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https://github.com/DrBeef/Raze.git
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- VecToAngle() with delta()
inside to .Angle() replacements.
This commit is contained in:
parent
9b98388215
commit
1e7cce28af
15 changed files with 28 additions and 28 deletions
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@ -829,7 +829,7 @@ int pushmove_(vec3_t *const vect, int *const sectnum,
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if (j != 0)
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{
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DAngle jj = VecToAngle(wal->delta());
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DAngle jj = wal->delta().Angle();
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int32_t dx = -int(jj.Sin() * 8);
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int32_t dy = int(jj.Cos() * 8);
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int bad2 = 16;
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@ -1263,7 +1263,7 @@ void bounce(DDukeActor* actor)
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auto sectp = actor->sector();
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DAngle daang = VecToAngle(sectp->firstWall()->delta());
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DAngle daang = sectp->firstWall()->delta().Angle();
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double k;
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if (actor->spr.pos.Z < (actor->floorz + actor->ceilingz) * 0.5)
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@ -1467,7 +1467,7 @@ 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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auto ang = VecToAngle(coll.hitWall->delta());
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auto ang = coll.hitWall->delta().Angle();
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actor->spr.angle = ang * 2 - actor->spr.angle;
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}
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else if (j == kHitSprite)
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@ -1416,7 +1416,7 @@ static bool weaponhitwall(DDukeActor *proj, walltype* wal, const DVector3 &oldpo
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(!isWorldTour() || proj->spr.picnum != FIREBALL) &&
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(wal->overpicnum == MIRROR || wal->picnum == MIRROR))
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{
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DAngle k = VecToAngle(wal->delta());
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DAngle k = wal->delta().Angle();
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proj->spr.angle = k * 2 - proj->spr.angle;
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proj->SetOwner(proj);
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spawn(proj, TRANSPORTERSTAR);
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@ -1435,7 +1435,7 @@ static bool weaponhitwall(DDukeActor *proj, walltype* wal, const DVector3 &oldpo
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proj->spr.yint--;
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}
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DAngle k = VecToAngle(wal->delta());
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DAngle k = wal->delta().Angle();
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proj->spr.angle = k * 2 - proj->spr.angle;
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return true;
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}
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@ -2639,7 +2639,7 @@ static void heavyhbomb(DDukeActor *actor)
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auto wal = coll.hitWall;
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fi.checkhitwall(actor, wal, actor->spr.pos, actor->spr.picnum);
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DAngle k = VecToAngle(wal->delta());
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DAngle k = wal->delta().Angle();
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actor->spr.angle = k * 2 - actor->spr.angle;
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actor->vel.X *= 0.5;
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}
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@ -1045,7 +1045,7 @@ static bool weaponhitwall(DDukeActor *proj, walltype* wal, const DVector3& oldpo
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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))
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{
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DAngle walang = VecToAngle(wal->delta());
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DAngle walang = wal->delta().Angle();
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proj->spr.angle = walang * 2 - proj->spr.angle;
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proj->SetOwner(proj);
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spawn(proj, TRANSPORTERSTAR);
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@ -1068,7 +1068,7 @@ static bool weaponhitwall(DDukeActor *proj, walltype* wal, const DVector3& oldpo
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proj->spr.yint--;
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}
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DAngle walang = VecToAngle(wal->delta());
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DAngle walang = wal->delta().Angle();
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proj->spr.angle = walang * 2 - proj->spr.angle;
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return true;
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}
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@ -1103,7 +1103,7 @@ static bool weaponhitwall(DDukeActor *proj, walltype* wal, const DVector3& oldpo
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proj->spr.yint--;
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}
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DAngle k = VecToAngle(wal->delta());
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DAngle k = wal->delta().Angle();
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proj->spr.angle = k * 2 - proj->spr.angle;
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return true;
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}
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@ -2418,7 +2418,7 @@ static void heavyhbomb(DDukeActor *actor)
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actor->vel.X = 0;
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goto DETONATEB;
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}
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DAngle k = VecToAngle(wal->delta());
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DAngle k = wal->delta().Angle();
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actor->spr.angle = k * 2 - actor->spr.angle;
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actor->vel.X *= 0.5;
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}
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@ -2546,7 +2546,7 @@ static int henstand(DDukeActor *actor)
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{
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if (coll.type == kHitWall)
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{
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DAngle k = VecToAngle(coll.hitWall->delta());
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DAngle k = coll.hitWall->delta().Angle();
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actor->spr.angle = k * 2 - actor->spr.angle;
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}
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else if (coll.type == kHitSprite)
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@ -1050,7 +1050,7 @@ void shootbloodsplat(DDukeActor* actor, int p, const DVector3& pos, DAngle ang,
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if (spawned)
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{
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spawned->vel.X = -0.75;
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spawned->spr.angle = VecToAngle(-hit.hitWall->delta()) + DAngle90; // note the '-' sign here!
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spawned->spr.angle = -hit.hitWall->delta().Angle() + DAngle90; // note the '-' sign here!
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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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@ -521,7 +521,7 @@ static void shootweapon(DDukeActor *actor, int p, DVector3 pos, DAngle ang, int
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if (hole)
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{
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hole->vel.X = -1 / 16.;
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hole->spr.angle = VecToAngle(-hit.hitWall->delta()) + DAngle90;
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hole->spr.angle = -hit.hitWall->delta().Angle() + DAngle90;
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ssp(hole, CLIPMASK0);
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hole->spr.cstat2 |= CSTAT2_SPRITE_DECAL;
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}
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@ -410,7 +410,7 @@ static void shootweapon(DDukeActor* actor, int p, DVector3 pos, DAngle ang, int
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if (hole)
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{
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hole->vel.X = -1 / 16;
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hole->spr.angle = VecToAngle(-hit.hitWall->delta()) + DAngle90;
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hole->spr.angle = -hit.hitWall->delta().Angle() + DAngle90;
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ssp(hole, CLIPMASK0);
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hole->spr.cstat2 |= CSTAT2_SPRITE_DECAL;
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}
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@ -2374,7 +2374,7 @@ void onMotorcycleMove(int snum, walltype* wal)
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{
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auto p = &ps[snum];
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auto pact = p->GetActor();
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double angleDelta = absangle(p->angle.ang, VecToAngle(wal->delta())).Degrees();
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double angleDelta = absangle(p->angle.ang, wal->delta().Angle()).Degrees();
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double damageAmount = p->MotoSpeed * p->MotoSpeed;
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const double scale = (180. / 2048.);
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@ -2430,7 +2430,7 @@ void onBoatMove(int snum, int psectlotag, walltype* wal)
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{
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auto p = &ps[snum];
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auto pact = p->GetActor();
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double angleDelta = absangle(p->angle.ang, VecToAngle(wal->delta())).Degrees();
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double angleDelta = absangle(p->angle.ang, wal->delta().Angle()).Degrees();
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const double scale = (90. / 2048.);
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p->angle.addadjustment(DAngle::fromDeg(p->MotoSpeed * (krand() & 1 ? -scale : scale)));
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@ -679,7 +679,7 @@ void checkhitwall_d(DDukeActor* spr, walltype* wal, const DVector3& pos, int atw
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if (spawned)
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{
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spawned->spr.cstat |= CSTAT_SPRITE_TRANSLUCENT | CSTAT_SPRITE_ALIGNMENT_WALL | CSTAT_SPRITE_YCENTER;
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spawned->spr.angle = VecToAngle(-wal->delta()) - DAngle90;
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spawned->spr.angle = -wal->delta().Angle() - DAngle90;
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S_PlayActorSound(SOMETHINGHITFORCE, spawned);
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}
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@ -1038,7 +1038,7 @@ Collision AngleChase(DExhumedActor* pActor, DExhumedActor* pActor2, int threshol
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DAngle GetWallNormal(walltype* pWall)
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{
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return (VecToAngle(pWall->delta()) + DAngle90).Normalized360();
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return (pWall->delta().Angle() + DAngle90).Normalized360();
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}
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//---------------------------------------------------------------------------
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@ -752,7 +752,7 @@ bool UserBreakWall(walltype* wp)
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int WallBreakPosition(walltype* wp, sectortype** sectp, DVector3& pos, DAngle& ang)
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{
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int nx,ny;
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DAngle wall_ang = VecToAngle(wp->delta()) + DAngle90;
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DAngle wall_ang = wp->delta().Angle() + DAngle90;
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*sectp = wp->sectorp();
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ASSERT(*sectp);
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@ -438,7 +438,7 @@ int DoBloodSpray(DSWActor* actor)
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break;
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}
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auto wall_ang = VecToAngle(wph->delta()) - DAngle90;
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auto wall_ang = wph->delta().Angle() - DAngle90;
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SpawnMidSplash(actor);
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auto bldActor = QueueWallBlood(actor, wall_ang);
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@ -1670,7 +1670,7 @@ void SlipSlope(PLAYER* pp)
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if (!(sectu->flags & SECTFU_SLIDE_SECTOR) || !(pp->cursector->floorstat & CSTAT_SECTOR_SLOPE))
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return;
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DAngle ang = VecToAngle(pp->cursector->firstWall()->delta()) + DAngle90;
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DAngle ang = pp->cursector->firstWall()->delta().Angle() + DAngle90;
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pp->vect += ang.ToVector() * pp->cursector->floorheinum / (1 << (sectu->speed + 4)); // todo confirm scale
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}
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@ -6301,7 +6301,7 @@ void DoPlayerDeathMoveHead(PLAYER* pp)
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}
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case kHitWall:
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{
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DAngle wall_ang = VecToAngle(plActor->user.coll.hitWall->delta()) - DAngle90;
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DAngle wall_ang = plActor->user.coll.hitWall->delta().Angle() - DAngle90;
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DAngle dang = deltaangle(wall_ang, plActor->user.slide_ang);
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plActor->user.slide_ang = wall_ang + DAngle180 - dang;
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@ -1023,7 +1023,7 @@ int DoRipperMoveHang(DSWActor* actor)
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actor->user.WaitTics = 2 + ((RANDOM_P2(4 << 8) >> 8) * 120);
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// hang flush with the wall
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actor->spr.angle = VecToAngle(actor->user.coll.hitWall->delta()) - DAngle90;
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actor->spr.angle = actor->user.coll.hitWall->delta().Angle() - DAngle90;
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return 0;
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}
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@ -1029,7 +1029,7 @@ int DoRipper2MoveHang(DSWActor* actor)
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actor->user.WaitTics = 0; // Double jump
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// hang flush with the wall
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actor->spr.angle = VecToAngle(actor->user.coll.hitWall->delta()) - DAngle90;
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actor->spr.angle = actor->user.coll.hitWall->delta().Angle() - DAngle90;
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return 0;
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}
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@ -8366,7 +8366,7 @@ bool SlopeBounce(DSWActor* actor, bool* hit_wall)
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// get angle of the first wall of the sector
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auto wallp = hit_sector->firstWall();
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DAngle daang = VecToAngle(wallp->delta());
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DAngle daang = wallp->delta().Angle();
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// k is now the slope of the ceiling or floor
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@ -15556,7 +15556,7 @@ bool HitscanSpriteAdjust(DSWActor* actor, walltype* hit_wall)
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{
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if (hit_wall)
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{
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actor->spr.angle = VecToAngle(hit_wall->delta()) + DAngle90;
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actor->spr.angle = hit_wall->delta().Angle() + DAngle90;
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}
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DAngle ang = actor->spr.angle;
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@ -17966,7 +17966,7 @@ void QueueHole(sectortype* hit_sect, walltype* hit_wall, const DVector3& pos)
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spawnedActor->spr.cstat |= (CSTAT_SPRITE_ONE_SIDE);
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spawnedActor->spr.cstat &= ~(CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN);
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spawnedActor->spr.angle = VecToAngle(hit_wall->delta()) + DAngle90;
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spawnedActor->spr.angle = hit_wall->delta().Angle() + DAngle90;
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// move it back some
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auto vec = spawnedActor->spr.angle.ToVector();
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@ -18308,7 +18308,7 @@ DSWActor* QueueWallBlood(DSWActor* actor, DAngle bang)
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spawnedActor->spr.cstat |= (CSTAT_SPRITE_YCENTER);
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spawnedActor->spr.cstat &= ~(CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN);
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spawnedActor->spr.angle = VecToAngle(hit.hitWall->delta()) + DAngle90;
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spawnedActor->spr.angle = hit.hitWall->delta().Angle() + DAngle90;
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// move it back some
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auto vec = spawnedActor->spr.angle.ToVector();
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