mirror of
https://github.com/DrBeef/Raze.git
synced 2025-02-21 03:01:36 +00:00
- set_int_ang in Duke.
Also changed SOUNDFX actor to use a different variable for its index.
This commit is contained in:
parent
8f904c2256
commit
150ab95a3a
15 changed files with 140 additions and 140 deletions
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@ -360,7 +360,7 @@ void movedummyplayers(void)
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{
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act->spr.cstat = CSTAT_SPRITE_BLOCK_ALL;
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act->set_int_z(act->sector()->int_ceilingz() + (27 << 8));
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act->spr.__int_angle = ps[p].angle.ang.asbuild();
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act->set_int_ang(ps[p].angle.ang.asbuild());
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if (act->temp_data[0] == 8)
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act->temp_data[0] = 0;
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else act->temp_data[0]++;
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@ -400,7 +400,7 @@ void moveplayers(void)
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{
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act->spr.pos = p->opos.plusZ(gs.playerheight);
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act->backupz();
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act->spr.__int_angle = p->angle.oang.asbuild();
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act->set_int_ang(p->angle.oang.asbuild());
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SetActor(act, act->spr.pos);
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}
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else
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@ -464,7 +464,7 @@ void moveplayers(void)
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p->angle.addadjustment(getincanglebam(p->angle.ang, bvectangbam(p->wackedbyactor->spr.pos.X - p->pos.X, p->wackedbyactor->spr.pos.Y - p->pos.Y)) >> 1);
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}
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}
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act->spr.__int_angle = p->angle.ang.asbuild();
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act->set_int_ang(p->angle.ang.asbuild());
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}
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}
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else
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@ -497,13 +497,13 @@ void moveplayers(void)
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if (act->spr.extra < 8)
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{
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act->spr.xvel = 128;
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act->spr.__int_angle = p->angle.ang.asbuild();
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act->set_int_ang(p->angle.ang.asbuild());
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act->spr.extra++;
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ssp(act, CLIPMASK0);
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}
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else
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{
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act->spr.__int_angle = 2047 - (p->angle.ang.asbuild());
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act->set_int_ang(2047 - (p->angle.ang.asbuild()));
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SetActor(act, act->spr.pos);
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}
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}
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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->spr.__int_angle = getangle(cpt.pole - actor->spr.pos.XY());
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actor->set_int_ang(getangle(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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@ -750,7 +750,7 @@ void movecrane(DDukeActor *actor, int crane)
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{
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if (actor->spr.xvel < 192)
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actor->spr.xvel += 8;
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actor->spr.__int_angle = getangle(cpt.pos.XY() - actor->spr.pos.XY());
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actor->set_int_ang(getangle(cpt.pos.XY() - actor->spr.pos.XY()));
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ssp(actor, CLIPMASK0);
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if (((actor->spr.pos.X - cpt.pos.X) * (actor->spr.pos.X - cpt.pos.X) + (actor->spr.pos.Y - cpt.pos.Y) * (actor->spr.pos.Y - cpt.pos.Y)) < (8 * 8))
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actor->temp_data[0]++;
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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->spr.__int_angle = getangle(xvect, yvect);
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actor->set_int_ang(getangle(xvect, yvect));
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}
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//---------------------------------------------------------------------------
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@ -1317,7 +1317,7 @@ void movetongue(DDukeActor *actor, int tongue, int jaw)
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return;
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}
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actor->spr.__int_angle = Owner->int_ang();
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actor->set_int_ang(Owner->int_ang());
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actor->spr.pos = Owner->spr.pos.plusZ(Owner->isPlayer() ? -34 : 0);
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for (int k = 0; k < actor->temp_data[0]; k++)
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@ -1433,7 +1433,7 @@ bool rat(DDukeActor* actor, bool makesound)
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deletesprite(actor);
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return false;
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}
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else actor->spr.__int_angle = (krand() & 2047);
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else actor->set_int_ang((krand() & 2047));
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}
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if (actor->spr.xvel < 128)
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actor->spr.xvel += 2;
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@ -1474,7 +1474,7 @@ bool queball(DDukeActor *actor, int pocket, int queball, int stripeball)
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if (j == kHitWall)
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{
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int k = getangle(coll.hitWall->delta());
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actor->spr.__int_angle = ((k << 1) - actor->int_ang()) & 2047;
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actor->set_int_ang(((k << 1) - actor->int_ang()) & 2047);
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}
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else if (j == kHitSprite)
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{
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@ -1522,7 +1522,7 @@ bool queball(DDukeActor *actor, int pocket, int queball, int stripeball)
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if (actor->spr.pal == 12)
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actor->spr.xvel = 164;
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else actor->spr.xvel = 140;
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actor->spr.__int_angle = ps[p].angle.ang.asbuild();
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actor->set_int_ang(ps[p].angle.ang.asbuild());
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ps[p].toggle_key_flag = 2;
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}
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}
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@ -1530,7 +1530,7 @@ bool queball(DDukeActor *actor, int pocket, int queball, int stripeball)
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}
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if (x < 512 && actor->sector() == ps[p].cursector)
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{
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actor->spr.__int_angle = getangle(actor->spr.pos.XY() - ps[p].pos.XY());
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actor->set_int_ang(getangle(actor->spr.pos.XY() - ps[p].pos.XY()));
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actor->spr.xvel = 48;
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}
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}
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@ -1558,7 +1558,7 @@ void forcesphere(DDukeActor* actor, int forcesphere)
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{
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k->spr.cstat = CSTAT_SPRITE_BLOCK_ALL | CSTAT_SPRITE_YCENTER;
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k->spr.clipdist = 64;
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k->spr.__int_angle = j;
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k->set_int_ang(j);
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k->spr.zvel = bsin(l, -5);
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k->spr.xvel = bcos(l, -9);
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k->SetOwner(actor);
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@ -1671,10 +1671,10 @@ void recon(DDukeActor *actor, int explosion, int firelaser, int attacksnd, int p
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if ((actor->temp_data[2] & 15) == 0)
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{
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a = actor->int_ang();
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actor->spr.__int_angle = actor->tempang;
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actor->set_int_ang(actor->tempang);
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if (attacksnd >= 0) S_PlayActorSound(attacksnd, actor);
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fi.shoot(actor, firelaser);
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actor->spr.__int_angle = a;
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actor->set_int_ang(a);
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}
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if (actor->temp_data[2] > (26 * 3) || !cansee(actor->spr.pos.plusZ(-16), actor->sector(), ps[p].pos, ps[p].cursector))
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{
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@ -1988,11 +1988,11 @@ void camera(DDukeActor *actor)
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}
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else if (actor->int_ang() + increment < minimum)
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{
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actor->spr.__int_angle = minimum;
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actor->set_int_ang(minimum);
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}
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else if (actor->int_ang() + increment > maximum)
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{
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actor->spr.__int_angle = maximum;
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actor->set_int_ang(maximum);
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}
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else
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{
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@ -2811,9 +2811,9 @@ void handle_se14(DDukeActor* actor, bool checkstat, int RPG, int JIBS6)
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if (x < 20480)
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{
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j = actor->int_ang();
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actor->spr.__int_angle = getangle(actor->spr.pos.XY() - ps[p].pos.XY());
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actor->set_int_ang(getangle(actor->spr.pos.XY() - ps[p].pos.XY()));
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fi.shoot(actor, RPG);
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actor->spr.__int_angle = j;
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actor->set_int_ang(j);
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}
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}
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}
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@ -3317,9 +3317,9 @@ void handle_se05(DDukeActor* actor, int FIRELASER)
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if (x < 8192)
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{
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j = actor->int_ang();
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actor->spr.__int_angle = getangle(actor->spr.pos.XY() - ps[p].pos);
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actor->set_int_ang(getangle(actor->spr.pos.XY() - ps[p].pos));
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fi.shoot(actor, FIRELASER);
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actor->spr.__int_angle = j;
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actor->set_int_ang(j);
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}
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auto Owner = actor->GetOwner();
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@ -3351,8 +3351,8 @@ void handle_se05(DDukeActor* actor, int FIRELASER)
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if (ldist(Owner, actor) < 1024)
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{
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auto ta = actor->int_ang();
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actor->spr.__int_angle = getangle(ps[p].pos.XY() - actor->spr.pos.XY());
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actor->spr.__int_angle = ta;
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actor->set_int_ang(getangle(ps[p].pos.XY() - actor->spr.pos.XY()));
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actor->set_int_ang(ta);
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actor->SetOwner(nullptr);
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return;
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@ -4342,7 +4342,7 @@ void handle_se27(DDukeActor* actor)
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}
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else
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{
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actor->spr.__int_angle = getangle(ps[p].pos.XY() - actor->spr.pos.XY());
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actor->set_int_ang(getangle(ps[p].pos.XY() - actor->spr.pos.XY()));
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if (actor->temp_data[0] == 999)
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{
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@ -5013,7 +5013,7 @@ void alterang(int ang, DDukeActor* actor, int playernum)
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if (actor->spr.zvel < 648) actor->spr.zvel += ((*(moveptr + 1) << 4) - actor->spr.zvel) / 5;
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if (isRRRA() && (ang & windang))
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actor->spr.__int_angle = WindDir;
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actor->set_int_ang(WindDir);
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else if (ang & seekplayer)
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{
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DDukeActor* holoduke = !isRR()? ps[playernum].holoduke_on.Get() : nullptr;
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@ -5046,11 +5046,11 @@ void alterang(int ang, DDukeActor* actor, int playernum)
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}
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else if (ticselapsed > 18 && ticselapsed < 26) // choose
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{
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if (abs(angdif >> 2) < 128) actor->spr.__int_angle = goalang;
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if (abs(angdif >> 2) < 128) actor->set_int_ang(goalang);
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else actor->spr.__int_angle += angdif >> 2;
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}
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}
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else actor->spr.__int_angle = goalang;
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else actor->set_int_ang(goalang);
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}
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if (ticselapsed < 1)
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@ -5059,14 +5059,14 @@ void alterang(int ang, DDukeActor* actor, int playernum)
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if (ang & furthestdir)
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{
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goalang = furthestangle(actor, j);
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actor->spr.__int_angle = goalang;
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actor->set_int_ang(goalang);
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actor->SetOwner(ps[playernum].GetActor());
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}
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if (ang & fleeenemy)
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{
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goalang = furthestangle(actor, j);
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actor->spr.__int_angle = goalang; // += angdif; // = getincangle(aang,goalang)>>1;
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actor->set_int_ang(goalang); // += angdif; // = getincangle(aang,goalang)>>1;
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}
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}
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}
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@ -478,9 +478,9 @@ int movesprite_ex_d(DDukeActor* actor, int xchange, int ychange, int zchange, un
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)
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{
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if (dasectp && dasectp->lotag == ST_1_ABOVE_WATER && actor->spr.picnum == LIZMAN)
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actor->spr.__int_angle = (krand()&2047);
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actor->set_int_ang((krand()&2047));
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else if ((actor->temp_data[0]&3) == 1 && actor->spr.picnum != COMMANDER)
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actor->spr.__int_angle = (krand()&2047);
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actor->set_int_ang((krand()&2047));
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SetActor(actor,actor->int_pos());
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if (dasectp == nullptr) dasectp = §or[0];
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return result.setSector(dasectp);
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@ -739,7 +739,7 @@ void movefallers_d(void)
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act->spr.extra = x;
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}
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}
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act->spr.__int_angle = act->temp_data[1];
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act->set_int_ang(act->temp_data[1]);
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act->add_int_z(+(16 << 8));
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}
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else if (act->temp_data[0] == 1)
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@ -831,7 +831,7 @@ static void movetripbomb(DDukeActor *actor)
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auto spawned = spawn(actor, EXPLOSION2);
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if (spawned)
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{
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spawned->spr.__int_angle = actor->int_ang();
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spawned->set_int_ang(actor->int_ang());
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spawned->spr.xvel = 348;
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ssp(spawned, CLIPMASK0);
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}
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@ -857,7 +857,7 @@ static void movetripbomb(DDukeActor *actor)
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actor->temp_data[2] = 16;
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}
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actor->spr.extra = x;
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actor->spr.__int_angle = l;
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actor->set_int_ang(l);
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}
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if (actor->temp_data[0] < 32)
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@ -869,7 +869,7 @@ static void movetripbomb(DDukeActor *actor)
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if (actor->temp_data[0] == 32)
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{
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int16_t l = actor->int_ang();
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actor->spr.__int_angle = actor->temp_data[5];
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actor->set_int_ang(actor->temp_data[5]);
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actor->temp_data[3] = actor->int_pos().X; actor->temp_data[4] = actor->int_pos().Y;
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actor->add_int_pos({ bcos(actor->temp_data[5], -9), bsin(actor->temp_data[5], -9), -(3 << 8) });
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@ -886,7 +886,7 @@ static void movetripbomb(DDukeActor *actor)
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actor->ovel.X = x;
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actor->spr.__int_angle = l;
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actor->set_int_ang(l);
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if (lTripBombControl & TRIPBOMB_TRIPWIRE)
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{
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@ -984,7 +984,7 @@ static void movecrack(DDukeActor* actor)
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else
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{
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actor->spr.cstat = ESpriteFlags::FromInt(actor->temp_data[0]);
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actor->spr.__int_angle = actor->temp_data[1];
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actor->set_int_ang(actor->temp_data[1]);
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actor->spr.extra = 0;
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}
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}
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@ -1417,7 +1417,7 @@ static bool weaponhitwall(DDukeActor *proj, walltype* wal, const vec3_t &oldpos)
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(wal->overpicnum == MIRROR || wal->picnum == MIRROR))
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{
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int k = getangle(wal->delta());
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proj->spr.__int_angle = ((k << 1) - proj->int_ang()) & 2047;
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proj->set_int_ang(((k << 1) - proj->int_ang()) & 2047);
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proj->SetOwner(proj);
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spawn(proj, TRANSPORTERSTAR);
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return true;
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@ -1436,7 +1436,7 @@ static bool weaponhitwall(DDukeActor *proj, walltype* wal, const vec3_t &oldpos)
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}
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int k = getangle(wal->delta());
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proj->spr.__int_angle = ((k << 1) - proj->int_ang()) & 2047;
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proj->set_int_ang(((k << 1) - proj->int_ang()) & 2047);
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return true;
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}
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}
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@ -1979,7 +1979,7 @@ void movetransports_d(void)
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if (k && sectlotag == 1 && act2->spr.statnum == 4)
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{
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k->spr.xvel = act2->spr.xvel >> 1;
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k->spr.__int_angle = act2->int_ang();
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k->set_int_ang(act2->int_ang());
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ssp(k, CLIPMASK0);
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}
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}
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@ -1992,7 +1992,7 @@ void movetransports_d(void)
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if (act2->spr.statnum == STAT_PROJECTILE || (checkcursectnums(act->sector()) == -1 && checkcursectnums(Owner->sector()) == -1))
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{
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act2->add_int_pos({ (Owner->int_pos().X - act->int_pos().X),(Owner->int_pos().Y - act->int_pos().Y), -(act->int_pos().Z - Owner->sector()->int_floorz()) });
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act2->spr.__int_angle = Owner->int_ang();
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act2->set_int_ang(Owner->int_ang());
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act2->backupang();
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@ -2148,7 +2148,7 @@ static void greenslime(DDukeActor *actor)
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SetActor(actor, actor->spr.pos);
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actor->spr.__int_angle = ps[p].angle.ang.asbuild();
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actor->set_int_ang(ps[p].angle.ang.asbuild());
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if ((PlayerInput(p, SB_FIRE) || (ps[p].quick_kick > 0)) && ps[p].GetActor()->spr.extra > 0)
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if (ps[p].quick_kick > 0 || (ps[p].curr_weapon != HANDREMOTE_WEAPON && ps[p].curr_weapon != HANDBOMB_WEAPON && ps[p].curr_weapon != TRIPBOMB_WEAPON && ps[p].ammo_amount[ps[p].curr_weapon] >= 0))
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@ -2650,7 +2650,7 @@ static void heavyhbomb(DDukeActor *actor)
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int k = getangle(wal->delta());
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actor->spr.__int_angle = ((k << 1) - actor->int_ang()) & 2047;
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actor->set_int_ang(((k << 1) - actor->int_ang()) & 2047);
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actor->spr.xvel >>= 1;
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}
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@ -3528,7 +3528,7 @@ void move_d(DDukeActor *actor, int playernum, int xvel)
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if (angdif > -32 && angdif < 0)
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{
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angdif = 0;
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actor->spr.__int_angle = goalang;
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actor->set_int_ang(goalang);
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}
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actor->spr.__int_angle += angdif;
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}
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@ -394,9 +394,9 @@ int movesprite_ex_r(DDukeActor* actor, int xchange, int ychange, int zchange, un
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if (dasectp == nullptr || (dasectp != nullptr && actor->actorstayput != nullptr && actor->actorstayput != dasectp))
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{
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if (dasectp && dasectp->lotag == ST_1_ABOVE_WATER)
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actor->spr.__int_angle = (krand() & 2047);
|
||||
actor->set_int_ang((krand() & 2047));
|
||||
else if ((actor->temp_data[0] & 3) == 1)
|
||||
actor->spr.__int_angle = (krand() & 2047);
|
||||
actor->set_int_ang((krand() & 2047));
|
||||
SetActor(actor, actor->spr.pos);
|
||||
if (dasectp == nullptr) dasectp = §or[0];
|
||||
return result.setSector(dasectp);
|
||||
|
@ -660,7 +660,7 @@ void movefallers_r(void)
|
|||
act->spr.extra = x;
|
||||
}
|
||||
}
|
||||
act->spr.__int_angle = act->temp_data[1];
|
||||
act->set_int_ang(act->temp_data[1]);
|
||||
act->spr.pos.Z += 16;
|
||||
}
|
||||
else if (act->temp_data[0] == 1)
|
||||
|
@ -740,7 +740,7 @@ static void movecrack(DDukeActor* actor)
|
|||
else
|
||||
{
|
||||
actor->spr.cstat = ESpriteFlags::FromInt(actor->temp_data[0]);
|
||||
actor->spr.__int_angle = actor->temp_data[1];
|
||||
actor->set_int_ang(actor->temp_data[1]);
|
||||
actor->spr.extra = 0;
|
||||
}
|
||||
}
|
||||
|
@ -953,7 +953,7 @@ static void chickenarrow(DDukeActor* actor)
|
|||
actor->spr.__int_angle += 51;
|
||||
}
|
||||
else
|
||||
actor->spr.__int_angle = ang;
|
||||
actor->set_int_ang(ang);
|
||||
|
||||
if (actor->spr.hitag > 180)
|
||||
if (actor->spr.zvel <= 0)
|
||||
|
@ -1053,7 +1053,7 @@ static bool weaponhitwall(DDukeActor *proj, walltype* wal, const vec3_t& oldpos)
|
|||
if (proj->spr.picnum != RPG && (!isRRRA() || proj->spr.picnum != RPG2) && proj->spr.picnum != FREEZEBLAST && proj->spr.picnum != SPIT && proj->spr.picnum != SHRINKSPARK && (wal->overpicnum == MIRROR || wal->picnum == MIRROR))
|
||||
{
|
||||
int k = getangle(wal->delta());
|
||||
proj->spr.__int_angle = ((k << 1) - proj->int_ang()) & 2047;
|
||||
proj->set_int_ang(((k << 1) - proj->int_ang()) & 2047);
|
||||
proj->SetOwner(proj);
|
||||
spawn(proj, TRANSPORTERSTAR);
|
||||
return true;
|
||||
|
@ -1076,7 +1076,7 @@ static bool weaponhitwall(DDukeActor *proj, walltype* wal, const vec3_t& oldpos)
|
|||
}
|
||||
|
||||
int k = getangle(wal->delta());
|
||||
proj->spr.__int_angle = ((k << 1) - proj->int_ang()) & 2047;
|
||||
proj->set_int_ang(((k << 1) - proj->int_ang()) & 2047);
|
||||
return true;
|
||||
}
|
||||
if (proj->spr.picnum == SHRINKSPARK)
|
||||
|
@ -1097,7 +1097,7 @@ static bool weaponhitwall(DDukeActor *proj, walltype* wal, const vec3_t& oldpos)
|
|||
j->spr.xrepeat = 8;
|
||||
j->spr.yrepeat = 8;
|
||||
j->spr.cstat = CSTAT_SPRITE_ALIGNMENT_WALL;
|
||||
j->spr.__int_angle = (j->int_ang() + 512) & 2047;
|
||||
j->set_int_ang((j->int_ang() + 512) & 2047);
|
||||
j->spr.clipdist = MulScale(proj->spr.xrepeat, tileWidth(proj->spr.picnum), 7);
|
||||
}
|
||||
}
|
||||
|
@ -1111,7 +1111,7 @@ static bool weaponhitwall(DDukeActor *proj, walltype* wal, const vec3_t& oldpos)
|
|||
}
|
||||
|
||||
int k = getangle(wal->delta());
|
||||
proj->spr.__int_angle = ((k << 1) - proj->int_ang()) & 2047;
|
||||
proj->set_int_ang(((k << 1) - proj->int_ang()) & 2047);
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
@ -1658,7 +1658,7 @@ void movetransports_r(void)
|
|||
if (spawned && sectlotag == 1 && act2->spr.statnum == 4)
|
||||
{
|
||||
spawned->spr.xvel = act2->spr.xvel >> 1;
|
||||
spawned->spr.__int_angle = act2->int_ang();
|
||||
spawned->set_int_ang(act2->int_ang());
|
||||
ssp(spawned, CLIPMASK0);
|
||||
}
|
||||
}
|
||||
|
@ -1671,7 +1671,7 @@ void movetransports_r(void)
|
|||
if (checkcursectnums(act->sector()) == -1 && checkcursectnums(Owner->sector()) == -1)
|
||||
{
|
||||
act2->add_int_pos({ (Owner->int_pos().X - act->int_pos().X), (Owner->int_pos().Y - act->int_pos().Y), -(act->int_pos().Z - Owner->sector()->int_floorz()) });
|
||||
act2->spr.__int_angle = Owner->int_ang();
|
||||
act2->set_int_ang(Owner->int_ang());
|
||||
|
||||
act2->backupang();
|
||||
|
||||
|
@ -2175,7 +2175,7 @@ void rr_specialstats()
|
|||
act->spr.lotag--;
|
||||
if (act->spr.lotag < 0)
|
||||
{
|
||||
spawn(act, RRTILE3190)->spr.__int_angle = act->int_ang();
|
||||
spawn(act, RRTILE3190)->set_int_ang(act->int_ang());
|
||||
act->spr.lotag = 128;
|
||||
}
|
||||
break;
|
||||
|
@ -2183,7 +2183,7 @@ void rr_specialstats()
|
|||
act->spr.lotag--;
|
||||
if (act->spr.lotag < 0)
|
||||
{
|
||||
spawn(act, RRTILE3192)->spr.__int_angle = act->int_ang();
|
||||
spawn(act, RRTILE3192)->set_int_ang(act->int_ang());
|
||||
act->spr.lotag = 256;
|
||||
}
|
||||
break;
|
||||
|
@ -2208,7 +2208,7 @@ void rr_specialstats()
|
|||
act->spr.lotag--;
|
||||
if (act->spr.lotag < 0)
|
||||
{
|
||||
spawn(act, RRTILE3120)->spr.__int_angle = act->int_ang();
|
||||
spawn(act, RRTILE3120)->set_int_ang(act->int_ang());
|
||||
act->spr.lotag = 448;
|
||||
}
|
||||
break;
|
||||
|
@ -2216,7 +2216,7 @@ void rr_specialstats()
|
|||
act->spr.lotag--;
|
||||
if (act->spr.lotag < 0)
|
||||
{
|
||||
spawn(act, RRTILE3122)->spr.__int_angle = act->int_ang();
|
||||
spawn(act, RRTILE3122)->set_int_ang(act->int_ang());
|
||||
act->spr.lotag = 64;
|
||||
}
|
||||
break;
|
||||
|
@ -2224,7 +2224,7 @@ void rr_specialstats()
|
|||
act->spr.lotag--;
|
||||
if (act->spr.lotag < 0)
|
||||
{
|
||||
spawn(act, RRTILE3123)->spr.__int_angle = act->int_ang();
|
||||
spawn(act, RRTILE3123)->set_int_ang(act->int_ang());
|
||||
act->spr.lotag = 512;
|
||||
}
|
||||
break;
|
||||
|
@ -2232,7 +2232,7 @@ void rr_specialstats()
|
|||
act->spr.lotag--;
|
||||
if (act->spr.lotag < 0)
|
||||
{
|
||||
spawn(act, RRTILE3124)->spr.__int_angle = act->int_ang();
|
||||
spawn(act, RRTILE3124)->set_int_ang(act->int_ang());
|
||||
act->spr.lotag = 224;
|
||||
}
|
||||
break;
|
||||
|
@ -2444,7 +2444,7 @@ static void heavyhbomb(DDukeActor *actor)
|
|||
actor->spr.xvel = 0;
|
||||
goto DETONATEB;
|
||||
}
|
||||
actor->spr.__int_angle = ((k << 1) - actor->int_ang()) & 2047;
|
||||
actor->set_int_ang(((k << 1) - actor->int_ang()) & 2047);
|
||||
actor->spr.xvel >>= 1;
|
||||
}
|
||||
|
||||
|
@ -2575,7 +2575,7 @@ static int henstand(DDukeActor *actor)
|
|||
if (coll.type == kHitWall)
|
||||
{
|
||||
int k = getangle(coll.hitWall->delta());
|
||||
actor->spr.__int_angle = ((k << 1) - actor->int_ang()) & 2047;
|
||||
actor->set_int_ang(((k << 1) - actor->int_ang()) & 2047);
|
||||
}
|
||||
else if (coll.type == kHitSprite)
|
||||
{
|
||||
|
@ -2589,7 +2589,7 @@ static int henstand(DDukeActor *actor)
|
|||
{
|
||||
ns->spr.xvel = 32;
|
||||
ns->spr.lotag = 40;
|
||||
ns->spr.__int_angle = actor->int_ang();
|
||||
ns->set_int_ang(actor->int_ang());
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -3511,7 +3511,7 @@ void move_r(DDukeActor *actor, int pnum, int xvel)
|
|||
if (angdif > -32 && angdif < 0)
|
||||
{
|
||||
angdif = 0;
|
||||
actor->spr.__int_angle = goalang;
|
||||
actor->set_int_ang(goalang);
|
||||
}
|
||||
actor->spr.__int_angle += angdif;
|
||||
}
|
||||
|
@ -3527,7 +3527,7 @@ void move_r(DDukeActor *actor, int pnum, int xvel)
|
|||
if (angdif > -32 && angdif < 0)
|
||||
{
|
||||
angdif = 0;
|
||||
actor->spr.__int_angle = goalang;
|
||||
actor->set_int_ang(goalang);
|
||||
}
|
||||
actor->spr.__int_angle += angdif;
|
||||
}
|
||||
|
|
|
@ -98,7 +98,7 @@ static int ccmd_spawn(CCmdFuncPtr parm)
|
|||
{
|
||||
if (set & 1) spawned->spr.pal = (uint8_t)pal;
|
||||
if (set & 2) spawned->spr.cstat = ESpriteFlags::FromInt(cstat);
|
||||
if (set & 4) spawned->spr.__int_angle = ang;
|
||||
if (set & 4) spawned->set_int_ang(ang);
|
||||
if (set & 8) SetActor(spawned, DVector3( x, y, z ));
|
||||
|
||||
if (spawned->sector() == nullptr)
|
||||
|
|
|
@ -1232,7 +1232,7 @@ void DoActor(bool bSet, int lVar1, int lLabelID, int lVar2, DDukeActor* sActor,
|
|||
else*/ SetGameVarID(lVar2, act->spr.statnum, sActor, sPlayer);
|
||||
break;
|
||||
case ACTOR_ANG:
|
||||
if (bSet) act->spr.__int_angle = lValue;
|
||||
if (bSet) act->set_int_ang(lValue);
|
||||
else SetGameVarID(lVar2, act->int_ang(), sActor, sPlayer);
|
||||
break;
|
||||
case ACTOR_OWNER:
|
||||
|
@ -1561,7 +1561,7 @@ int ParseState::parse(void)
|
|||
g_ac->spr.hitag = ScriptCode[g_t[5] + 2]; // Ai
|
||||
g_t[0] = g_t[2] = g_t[3] = 0;
|
||||
if (g_ac->spr.hitag & random_angle)
|
||||
g_ac->spr.__int_angle = krand() & 2047;
|
||||
g_ac->set_int_ang(krand() & 2047);
|
||||
insptr++;
|
||||
break;
|
||||
case concmd_action:
|
||||
|
@ -1601,10 +1601,10 @@ int ParseState::parse(void)
|
|||
switch (krand() & 1)
|
||||
{
|
||||
case 0:
|
||||
g_ac->spr.__int_angle = (+512 + g_ac->int_ang() + (krand() & 511)) & 2047;
|
||||
g_ac->set_int_ang((+512 + g_ac->int_ang() + (krand() & 511)) & 2047);
|
||||
break;
|
||||
case 1:
|
||||
g_ac->spr.__int_angle = (-512 + g_ac->int_ang() - (krand() & 511)) & 2047;
|
||||
g_ac->set_int_ang((-512 + g_ac->int_ang() - (krand() & 511)) & 2047);
|
||||
break;
|
||||
}
|
||||
insptr++;
|
||||
|
@ -1615,7 +1615,7 @@ int ParseState::parse(void)
|
|||
break;
|
||||
|
||||
case concmd_rndmove:
|
||||
g_ac->spr.__int_angle = krand() & 2047;
|
||||
g_ac->set_int_ang(krand() & 2047);
|
||||
g_ac->spr.xvel = 25;
|
||||
insptr++;
|
||||
break;
|
||||
|
@ -1761,23 +1761,23 @@ int ParseState::parse(void)
|
|||
break;
|
||||
case concmd_ifsoundid:
|
||||
insptr++;
|
||||
parseifelse((short)*insptr == ambientlotag[g_ac->spr.__int_angle]);
|
||||
parseifelse((short)*insptr == ambientlotag[g_ac->spr.detail]);
|
||||
break;
|
||||
case concmd_ifsounddist:
|
||||
insptr++;
|
||||
if (*insptr == 0)
|
||||
parseifelse(ambienthitag[g_ac->spr.__int_angle] > g_x);
|
||||
parseifelse(ambienthitag[g_ac->spr.detail] > g_x);
|
||||
else if (*insptr == 1)
|
||||
parseifelse(ambienthitag[g_ac->spr.__int_angle] < g_x);
|
||||
parseifelse(ambienthitag[g_ac->spr.detail] < g_x);
|
||||
break;
|
||||
case concmd_soundtag:
|
||||
insptr++;
|
||||
S_PlayActorSound(ambientlotag[g_ac->spr.__int_angle], g_ac);
|
||||
S_PlayActorSound(ambientlotag[g_ac->spr.detail], g_ac);
|
||||
break;
|
||||
case concmd_soundtagonce:
|
||||
insptr++;
|
||||
if (!S_CheckActorSoundPlaying(g_ac, ambientlotag[g_ac->spr.__int_angle]))
|
||||
S_PlayActorSound(ambientlotag[g_ac->spr.__int_angle], g_ac);
|
||||
if (!S_CheckActorSoundPlaying(g_ac, ambientlotag[g_ac->spr.detail]))
|
||||
S_PlayActorSound(ambientlotag[g_ac->spr.detail], g_ac);
|
||||
break;
|
||||
case concmd_soundonce:
|
||||
insptr++;
|
||||
|
@ -2122,7 +2122,7 @@ int ParseState::parse(void)
|
|||
g_ac->spr.hitag = *insptr;
|
||||
insptr++;
|
||||
if(g_ac->spr.hitag&random_angle)
|
||||
g_ac->spr.__int_angle = krand()&2047;
|
||||
g_ac->set_int_ang(krand()&2047);
|
||||
break;
|
||||
case concmd_spawn:
|
||||
insptr++;
|
||||
|
@ -3170,8 +3170,7 @@ int ParseState::parse(void)
|
|||
int i;
|
||||
insptr++;
|
||||
i = *(insptr++); // ID of def
|
||||
g_ac->spr.__int_angle = GetGameVarID(i, g_ac, g_p).safeValue();
|
||||
g_ac->spr.__int_angle &= 2047;
|
||||
g_ac->set_int_ang(GetGameVarID(i, g_ac, g_p).safeValue() & 2047);
|
||||
break;
|
||||
}
|
||||
case concmd_randvar:
|
||||
|
|
|
@ -846,7 +846,7 @@ void GameInterface::GetInput(ControlInfo* const hidInput, double const scaleAdju
|
|||
|
||||
p->angle.processhelpers(scaleAdjust);
|
||||
p->horizon.processhelpers(scaleAdjust);
|
||||
p->GetActor()->spr.__int_angle = p->angle.ang.asbuild();
|
||||
p->GetActor()->set_int_ang(p->angle.ang.asbuild());
|
||||
}
|
||||
|
||||
if (packet)
|
||||
|
|
|
@ -1058,7 +1058,7 @@ 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->spr.__int_angle = getangle(-delta.X, -delta.Y) + 512; // note the '-' sign here!
|
||||
spawned->set_int_ang(getangle(-delta.X, -delta.Y) + 512); // note the '-' sign here!
|
||||
spawned->set_int_pos(hit.hitpos);
|
||||
spawned->spr.cstat |= randomXFlip();
|
||||
ssp(spawned, CLIPMASK0);
|
||||
|
|
|
@ -201,7 +201,7 @@ static void shootflamethrowerflame(DDukeActor* actor, int p, int sx, int sy, int
|
|||
spawned->set_int_pos({ sx + bsin(sa + 630) / 448, sy + bsin(sa + 112) / 448, sz - 256 });
|
||||
spawned->setsector(actor->sector());
|
||||
spawned->spr.cstat = CSTAT_SPRITE_YCENTER;
|
||||
spawned->spr.__int_angle = sa;
|
||||
spawned->set_int_ang(sa);
|
||||
spawned->spr.xrepeat = 2;
|
||||
spawned->spr.yrepeat = 2;
|
||||
spawned->spr.clipdist = 40;
|
||||
|
@ -294,7 +294,7 @@ static void shootknee(DDukeActor* actor, int p, int sx, int sy, int sz, int sa)
|
|||
if (splash)
|
||||
{
|
||||
splash->set_int_xy(hit.hitpos.X, hit.hitpos.Y);
|
||||
splash->spr.__int_angle = ps[p].angle.ang.asbuild(); // Total tweek
|
||||
splash->set_int_ang(ps[p].angle.ang.asbuild()); // Total tweek
|
||||
splash->spr.xvel = 32;
|
||||
ssp(actor, CLIPMASK0);
|
||||
splash->spr.xvel = 0;
|
||||
|
@ -512,7 +512,7 @@ static void shootweapon(DDukeActor *actor, int p, int sx, int sy, int sz, int sa
|
|||
{
|
||||
hole->spr.xvel = -1;
|
||||
auto delta = hit.hitWall->delta();
|
||||
hole->spr.__int_angle = getangle(-delta.X, -delta.Y) + 512;
|
||||
hole->set_int_ang(getangle(-delta.X, -delta.Y) + 512);
|
||||
ssp(hole, CLIPMASK0);
|
||||
hole->spr.cstat2 |= CSTAT2_SPRITE_DECAL;
|
||||
}
|
||||
|
@ -889,7 +889,8 @@ static void shootlaser(DDukeActor* actor, int p, int sx, int sy, int sz, int sa)
|
|||
ssp(bomb, CLIPMASK0);
|
||||
bomb->spr.cstat = CSTAT_SPRITE_ALIGNMENT_WALL;
|
||||
auto delta = hit.hitWall->delta();
|
||||
bomb->temp_data[5] = bomb->spr.__int_angle = getangle(-delta.X, -delta.Y) - 512;
|
||||
bomb->set_int_ang(getangle(-delta.X, -delta.Y) - 512);
|
||||
bomb->temp_data[5] = bomb->int_ang();
|
||||
|
||||
if (p >= 0)
|
||||
ps[p].ammo_amount[TRIPBOMB_WEAPON]--;
|
||||
|
@ -1060,7 +1061,7 @@ void shoot_d(DDukeActor* actor, int atwith)
|
|||
{
|
||||
k->setsector(sect);
|
||||
k->set_int_pos({ sx, sy, sz });
|
||||
k->spr.__int_angle = sa;
|
||||
k->set_int_ang(sa);
|
||||
k->spr.xvel = 500;
|
||||
k->spr.zvel = 0;
|
||||
}
|
||||
|
|
|
@ -186,7 +186,7 @@ static void shootmelee(DDukeActor *actor, int p, int sx, int sy, int sz, int sa,
|
|||
if (splash)
|
||||
{
|
||||
splash->set_int_xy(hit.hitpos.X, hit.hitpos.Y);
|
||||
splash->spr.__int_angle = ps[p].angle.ang.asbuild(); // Total tweek
|
||||
splash->set_int_ang(ps[p].angle.ang.asbuild()); // Total tweek
|
||||
splash->spr.xvel = 32;
|
||||
ssp(actor, 0);
|
||||
splash->spr.xvel = 0;
|
||||
|
@ -411,7 +411,7 @@ static void shootweapon(DDukeActor* actor, int p, int sx, int sy, int sz, int sa
|
|||
{
|
||||
hole->spr.xvel = -1;
|
||||
auto delta = hit.hitWall->delta();
|
||||
hole->spr.__int_angle = getangle(-delta.X, -delta.Y) + 512;
|
||||
hole->set_int_ang(getangle(-delta.X, -delta.Y) + 512);
|
||||
ssp(hole, CLIPMASK0);
|
||||
hole->spr.cstat2 |= CSTAT2_SPRITE_DECAL;
|
||||
}
|
||||
|
@ -894,7 +894,7 @@ void shoot_r(DDukeActor* actor, int atwith)
|
|||
if (j)
|
||||
{
|
||||
j->spr.xvel = 32;
|
||||
j->spr.__int_angle = actor->int_ang();
|
||||
j->set_int_ang(actor->int_ang());
|
||||
j->add_int_z(-(5 << 8));
|
||||
}
|
||||
break;
|
||||
|
@ -905,7 +905,7 @@ void shoot_r(DDukeActor* actor, int atwith)
|
|||
if (j)
|
||||
{
|
||||
j->spr.xvel = 250;
|
||||
j->spr.__int_angle = actor->int_ang();
|
||||
j->set_int_ang(actor->int_ang());
|
||||
j->add_int_z(-(15 << 8));
|
||||
}
|
||||
break;
|
||||
|
@ -1506,7 +1506,7 @@ void checkweapons_r(player_struct* p)
|
|||
auto j = spawn(p->GetActor(), 7220);
|
||||
if (j)
|
||||
{
|
||||
j->spr.__int_angle = p->angle.ang.asbuild();
|
||||
j->set_int_ang(p->angle.ang.asbuild());
|
||||
j->saved_ammo = p->ammo_amount[MOTORCYCLE_WEAPON];
|
||||
}
|
||||
p->OnMotorcycle = 0;
|
||||
|
@ -1525,7 +1525,7 @@ void checkweapons_r(player_struct* p)
|
|||
auto j = spawn(p->GetActor(), 7233);
|
||||
if (j)
|
||||
{
|
||||
j->spr.__int_angle = p->angle.ang.asbuild();
|
||||
j->set_int_ang(p->angle.ang.asbuild());
|
||||
j->saved_ammo = p->ammo_amount[BOAT_WEAPON];
|
||||
}
|
||||
p->OnBoat = 0;
|
||||
|
@ -4106,7 +4106,7 @@ void OffMotorcycle(player_struct *p)
|
|||
auto spawned = spawn(p->GetActor(), EMPTYBIKE);
|
||||
if (spawned)
|
||||
{
|
||||
spawned->spr.__int_angle = p->angle.ang.asbuild();
|
||||
spawned->set_int_ang(p->angle.ang.asbuild());
|
||||
spawned->spr.xvel += p->angle.ang.bcos(7);
|
||||
spawned->spr.yvel += p->angle.ang.bsin(7);
|
||||
spawned->saved_ammo = p->ammo_amount[MOTORCYCLE_WEAPON];
|
||||
|
@ -4173,7 +4173,7 @@ void OffBoat(player_struct *p)
|
|||
auto spawned = spawn(p->GetActor(), EMPTYBOAT);
|
||||
if (spawned)
|
||||
{
|
||||
spawned->spr.__int_angle = p->angle.ang.asbuild();
|
||||
spawned->set_int_ang(p->angle.ang.asbuild());
|
||||
spawned->spr.xvel += p->angle.ang.bcos(7);
|
||||
spawned->spr.yvel += p->angle.ang.bsin(7);
|
||||
spawned->saved_ammo = p->ammo_amount[BOAT_WEAPON];
|
||||
|
|
|
@ -574,7 +574,7 @@ void prelevel_r(int g, TArray<DDukeActor*>& actors)
|
|||
{
|
||||
ambienthitag[ambientfx] = ac->spr.hitag;
|
||||
ambientlotag[ambientfx] = ac->spr.lotag;
|
||||
ac->spr.__int_angle = ambientfx;
|
||||
ac->spr.detail = ambientfx;
|
||||
ambientfx++;
|
||||
ac->spr.lotag = 0;
|
||||
ac->spr.hitag = 0;
|
||||
|
|
|
@ -682,7 +682,7 @@ void checkhitwall_d(DDukeActor* spr, walltype* wal, int x, int y, int z, int atw
|
|||
{
|
||||
spawned->spr.cstat |= CSTAT_SPRITE_TRANSLUCENT | CSTAT_SPRITE_ALIGNMENT_WALL | CSTAT_SPRITE_YCENTER;
|
||||
auto delta = wal->delta();
|
||||
spawned->spr.__int_angle = getangle(-delta.X, -delta.Y) - 512;
|
||||
spawned->set_int_ang(getangle(-delta.X, -delta.Y) - 512);
|
||||
|
||||
S_PlayActorSound(SOMETHINGHITFORCE, spawned);
|
||||
}
|
||||
|
@ -1050,7 +1050,7 @@ void checkhitsprite_d(DDukeActor* targ, DDukeActor* proj)
|
|||
{
|
||||
proj->spr.xvel = (targ->spr.xvel >> 1) + (targ->spr.xvel >> 2);
|
||||
proj->spr.__int_angle -= (targ->spr.__int_angle << 1) + 1024;
|
||||
targ->spr.__int_angle = getangle(targ->int_pos().X - proj->int_pos().X, targ->int_pos().Y - proj->int_pos().Y) - 512;
|
||||
targ->set_int_ang(getangle(targ->int_pos().X - proj->int_pos().X, targ->int_pos().Y - proj->int_pos().Y) - 512);
|
||||
if (S_CheckSoundPlaying(POOLBALLHIT) < 2)
|
||||
S_PlayActorSound(POOLBALLHIT, targ);
|
||||
}
|
||||
|
@ -1059,7 +1059,7 @@ void checkhitsprite_d(DDukeActor* targ, DDukeActor* proj)
|
|||
if (krand() & 3)
|
||||
{
|
||||
targ->spr.xvel = 164;
|
||||
targ->spr.__int_angle = proj->int_ang();
|
||||
targ->set_int_ang(proj->int_ang());
|
||||
}
|
||||
else
|
||||
{
|
||||
|
@ -1177,7 +1177,7 @@ void checkhitsprite_d(DDukeActor* targ, DDukeActor* proj)
|
|||
lotsofglass(targ, nullptr, 40);
|
||||
|
||||
S_PlayActorSound(GLASS_BREAKING, targ);
|
||||
targ->spr.__int_angle = krand() & 2047;
|
||||
targ->set_int_ang(krand() & 2047);
|
||||
lotsofglass(targ, nullptr, 8);
|
||||
deletesprite(targ);
|
||||
break;
|
||||
|
@ -1303,21 +1303,21 @@ void checkhitsprite_d(DDukeActor* targ, DDukeActor* proj)
|
|||
{
|
||||
targ->spr.extra -= proj->spr.extra;
|
||||
if (targ->spr.extra > 0) break;
|
||||
targ->spr.__int_angle = krand() & 2047;
|
||||
targ->set_int_ang(krand() & 2047);
|
||||
fi.shoot(targ, BLOODSPLAT1);
|
||||
targ->spr.__int_angle = krand() & 2047;
|
||||
targ->set_int_ang(krand() & 2047);
|
||||
fi.shoot(targ, BLOODSPLAT2);
|
||||
targ->spr.__int_angle = krand() & 2047;
|
||||
targ->set_int_ang(krand() & 2047);
|
||||
fi.shoot(targ, BLOODSPLAT3);
|
||||
targ->spr.__int_angle = krand() & 2047;
|
||||
targ->set_int_ang(krand() & 2047);
|
||||
fi.shoot(targ, BLOODSPLAT4);
|
||||
targ->spr.__int_angle = krand() & 2047;
|
||||
targ->set_int_ang(krand() & 2047);
|
||||
fi.shoot(targ, BLOODSPLAT1);
|
||||
targ->spr.__int_angle = krand() & 2047;
|
||||
targ->set_int_ang(krand() & 2047);
|
||||
fi.shoot(targ, BLOODSPLAT2);
|
||||
targ->spr.__int_angle = krand() & 2047;
|
||||
targ->set_int_ang(krand() & 2047);
|
||||
fi.shoot(targ, BLOODSPLAT3);
|
||||
targ->spr.__int_angle = krand() & 2047;
|
||||
targ->set_int_ang(krand() & 2047);
|
||||
fi.shoot(targ, BLOODSPLAT4);
|
||||
fi.guts(targ, JIBS1, 1, myconnectindex);
|
||||
fi.guts(targ, JIBS2, 2, myconnectindex);
|
||||
|
@ -1395,7 +1395,7 @@ void checkhitsprite_d(DDukeActor* targ, DDukeActor* proj)
|
|||
if (targ->spr.picnum != TANK && !bossguy(targ) && targ->spr.picnum != RECON && targ->spr.picnum != ROTATEGUN)
|
||||
{
|
||||
if ((targ->spr.cstat & CSTAT_SPRITE_ALIGNMENT_MASK) == 0)
|
||||
targ->spr.__int_angle = (proj->int_ang() + 1024) & 2047;
|
||||
targ->set_int_ang((proj->int_ang() + 1024) & 2047);
|
||||
targ->spr.xvel = -(proj->spr.extra << 2);
|
||||
auto sp = targ->sector();
|
||||
pushmove(targ, &sp, 128L, (4 << 8), (4 << 8), CLIPMASK0);
|
||||
|
|
|
@ -2077,7 +2077,7 @@ void checkhitsprite_r(DDukeActor* targ, DDukeActor* proj)
|
|||
{
|
||||
proj->spr.xvel = (targ->spr.xvel >> 1) + (targ->spr.xvel >> 2);
|
||||
proj->spr.__int_angle -= (targ->spr.__int_angle << 1) + 1024;
|
||||
targ->spr.__int_angle = getangle(targ->int_pos().X - proj->int_pos().X, targ->int_pos().Y - proj->int_pos().Y) - 512;
|
||||
targ->set_int_ang(getangle(targ->int_pos().X - proj->int_pos().X, targ->int_pos().Y - proj->int_pos().Y) - 512);
|
||||
if (S_CheckSoundPlaying(POOLBALLHIT) < 2)
|
||||
S_PlayActorSound(POOLBALLHIT, targ);
|
||||
}
|
||||
|
@ -2085,14 +2085,14 @@ void checkhitsprite_r(DDukeActor* targ, DDukeActor* proj)
|
|||
{
|
||||
proj->spr.xvel = (targ->spr.xvel >> 1) + (targ->spr.xvel >> 2);
|
||||
proj->spr.__int_angle -= ((targ->spr.__int_angle << 1) + krand()) & 64;
|
||||
targ->spr.__int_angle = (targ->int_ang() + krand()) & 16;
|
||||
targ->set_int_ang((targ->int_ang() + krand()) & 16);
|
||||
S_PlayActorSound(355, targ);
|
||||
}
|
||||
else if (proj->spr.picnum == HENSTAND || proj->spr.picnum == HENSTAND + 1)
|
||||
{
|
||||
proj->spr.xvel = (targ->spr.xvel >> 1) + (targ->spr.xvel >> 2);
|
||||
proj->spr.__int_angle -= ((targ->spr.__int_angle << 1) + krand()) & 16;
|
||||
targ->spr.__int_angle = (targ->int_ang() + krand()) & 16;
|
||||
targ->set_int_ang((targ->int_ang() + krand()) & 16);
|
||||
S_PlayActorSound(355, targ);
|
||||
}
|
||||
else
|
||||
|
@ -2100,7 +2100,7 @@ void checkhitsprite_r(DDukeActor* targ, DDukeActor* proj)
|
|||
if (krand() & 3)
|
||||
{
|
||||
targ->spr.xvel = 164;
|
||||
targ->spr.__int_angle = proj->int_ang();
|
||||
targ->set_int_ang(proj->int_ang());
|
||||
}
|
||||
}
|
||||
break;
|
||||
|
@ -2205,7 +2205,7 @@ void checkhitsprite_r(DDukeActor* targ, DDukeActor* proj)
|
|||
lotsofglass(targ, nullptr, 40);
|
||||
|
||||
S_PlayActorSound(GLASS_BREAKING, targ);
|
||||
targ->spr.__int_angle = krand() & 2047;
|
||||
targ->set_int_ang(krand() & 2047);
|
||||
lotsofglass(targ, nullptr, 8);
|
||||
deletesprite(targ);
|
||||
break;
|
||||
|
|
|
@ -70,7 +70,7 @@ DDukeActor* CreateActor(sectortype* whatsectp, const DVector3& pos, int s_pn, in
|
|||
act->spr.yrepeat = s_yr;
|
||||
act->spr.pal = 0;
|
||||
|
||||
act->spr.__int_angle = s_a;
|
||||
act->set_int_ang(s_a);
|
||||
act->spr.xvel = s_ve;
|
||||
act->spr.zvel = s_zv;
|
||||
act->spr.xoffset = 0;
|
||||
|
@ -287,7 +287,7 @@ void spawninitdefault(DDukeActor* actj, DDukeActor *act)
|
|||
act->timetosleep = 0;
|
||||
|
||||
if (actj)
|
||||
act->spr.__int_angle = actj->int_ang();
|
||||
act->set_int_ang(actj->int_ang());
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -324,7 +324,7 @@ void spawntransporter(DDukeActor *actj, DDukeActor* act, bool beam)
|
|||
|
||||
act->spr.shade = -127;
|
||||
act->spr.cstat = CSTAT_SPRITE_YCENTER | CSTAT_SPRITE_TRANSLUCENT;
|
||||
act->spr.__int_angle = actj->int_ang();
|
||||
act->set_int_ang(actj->int_ang());
|
||||
|
||||
act->spr.xvel = 128;
|
||||
ChangeActorStat(act, STAT_MISC);
|
||||
|
@ -407,7 +407,7 @@ void initfootprint(DDukeActor* actj, DDukeActor* act)
|
|||
|
||||
act->spr.cstat = CSTAT_SPRITE_ALIGNMENT_FLOOR;
|
||||
if ((ps[actj->spr.yvel].footprintcount & 1)) act->spr.cstat |= CSTAT_SPRITE_XFLIP;
|
||||
act->spr.__int_angle = actj->int_ang();
|
||||
act->set_int_ang(actj->int_ang());
|
||||
}
|
||||
|
||||
act->set_int_z(sect->int_floorz());
|
||||
|
@ -452,12 +452,12 @@ void initshell(DDukeActor* actj, DDukeActor* act, bool isshell)
|
|||
if (isNamWW2GI())
|
||||
{
|
||||
// to the right, with feeling
|
||||
act->spr.__int_angle = a + 512;
|
||||
act->set_int_ang(a + 512);
|
||||
act->spr.xvel = 30;
|
||||
}
|
||||
else
|
||||
{
|
||||
act->spr.__int_angle = a - 512;
|
||||
act->set_int_ang(a - 512);
|
||||
act->spr.xvel = 20;
|
||||
}
|
||||
|
||||
|
@ -530,7 +530,7 @@ void initwaterdrip(DDukeActor* actj, DDukeActor* actor)
|
|||
actor->add_int_z(-(18 << 8));
|
||||
}
|
||||
else actor->add_int_z(-(13 << 8));
|
||||
actor->spr.__int_angle = getangle(ps[connecthead].player_int_pos().X - actor->int_pos().X, ps[connecthead].player_int_pos().Y - actor->int_pos().Y);
|
||||
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.xvel = 48 - (krand() & 31);
|
||||
ssp(actor, CLIPMASK0);
|
||||
}
|
||||
|
|
|
@ -201,7 +201,7 @@ DDukeActor* spawninit_d(DDukeActor* actj, DDukeActor* act, TArray<DDukeActor*>*
|
|||
break;
|
||||
case TONGUE:
|
||||
if (actj)
|
||||
act->spr.__int_angle = actj->int_ang();
|
||||
act->set_int_ang(actj->int_ang());
|
||||
act->spr.pos.Z -= gs.playerheight;
|
||||
act->spr.zvel = 256 - (krand() & 511);
|
||||
act->spr.xvel = 64 - (krand() & 127);
|
||||
|
@ -243,7 +243,7 @@ DDukeActor* spawninit_d(DDukeActor* actj, DDukeActor* act, TArray<DDukeActor*>*
|
|||
act->spr.yrepeat = 0;
|
||||
}
|
||||
|
||||
if (actj) act->spr.__int_angle = actj->temp_data[5] + 512;
|
||||
if (actj) act->set_int_ang(actj->temp_data[5] + 512);
|
||||
ChangeActorStat(act, STAT_MISC);
|
||||
break;
|
||||
|
||||
|
@ -560,7 +560,7 @@ DDukeActor* spawninit_d(DDukeActor* actj, DDukeActor* act, TArray<DDukeActor*>*
|
|||
act->temp_data[0] = krand() & 2047;
|
||||
act->spr.cstat = randomFlip();
|
||||
act->spr.xrepeat = act->spr.yrepeat = 8;
|
||||
act->spr.__int_angle = krand() & 2047;
|
||||
act->set_int_ang(krand() & 2047);
|
||||
}
|
||||
ChangeActorStat(act, STAT_MISC);
|
||||
break;
|
||||
|
@ -607,7 +607,7 @@ DDukeActor* spawninit_d(DDukeActor* actj, DDukeActor* act, TArray<DDukeActor*>*
|
|||
|
||||
if (actj)
|
||||
{
|
||||
act->spr.__int_angle = actj->int_ang();
|
||||
act->set_int_ang(actj->int_ang());
|
||||
act->spr.shade = -64;
|
||||
act->spr.cstat = CSTAT_SPRITE_YCENTER | randomXFlip();
|
||||
}
|
||||
|
@ -683,7 +683,7 @@ DDukeActor* spawninit_d(DDukeActor* actj, DDukeActor* act, TArray<DDukeActor*>*
|
|||
if (act->spr.picnum == WATERBUBBLE)
|
||||
{
|
||||
if (actj)
|
||||
act->spr.__int_angle = actj->int_ang();
|
||||
act->set_int_ang(actj->int_ang());
|
||||
act->spr.xrepeat = act->spr.yrepeat = 4;
|
||||
}
|
||||
else act->spr.xrepeat = act->spr.yrepeat = 32;
|
||||
|
@ -701,7 +701,7 @@ DDukeActor* spawninit_d(DDukeActor* actj, DDukeActor* act, TArray<DDukeActor*>*
|
|||
case TRASH:
|
||||
|
||||
if (act->spr.picnum != WATERDRIP)
|
||||
act->spr.__int_angle = krand() & 2047;
|
||||
act->set_int_ang(krand() & 2047);
|
||||
[[fallthrough]];
|
||||
|
||||
case WATERDRIPSPLASH:
|
||||
|
@ -876,7 +876,7 @@ DDukeActor* spawninit_d(DDukeActor* actj, DDukeActor* act, TArray<DDukeActor*>*
|
|||
|
||||
if (act->spr.picnum == RAT)
|
||||
{
|
||||
act->spr.__int_angle = krand() & 2047;
|
||||
act->set_int_ang(krand() & 2047);
|
||||
act->spr.xrepeat = act->spr.yrepeat = 48;
|
||||
act->spr.cstat = 0;
|
||||
}
|
||||
|
@ -1105,7 +1105,7 @@ DDukeActor* spawninit_d(DDukeActor* actj, DDukeActor* act, TArray<DDukeActor*>*
|
|||
case STEAM:
|
||||
if (actj)
|
||||
{
|
||||
act->spr.__int_angle = actj->int_ang();
|
||||
act->set_int_ang(actj->int_ang());
|
||||
act->spr.cstat = CSTAT_SPRITE_ALIGNMENT_WALL | CSTAT_SPRITE_YCENTER | CSTAT_SPRITE_TRANSLUCENT;
|
||||
act->spr.xrepeat = act->spr.yrepeat = 1;
|
||||
act->spr.xvel = -8;
|
||||
|
|
|
@ -283,7 +283,7 @@ DDukeActor* spawninit_r(DDukeActor* actj, DDukeActor* act, TArray<DDukeActor*>*
|
|||
break;
|
||||
case TONGUE:
|
||||
if (actj)
|
||||
act->spr.__int_angle = actj->int_ang();
|
||||
act->set_int_ang(actj->int_ang());
|
||||
act->spr.pos.Z -= gs.playerheight;
|
||||
act->spr.zvel = 256 - (krand() & 511);
|
||||
act->spr.xvel = 64 - (krand() & 127);
|
||||
|
@ -583,7 +583,7 @@ DDukeActor* spawninit_r(DDukeActor* actj, DDukeActor* act, TArray<DDukeActor*>*
|
|||
act->temp_data[0] = krand() & 2047;
|
||||
act->spr.cstat = randomFlip();
|
||||
act->spr.xrepeat = act->spr.yrepeat = 8;
|
||||
act->spr.__int_angle = krand() & 2047;
|
||||
act->set_int_ang(krand() & 2047);
|
||||
}
|
||||
ChangeActorStat(act, STAT_MISC);
|
||||
break;
|
||||
|
@ -603,12 +603,12 @@ DDukeActor* spawninit_r(DDukeActor* actj, DDukeActor* act, TArray<DDukeActor*>*
|
|||
break;
|
||||
}
|
||||
act->spr.cstat = CSTAT_SPRITE_INVISIBLE;
|
||||
ChangeActorStat(act, 11);
|
||||
ChangeActorStat(act, STAT_FX);
|
||||
break;
|
||||
case SOUNDFX:
|
||||
{
|
||||
act->spr.cstat |= CSTAT_SPRITE_INVISIBLE;
|
||||
ChangeActorStat(act, 2);
|
||||
ChangeActorStat(act, STAT_ZOMBIEACTOR);
|
||||
}
|
||||
break;
|
||||
case EXPLOSION2:
|
||||
|
@ -617,7 +617,7 @@ DDukeActor* spawninit_r(DDukeActor* actj, DDukeActor* act, TArray<DDukeActor*>*
|
|||
case SMALLSMOKE:
|
||||
if (actj)
|
||||
{
|
||||
act->spr.__int_angle = actj->int_ang();
|
||||
act->set_int_ang(actj->int_ang());
|
||||
act->spr.shade = -64;
|
||||
act->spr.cstat = CSTAT_SPRITE_YCENTER | randomXFlip();
|
||||
}
|
||||
|
@ -688,7 +688,7 @@ DDukeActor* spawninit_r(DDukeActor* actj, DDukeActor* act, TArray<DDukeActor*>*
|
|||
if (act->spr.picnum == WATERBUBBLE)
|
||||
{
|
||||
if (actj)
|
||||
act->spr.__int_angle = actj->int_ang();
|
||||
act->set_int_ang(actj->int_ang());
|
||||
act->spr.xrepeat = act->spr.yrepeat = 1 + (krand() & 7);
|
||||
}
|
||||
else
|
||||
|
@ -703,7 +703,7 @@ DDukeActor* spawninit_r(DDukeActor* actj, DDukeActor* act, TArray<DDukeActor*>*
|
|||
break;
|
||||
case TRASH:
|
||||
|
||||
if (act->spr.picnum != WATERDRIP) act->spr.__int_angle = krand() & 2047;
|
||||
if (act->spr.picnum != WATERDRIP) act->set_int_ang(krand() & 2047);
|
||||
|
||||
act->spr.xrepeat = 24;
|
||||
act->spr.yrepeat = 24;
|
||||
|
@ -1034,7 +1034,7 @@ DDukeActor* spawninit_r(DDukeActor* actj, DDukeActor* act, TArray<DDukeActor*>*
|
|||
|
||||
if (act->spr.picnum == RAT)
|
||||
{
|
||||
act->spr.__int_angle = krand() & 2047;
|
||||
act->set_int_ang(krand() & 2047);
|
||||
act->spr.xrepeat = act->spr.yrepeat = 48;
|
||||
act->spr.cstat = 0;
|
||||
}
|
||||
|
@ -1355,7 +1355,7 @@ DDukeActor* spawninit_r(DDukeActor* actj, DDukeActor* act, TArray<DDukeActor*>*
|
|||
case STEAM:
|
||||
if (actj)
|
||||
{
|
||||
act->spr.__int_angle = actj->int_ang();
|
||||
act->set_int_ang(actj->int_ang());
|
||||
act->spr.cstat = CSTAT_SPRITE_ALIGNMENT_WALL | CSTAT_SPRITE_YCENTER | CSTAT_SPRITE_TRANSLUCENT;
|
||||
act->spr.xrepeat = act->spr.yrepeat = 1;
|
||||
act->spr.xvel = -8;
|
||||
|
|
Loading…
Reference in a new issue