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- set_int_ang(getangle
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25949ce6ab
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6 changed files with 15 additions and 15 deletions
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@ -4710,7 +4710,7 @@ static Collision MoveThing(DBloodActor* actor)
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}
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}
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if (actor->vel.X || actor->vel.Y)
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actor->set_int_ang(getangle(actor->vel.X, actor->vel.Y));
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actor->spr.angle = VecToAngle(actor->vel.X, actor->vel.Y);
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return lhit;
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}
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@ -277,7 +277,7 @@ void LifeLeechOperate(DBloodActor* actor, EVENT event)
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x += (target->vel.X * t) >> 12;
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y += (target->vel.Y * t) >> 12;
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auto angBak = actor->spr.angle;
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actor->set_int_ang(getangle(x - actor->int_pos().X, y - actor->int_pos().Y));
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actor->spr.angle = VecToAngle(x - actor->int_pos().X, y - actor->int_pos().Y);
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int dx = bcos(actor->int_ang());
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int dy = bsin(actor->int_ang());
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int tz = target->int_pos().Z - (target->spr.yrepeat * pDudeInfo->aimHeight) * 4;
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@ -641,7 +641,7 @@ void movecrane(DDukeActor *actor, int crane)
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case STAT_ZOMBIEACTOR:
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case STAT_STANDABLE:
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case STAT_PLAYER:
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actor->set_int_ang(getangle(cpt.pole - actor->spr.pos.XY()));
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actor->spr.angle = VecToAngle(cpt.pole - actor->spr.pos.XY());
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SetActor(a2, DVector3( cpt.pole.X, cpt.pole.Y, a2->spr.pos.Z ));
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actor->temp_data[0]++;
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return;
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@ -1288,7 +1288,7 @@ void bounce(DDukeActor* actor)
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actor->spr.zvel = zvect;
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actor->spr.xvel = ksqrt(DMulScale(xvect, xvect, yvect, yvect, 8));
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actor->set_int_ang(getangle(xvect, yvect));
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actor->spr.angle = VecToAngle(xvect, yvect);
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}
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//---------------------------------------------------------------------------
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@ -3352,7 +3352,7 @@ void handle_se05(DDukeActor* actor, int FIRELASER)
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{
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// Huh?
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//auto ta = actor->spr.angle;
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//actor->spr.angle = vectangle(ps[p].pos.XY() - actor->spr.pos.XY());
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//actor->spr.angle = VecToAngle(ps[p].pos.XY() - actor->spr.pos.XY());
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//actor->spr.angle = ta;
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actor->SetOwner(nullptr);
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return;
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@ -1059,7 +1059,7 @@ void shootbloodsplat(DDukeActor* actor, int p, int sx, int sy, int sz, int sa, i
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spawned->spr.xvel = -12;
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auto delta = hit.hitWall->delta();
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spawned->set_int_ang(getangle(-delta.X, -delta.Y) + 512); // note the '-' sign here!
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spawned->set_int_pos(hit.int_hitpos());
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spawned->spr.pos = hit.hitpos;
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spawned->spr.cstat |= randomXFlip();
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ssp(spawned, CLIPMASK0);
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SetActor(spawned, spawned->spr.pos);
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@ -530,7 +530,7 @@ void initwaterdrip(DDukeActor* actj, DDukeActor* actor)
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actor->spr.pos.Z -= 18;
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}
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else actor->spr.pos.Z -= 13;
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actor->set_int_ang(getangle(ps[connecthead].player_int_pos().X - actor->int_pos().X, ps[connecthead].player_int_pos().Y - actor->int_pos().Y));
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actor->spr.angle = VecToAngle(ps[connecthead].pos.XY() - actor->spr.pos.XY());
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actor->spr.xvel = 48 - (krand() & 31);
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ssp(actor, CLIPMASK0);
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}
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@ -7853,7 +7853,7 @@ int VectorMissileSeek(DSWActor* actor, int16_t delay_tics, int16_t turn_speed, i
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actor->user.change.Y = (actor->user.change.Y + oy*(turn_speed-1))/turn_speed;
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actor->user.change.Z = (actor->user.change.Z + oz*(turn_speed-1))/turn_speed;
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actor->set_int_ang(getangle(actor->user.change.X, actor->user.change.Y));
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actor->spr.angle = VecToAngle(actor->user.change.X, actor->user.change.Y);
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}
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return 0;
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@ -7909,7 +7909,7 @@ int VectorWormSeek(DSWActor* actor, int16_t delay_tics, int16_t aware_range1, in
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actor->user.change.Y = (actor->user.change.Y + oy*7)/8;
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actor->user.change.Z = (actor->user.change.Z + oz*7)/8;
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actor->set_int_ang(getangle(actor->user.change.X, actor->user.change.Y));
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actor->spr.angle = VecToAngle(actor->user.change.X, actor->user.change.Y);
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}
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return 0;
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@ -8116,7 +8116,7 @@ void WallBounce(DSWActor* actor, short ang)
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actor->user.change.Y = DMulScale(dax, k, -day, l, 14);
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old_ang = actor->int_ang();
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actor->set_int_ang(getangle(actor->user.change.X, actor->user.change.Y));
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actor->spr.angle = VecToAngle(actor->user.change.X, actor->user.change.Y);
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// hack to prevent missile from sticking to a wall
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//
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@ -8124,7 +8124,7 @@ void WallBounce(DSWActor* actor, short ang)
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{
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actor->user.change.X = -actor->user.change.X;
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actor->user.change.Y = -actor->user.change.Y;
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actor->set_int_ang(getangle(actor->user.change.X, actor->user.change.Y));
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actor->spr.angle = VecToAngle(actor->user.change.X, actor->user.change.Y);
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}
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}
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@ -8189,7 +8189,7 @@ bool SlopeBounce(DSWActor* actor, bool *hit_wall)
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actor->user.change.Y -= MulScale(day, k, 16);
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actor->user.change.Z -= MulScale(daz, k, 12);
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actor->set_int_ang(getangle(actor->user.change.X, actor->user.change.Y));
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actor->spr.angle = VecToAngle(actor->user.change.X, actor->user.change.Y);
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}
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return true;
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@ -11326,7 +11326,7 @@ int DoSerpRing(DSWActor* actor)
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{
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extern STATE* sg_SkullJump[];
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actor->user.ID = SKULL_R0;
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actor->set_int_ang(getangle(actor->user.targetActor->int_pos().X - actor->int_pos().X, actor->user.targetActor->int_pos().Y - actor->int_pos().Y));
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actor->spr.angle = VecToAngle(actor->user.targetActor->spr.pos.XY() - actor->spr.pos.XY());
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actor->spr.xvel = dist>>5;
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actor->spr.xvel += (actor->spr.xvel >> 1);
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actor->spr.xvel += (RANDOM_P2(128<<8)>>8);
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@ -14009,7 +14009,7 @@ int InitSerpSpell(DSWActor* actor)
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for (i = 0; i < 2; i++)
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{
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actor->set_int_ang(getangle(actor->user.targetActor->int_pos().X - actor->int_pos().X, actor->user.targetActor->int_pos().Y - actor->int_pos().Y));
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actor->spr.angle = VecToAngle(actor->user.targetActor->spr.pos.XY() - actor->spr.pos.XY());
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auto actorNew = SpawnActor(STAT_MISSILE, SERP_METEOR, &sg_SerpMeteor[0][0], actor->sector(), actor->spr.pos, actor->spr.angle, 1500);
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@ -14105,7 +14105,7 @@ int InitSerpMonstSpell(DSWActor* actor)
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for (i = 0; i < 1; i++)
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{
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actor->set_int_ang(getangle(actor->user.targetActor->int_pos().X - actor->int_pos().X, actor->user.targetActor->int_pos().Y - actor->int_pos().Y));
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actor->spr.angle = VecToAngle(actor->user.targetActor->spr.pos.XY() - actor->spr.pos.XY());
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auto actorNew = SpawnActor(STAT_MISSILE, SERP_METEOR, &sg_SerpMeteor[0][0], actor->sector(), actor->spr.pos, actor->spr.angle, 500);
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