:
{ // Spawn the banner
angle_t mobjangle = FixedAngle(mthing->angle << FRACBITS);
P_InitAngle(P_SpawnMobjFromMobj(mobj,
P_SpawnMobjFromMobj(mobj,
P_ReturnThrustX(mobj, mobjangle, 4 << FRACBITS),
P_ReturnThrustY(mobj, mobjangle, 4 << FRACBITS),
0, ((mobj->type == MT_CEZPOLE1) ? MT_CEZBANNER1 : MT_CEZBANNER2)), mobjangle + ANGLE_90);
0, ((mobj->type == MT_CEZPOLE1) ? MT_CEZBANNER1 : MT_CEZBANNER2))->angle = mobjangle + ANGLE_90;
}
break;
case MT_HHZTREE_TOP:
@ -12917,7 +12911,7 @@ static boolean P_SetupSpawnedMapThing(mapthing_t *mthing, mobj_t *mobj, boolean
mobj_t* leaf;
#define doleaf(x, y) \
leaf = P_SpawnMobjFromMobj(mobj, x, y, 0, MT_HHZTREE_PART);\
P_InitAngle(leaf, mobjangle);\
leaf->angle = mobjangle;\
P_SetMobjState(leaf, leaf->info->seestate);\
mobjangle += ANGLE_90
doleaf(FRACUNIT, 0);
@ -12958,7 +12952,7 @@ static boolean P_SetupSpawnedMapThing(mapthing_t *mthing, mobj_t *mobj, boolean
fixed_t xoffs = FINECOSINE(fa);
fixed_t yoffs = FINESINE(fa);
mobj_t* leaf = P_SpawnMobjFromMobj(mobj, xoffs, yoffs, 0, MT_BIGFERNLEAF);
P_InitAngle(leaf, angle);
leaf->angle = angle;
angle += ANGLE_45;
}
break;
@ -13084,7 +13078,7 @@ static boolean P_SetupSpawnedMapThing(mapthing_t *mthing, mobj_t *mobj, boolean
mobj->x - P_ReturnThrustX(mobj, mobjangle, baseradius),
mobj->y - P_ReturnThrustY(mobj, mobjangle, baseradius),
mobj->z, MT_WALLSPIKEBASE);
P_InitAngle(base, mobjangle + ANGLE_90);
base->angle = mobjangle + ANGLE_90;
base->destscale = mobj->destscale;
P_SetScale(base, mobj->scale);
P_SetTarget(&base->target, mobj);
@ -13212,12 +13206,10 @@ static mobj_t *P_SpawnMobjFromMapThing(mapthing_t *mthing, fixed_t x, fixed_t y,
return mobj;
if (doangle)
{
P_InitAngle(mobj, FixedAngle(mthing->angle << FRACBITS));
}
mobj->angle = FixedAngle(mthing->angle << FRACBITS);
P_InitPitch(mobj, FixedAngle(mthing->pitch << FRACBITS));
P_InitRoll(mobj, FixedAngle(mthing->roll << FRACBITS));
mobj->pitch = FixedAngle(mthing->pitch << FRACBITS);
mobj->roll = FixedAngle(mthing->roll << FRACBITS);
mthing->mobj = mobj;
@ -13653,7 +13645,7 @@ mobj_t *P_SpawnXYZMissile(mobj_t *source, mobj_t *dest, mobjtype_t type,
P_SetTarget(&th->target, source); // where it came from
an = R_PointToAngle2(x, y, dest->x, dest->y);
P_InitAngle(th, an);
th->angle = an;
an >>= ANGLETOFINESHIFT;
th->momx = FixedMul(speed, FINECOSINE(an));
th->momy = FixedMul(speed, FINESINE(an));
@ -13715,7 +13707,7 @@ mobj_t *P_SpawnAlteredDirectionMissile(mobj_t *source, mobjtype_t type, fixed_t
P_SetTarget(&th->target, source->target); // where it came from
an = R_PointToAngle2(0, 0, source->momx, source->momy) + (ANG1*shiftingAngle);
P_InitAngle(th, an);
th->angle = an;
an >>= ANGLETOFINESHIFT;
th->momx = FixedMul(speed, FINECOSINE(an));
th->momy = FixedMul(speed, FINESINE(an));
@ -13780,7 +13772,7 @@ mobj_t *P_SpawnPointMissile(mobj_t *source, fixed_t xa, fixed_t ya, fixed_t za,
P_SetTarget(&th->target, source); // where it came from
an = R_PointToAngle2(x, y, xa, ya);
P_InitAngle(th, an);
th->angle = an;
an >>= ANGLETOFINESHIFT;
th->momx = FixedMul(speed, FINECOSINE(an));
th->momy = FixedMul(speed, FINESINE(an));
@ -13859,7 +13851,7 @@ mobj_t *P_SpawnMissile(mobj_t *source, mobj_t *dest, mobjtype_t type)
else
an = R_PointToAngle2(source->x, source->y, dest->x, dest->y);
P_InitAngle(th, an);
th->angle = an;
an >>= ANGLETOFINESHIFT;
th->momx = FixedMul(speed, FINECOSINE(an));
th->momy = FixedMul(speed, FINESINE(an));
@ -13949,7 +13941,7 @@ mobj_t *P_SPMAngle(mobj_t *source, mobjtype_t type, angle_t angle, UINT8 allowai
if (source->player && source->player->charability == CA_FLY)
speed = FixedMul(speed, 3*FRACUNIT/2);
P_InitAngle(th, an);
th->angle = an;
th->momx = FixedMul(speed, FINECOSINE(an>>ANGLETOFINESHIFT));
th->momy = FixedMul(speed, FINESINE(an>>ANGLETOFINESHIFT));

View file

@ -2759,19 +2759,19 @@ static thinker_t* LoadMobjThinker(actionf_p1 thinker)
mobj->info = &mobjinfo[mobj->type];
if (diff & MD_POS)
{
mobj->x = mobj->old_x = READFIXED(save_p);
mobj->y = mobj->old_y = READFIXED(save_p);
mobj->angle = mobj->old_angle = READANGLE(save_p);
mobj->pitch = mobj->old_pitch = READANGLE(save_p);
mobj->roll = mobj->old_roll = READANGLE(save_p);
mobj->x = READFIXED(save_p);
mobj->y = READFIXED(save_p);
mobj->angle = READANGLE(save_p);
mobj->pitch = READANGLE(save_p);
mobj->roll = READANGLE(save_p);
}
else
{
mobj->x = mobj->old_x = mobj->spawnpoint->x << FRACBITS;
mobj->y = mobj->old_y = mobj->spawnpoint->y << FRACBITS;
mobj->angle = mobj->old_angle = FixedAngle(mobj->spawnpoint->angle*FRACUNIT);
mobj->pitch = mobj->old_pitch = FixedAngle(mobj->spawnpoint->pitch*FRACUNIT);
mobj->roll = mobj->old_roll = FixedAngle(mobj->spawnpoint->roll*FRACUNIT);
mobj->x = mobj->spawnpoint->x << FRACBITS;
mobj->y = mobj->spawnpoint->y << FRACBITS;
mobj->angle = FixedAngle(mobj->spawnpoint->angle*FRACUNIT);
mobj->pitch = FixedAngle(mobj->spawnpoint->pitch*FRACUNIT);
mobj->roll = FixedAngle(mobj->spawnpoint->roll*FRACUNIT);
}
if (diff & MD_MOM)
{

View file

@ -3755,7 +3755,7 @@ static void P_ProcessLineSpecial(line_t *line, mobj_t *mo, sector_t *callsec)
if (mobj)
{
if (line->flags & ML_EFFECT1)
P_InitAngle(mobj, R_PointToAngle2(line->v1->x, line->v1->y, line->v2->x, line->v2->y));
mobj->angle = R_PointToAngle2(line->v1->x, line->v1->y, line->v2->x, line->v2->y);
CONS_Debug(DBG_GAMELOGIC, "Linedef Type %d - Spawn Object: %d spawned at (%d, %d, %d)\n", line->special, mobj->type, mobj->x>>FRACBITS, mobj->y>>FRACBITS, mobj->z>>FRACBITS); //TODO: Convert mobj->type to a string somehow.
}
else

View file

@ -101,7 +101,7 @@ void P_MixUp(mobj_t *thing, fixed_t x, fixed_t y, fixed_t z, angle_t angle,
P_FlashPal(thing->player, PAL_MIXUP, 10);
}
P_InitAngle(thing, angle);
thing->angle = angle;
thing->momx = thing->momy = thing->momz = 0;
@ -174,7 +174,7 @@ boolean P_Teleport(mobj_t *thing, fixed_t x, fixed_t y, fixed_t z, angle_t angle
P_FlashPal(thing->player, PAL_MIXUP, 10);
}
P_InitAngle(thing, angle);
thing->angle = angle;
return true;
}

View file

@ -393,7 +393,7 @@ void P_GiveFinishFlags(player_t *player)
fixed_t xoffs = FINECOSINE(fa);
fixed_t yoffs = FINESINE(fa);
mobj_t* flag = P_SpawnMobjFromMobj(player->mo, xoffs, yoffs, 0, MT_FINISHFLAG);
P_InitAngle(flag, angle);
flag->angle = angle;
angle += FixedAngle(120*FRACUNIT);
P_SetTarget(&flag->target, player->mo);

View file

@ -264,9 +264,6 @@ void R_InterpolateMobjState(mobj_t *mobj, fixed_t frac, interpmobjstate_t *out)
{
out->angle = R_LerpAngle(mobj->old_angle, mobj->angle, frac);
}
out->pitch = R_LerpAngle(mobj->old_pitch, mobj->pitch, frac);
out->roll = R_LerpAngle(mobj->old_roll, mobj->roll, frac);
}
void R_InterpolatePrecipMobjState(precipmobj_t *mobj, fixed_t frac, interpmobjstate_t *out)
@ -275,8 +272,6 @@ void R_InterpolatePrecipMobjState(precipmobj_t *mobj, fixed_t frac, interpmobjst
out->y = R_LerpFixed(mobj->old_y, mobj->y, frac);
out->z = R_LerpFixed(mobj->old_z, mobj->z, frac);
out->angle = R_LerpAngle(mobj->old_angle, mobj->angle, frac);
out->pitch = 0;
out->roll = 0;
}
static void AddInterpolator(levelinterpolator_t* interpolator)

View file

@ -54,8 +54,6 @@ typedef struct {
fixed_t y;
fixed_t z;
angle_t angle;
angle_t pitch;
angle_t roll;
} interpmobjstate_t;
// Level interpolators