- set_int_ang(getangle

This commit is contained in:
Christoph Oelckers 2022-08-23 22:47:38 +02:00
parent 25949ce6ab
commit 0edd12bc11
6 changed files with 15 additions and 15 deletions

View file

@ -4710,7 +4710,7 @@ static Collision MoveThing(DBloodActor* actor)
}
}
if (actor->vel.X || actor->vel.Y)
actor->set_int_ang(getangle(actor->vel.X, actor->vel.Y));
actor->spr.angle = VecToAngle(actor->vel.X, actor->vel.Y);
return lhit;
}

View file

@ -277,7 +277,7 @@ void LifeLeechOperate(DBloodActor* actor, EVENT event)
x += (target->vel.X * t) >> 12;
y += (target->vel.Y * t) >> 12;
auto angBak = actor->spr.angle;
actor->set_int_ang(getangle(x - actor->int_pos().X, y - actor->int_pos().Y));
actor->spr.angle = VecToAngle(x - actor->int_pos().X, y - actor->int_pos().Y);
int dx = bcos(actor->int_ang());
int dy = bsin(actor->int_ang());
int tz = target->int_pos().Z - (target->spr.yrepeat * pDudeInfo->aimHeight) * 4;

View file

@ -641,7 +641,7 @@ void movecrane(DDukeActor *actor, int crane)
case STAT_ZOMBIEACTOR:
case STAT_STANDABLE:
case STAT_PLAYER:
actor->set_int_ang(getangle(cpt.pole - actor->spr.pos.XY()));
actor->spr.angle = VecToAngle(cpt.pole - actor->spr.pos.XY());
SetActor(a2, DVector3( cpt.pole.X, cpt.pole.Y, a2->spr.pos.Z ));
actor->temp_data[0]++;
return;
@ -1288,7 +1288,7 @@ void bounce(DDukeActor* actor)
actor->spr.zvel = zvect;
actor->spr.xvel = ksqrt(DMulScale(xvect, xvect, yvect, yvect, 8));
actor->set_int_ang(getangle(xvect, yvect));
actor->spr.angle = VecToAngle(xvect, yvect);
}
//---------------------------------------------------------------------------
@ -3352,7 +3352,7 @@ void handle_se05(DDukeActor* actor, int FIRELASER)
{
// Huh?
//auto ta = actor->spr.angle;
//actor->spr.angle = vectangle(ps[p].pos.XY() - actor->spr.pos.XY());
//actor->spr.angle = VecToAngle(ps[p].pos.XY() - actor->spr.pos.XY());
//actor->spr.angle = ta;
actor->SetOwner(nullptr);
return;

View file

@ -1059,7 +1059,7 @@ void shootbloodsplat(DDukeActor* actor, int p, int sx, int sy, int sz, int sa, i
spawned->spr.xvel = -12;
auto delta = hit.hitWall->delta();
spawned->set_int_ang(getangle(-delta.X, -delta.Y) + 512); // note the '-' sign here!
spawned->set_int_pos(hit.int_hitpos());
spawned->spr.pos = hit.hitpos;
spawned->spr.cstat |= randomXFlip();
ssp(spawned, CLIPMASK0);
SetActor(spawned, spawned->spr.pos);

View file

@ -530,7 +530,7 @@ void initwaterdrip(DDukeActor* actj, DDukeActor* actor)
actor->spr.pos.Z -= 18;
}
else actor->spr.pos.Z -= 13;
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));
actor->spr.angle = VecToAngle(ps[connecthead].pos.XY() - actor->spr.pos.XY());
actor->spr.xvel = 48 - (krand() & 31);
ssp(actor, CLIPMASK0);
}

View file

@ -7853,7 +7853,7 @@ int VectorMissileSeek(DSWActor* actor, int16_t delay_tics, int16_t turn_speed, i
actor->user.change.Y = (actor->user.change.Y + oy*(turn_speed-1))/turn_speed;
actor->user.change.Z = (actor->user.change.Z + oz*(turn_speed-1))/turn_speed;
actor->set_int_ang(getangle(actor->user.change.X, actor->user.change.Y));
actor->spr.angle = VecToAngle(actor->user.change.X, actor->user.change.Y);
}
return 0;
@ -7909,7 +7909,7 @@ int VectorWormSeek(DSWActor* actor, int16_t delay_tics, int16_t aware_range1, in
actor->user.change.Y = (actor->user.change.Y + oy*7)/8;
actor->user.change.Z = (actor->user.change.Z + oz*7)/8;
actor->set_int_ang(getangle(actor->user.change.X, actor->user.change.Y));
actor->spr.angle = VecToAngle(actor->user.change.X, actor->user.change.Y);
}
return 0;
@ -8116,7 +8116,7 @@ void WallBounce(DSWActor* actor, short ang)
actor->user.change.Y = DMulScale(dax, k, -day, l, 14);
old_ang = actor->int_ang();
actor->set_int_ang(getangle(actor->user.change.X, actor->user.change.Y));
actor->spr.angle = VecToAngle(actor->user.change.X, actor->user.change.Y);
// hack to prevent missile from sticking to a wall
//
@ -8124,7 +8124,7 @@ void WallBounce(DSWActor* actor, short ang)
{
actor->user.change.X = -actor->user.change.X;
actor->user.change.Y = -actor->user.change.Y;
actor->set_int_ang(getangle(actor->user.change.X, actor->user.change.Y));
actor->spr.angle = VecToAngle(actor->user.change.X, actor->user.change.Y);
}
}
@ -8189,7 +8189,7 @@ bool SlopeBounce(DSWActor* actor, bool *hit_wall)
actor->user.change.Y -= MulScale(day, k, 16);
actor->user.change.Z -= MulScale(daz, k, 12);
actor->set_int_ang(getangle(actor->user.change.X, actor->user.change.Y));
actor->spr.angle = VecToAngle(actor->user.change.X, actor->user.change.Y);
}
return true;
@ -11326,7 +11326,7 @@ int DoSerpRing(DSWActor* actor)
{
extern STATE* sg_SkullJump[];
actor->user.ID = SKULL_R0;
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));
actor->spr.angle = VecToAngle(actor->user.targetActor->spr.pos.XY() - actor->spr.pos.XY());
actor->spr.xvel = dist>>5;
actor->spr.xvel += (actor->spr.xvel >> 1);
actor->spr.xvel += (RANDOM_P2(128<<8)>>8);
@ -14009,7 +14009,7 @@ int InitSerpSpell(DSWActor* actor)
for (i = 0; i < 2; i++)
{
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));
actor->spr.angle = VecToAngle(actor->user.targetActor->spr.pos.XY() - actor->spr.pos.XY());
auto actorNew = SpawnActor(STAT_MISSILE, SERP_METEOR, &sg_SerpMeteor[0][0], actor->sector(), actor->spr.pos, actor->spr.angle, 1500);
@ -14105,7 +14105,7 @@ int InitSerpMonstSpell(DSWActor* actor)
for (i = 0; i < 1; i++)
{
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));
actor->spr.angle = VecToAngle(actor->user.targetActor->spr.pos.XY() - actor->spr.pos.XY());
auto actorNew = SpawnActor(STAT_MISSILE, SERP_METEOR, &sg_SerpMeteor[0][0], actor->sector(), actor->spr.pos, actor->spr.angle, 500);