- VecToAngle() with delta() inside to .Angle() replacements.

This commit is contained in:
Mitchell Richters 2022-09-30 21:39:39 +10:00 committed by Christoph Oelckers
parent 9b98388215
commit 1e7cce28af
15 changed files with 28 additions and 28 deletions

View file

@ -829,7 +829,7 @@ int pushmove_(vec3_t *const vect, int *const sectnum,
if (j != 0)
{
DAngle jj = VecToAngle(wal->delta());
DAngle jj = wal->delta().Angle();
int32_t dx = -int(jj.Sin() * 8);
int32_t dy = int(jj.Cos() * 8);
int bad2 = 16;

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@ -1263,7 +1263,7 @@ void bounce(DDukeActor* actor)
auto sectp = actor->sector();
DAngle daang = VecToAngle(sectp->firstWall()->delta());
DAngle daang = sectp->firstWall()->delta().Angle();
double k;
if (actor->spr.pos.Z < (actor->floorz + actor->ceilingz) * 0.5)
@ -1467,7 +1467,7 @@ bool queball(DDukeActor *actor, int pocket, int queball, int stripeball)
if (j == kHitWall)
{
auto ang = VecToAngle(coll.hitWall->delta());
auto ang = coll.hitWall->delta().Angle();
actor->spr.angle = ang * 2 - actor->spr.angle;
}
else if (j == kHitSprite)

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@ -1416,7 +1416,7 @@ static bool weaponhitwall(DDukeActor *proj, walltype* wal, const DVector3 &oldpo
(!isWorldTour() || proj->spr.picnum != FIREBALL) &&
(wal->overpicnum == MIRROR || wal->picnum == MIRROR))
{
DAngle k = VecToAngle(wal->delta());
DAngle k = wal->delta().Angle();
proj->spr.angle = k * 2 - proj->spr.angle;
proj->SetOwner(proj);
spawn(proj, TRANSPORTERSTAR);
@ -1435,7 +1435,7 @@ static bool weaponhitwall(DDukeActor *proj, walltype* wal, const DVector3 &oldpo
proj->spr.yint--;
}
DAngle k = VecToAngle(wal->delta());
DAngle k = wal->delta().Angle();
proj->spr.angle = k * 2 - proj->spr.angle;
return true;
}
@ -2639,7 +2639,7 @@ static void heavyhbomb(DDukeActor *actor)
auto wal = coll.hitWall;
fi.checkhitwall(actor, wal, actor->spr.pos, actor->spr.picnum);
DAngle k = VecToAngle(wal->delta());
DAngle k = wal->delta().Angle();
actor->spr.angle = k * 2 - actor->spr.angle;
actor->vel.X *= 0.5;
}

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@ -1045,7 +1045,7 @@ static bool weaponhitwall(DDukeActor *proj, walltype* wal, const DVector3& oldpo
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))
{
DAngle walang = VecToAngle(wal->delta());
DAngle walang = wal->delta().Angle();
proj->spr.angle = walang * 2 - proj->spr.angle;
proj->SetOwner(proj);
spawn(proj, TRANSPORTERSTAR);
@ -1068,7 +1068,7 @@ static bool weaponhitwall(DDukeActor *proj, walltype* wal, const DVector3& oldpo
proj->spr.yint--;
}
DAngle walang = VecToAngle(wal->delta());
DAngle walang = wal->delta().Angle();
proj->spr.angle = walang * 2 - proj->spr.angle;
return true;
}
@ -1103,7 +1103,7 @@ static bool weaponhitwall(DDukeActor *proj, walltype* wal, const DVector3& oldpo
proj->spr.yint--;
}
DAngle k = VecToAngle(wal->delta());
DAngle k = wal->delta().Angle();
proj->spr.angle = k * 2 - proj->spr.angle;
return true;
}
@ -2418,7 +2418,7 @@ static void heavyhbomb(DDukeActor *actor)
actor->vel.X = 0;
goto DETONATEB;
}
DAngle k = VecToAngle(wal->delta());
DAngle k = wal->delta().Angle();
actor->spr.angle = k * 2 - actor->spr.angle;
actor->vel.X *= 0.5;
}
@ -2546,7 +2546,7 @@ static int henstand(DDukeActor *actor)
{
if (coll.type == kHitWall)
{
DAngle k = VecToAngle(coll.hitWall->delta());
DAngle k = coll.hitWall->delta().Angle();
actor->spr.angle = k * 2 - actor->spr.angle;
}
else if (coll.type == kHitSprite)

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@ -1050,7 +1050,7 @@ void shootbloodsplat(DDukeActor* actor, int p, const DVector3& pos, DAngle ang,
if (spawned)
{
spawned->vel.X = -0.75;
spawned->spr.angle = VecToAngle(-hit.hitWall->delta()) + DAngle90; // note the '-' sign here!
spawned->spr.angle = -hit.hitWall->delta().Angle() + DAngle90; // note the '-' sign here!
spawned->spr.pos = hit.hitpos;
spawned->spr.cstat |= randomXFlip();
ssp(spawned, CLIPMASK0);

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@ -521,7 +521,7 @@ static void shootweapon(DDukeActor *actor, int p, DVector3 pos, DAngle ang, int
if (hole)
{
hole->vel.X = -1 / 16.;
hole->spr.angle = VecToAngle(-hit.hitWall->delta()) + DAngle90;
hole->spr.angle = -hit.hitWall->delta().Angle() + DAngle90;
ssp(hole, CLIPMASK0);
hole->spr.cstat2 |= CSTAT2_SPRITE_DECAL;
}

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@ -410,7 +410,7 @@ static void shootweapon(DDukeActor* actor, int p, DVector3 pos, DAngle ang, int
if (hole)
{
hole->vel.X = -1 / 16;
hole->spr.angle = VecToAngle(-hit.hitWall->delta()) + DAngle90;
hole->spr.angle = -hit.hitWall->delta().Angle() + DAngle90;
ssp(hole, CLIPMASK0);
hole->spr.cstat2 |= CSTAT2_SPRITE_DECAL;
}
@ -2374,7 +2374,7 @@ void onMotorcycleMove(int snum, walltype* wal)
{
auto p = &ps[snum];
auto pact = p->GetActor();
double angleDelta = absangle(p->angle.ang, VecToAngle(wal->delta())).Degrees();
double angleDelta = absangle(p->angle.ang, wal->delta().Angle()).Degrees();
double damageAmount = p->MotoSpeed * p->MotoSpeed;
const double scale = (180. / 2048.);
@ -2430,7 +2430,7 @@ void onBoatMove(int snum, int psectlotag, walltype* wal)
{
auto p = &ps[snum];
auto pact = p->GetActor();
double angleDelta = absangle(p->angle.ang, VecToAngle(wal->delta())).Degrees();
double angleDelta = absangle(p->angle.ang, wal->delta().Angle()).Degrees();
const double scale = (90. / 2048.);
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
if (spawned)
{
spawned->spr.cstat |= CSTAT_SPRITE_TRANSLUCENT | CSTAT_SPRITE_ALIGNMENT_WALL | CSTAT_SPRITE_YCENTER;
spawned->spr.angle = VecToAngle(-wal->delta()) - DAngle90;
spawned->spr.angle = -wal->delta().Angle() - DAngle90;
S_PlayActorSound(SOMETHINGHITFORCE, spawned);
}

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@ -1038,7 +1038,7 @@ Collision AngleChase(DExhumedActor* pActor, DExhumedActor* pActor2, int threshol
DAngle GetWallNormal(walltype* pWall)
{
return (VecToAngle(pWall->delta()) + DAngle90).Normalized360();
return (pWall->delta().Angle() + DAngle90).Normalized360();
}
//---------------------------------------------------------------------------

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@ -752,7 +752,7 @@ bool UserBreakWall(walltype* wp)
int WallBreakPosition(walltype* wp, sectortype** sectp, DVector3& pos, DAngle& ang)
{
int nx,ny;
DAngle wall_ang = VecToAngle(wp->delta()) + DAngle90;
DAngle wall_ang = wp->delta().Angle() + DAngle90;
*sectp = wp->sectorp();
ASSERT(*sectp);

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@ -438,7 +438,7 @@ int DoBloodSpray(DSWActor* actor)
break;
}
auto wall_ang = VecToAngle(wph->delta()) - DAngle90;
auto wall_ang = wph->delta().Angle() - DAngle90;
SpawnMidSplash(actor);
auto bldActor = QueueWallBlood(actor, wall_ang);

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@ -1670,7 +1670,7 @@ void SlipSlope(PLAYER* pp)
if (!(sectu->flags & SECTFU_SLIDE_SECTOR) || !(pp->cursector->floorstat & CSTAT_SECTOR_SLOPE))
return;
DAngle ang = VecToAngle(pp->cursector->firstWall()->delta()) + DAngle90;
DAngle ang = pp->cursector->firstWall()->delta().Angle() + DAngle90;
pp->vect += ang.ToVector() * pp->cursector->floorheinum / (1 << (sectu->speed + 4)); // todo confirm scale
}
@ -6301,7 +6301,7 @@ void DoPlayerDeathMoveHead(PLAYER* pp)
}
case kHitWall:
{
DAngle wall_ang = VecToAngle(plActor->user.coll.hitWall->delta()) - DAngle90;
DAngle wall_ang = plActor->user.coll.hitWall->delta().Angle() - DAngle90;
DAngle dang = deltaangle(wall_ang, plActor->user.slide_ang);
plActor->user.slide_ang = wall_ang + DAngle180 - dang;

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@ -1023,7 +1023,7 @@ int DoRipperMoveHang(DSWActor* actor)
actor->user.WaitTics = 2 + ((RANDOM_P2(4 << 8) >> 8) * 120);
// hang flush with the wall
actor->spr.angle = VecToAngle(actor->user.coll.hitWall->delta()) - DAngle90;
actor->spr.angle = actor->user.coll.hitWall->delta().Angle() - DAngle90;
return 0;
}

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@ -1029,7 +1029,7 @@ int DoRipper2MoveHang(DSWActor* actor)
actor->user.WaitTics = 0; // Double jump
// hang flush with the wall
actor->spr.angle = VecToAngle(actor->user.coll.hitWall->delta()) - DAngle90;
actor->spr.angle = actor->user.coll.hitWall->delta().Angle() - DAngle90;
return 0;
}

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@ -8366,7 +8366,7 @@ bool SlopeBounce(DSWActor* actor, bool* hit_wall)
// get angle of the first wall of the sector
auto wallp = hit_sector->firstWall();
DAngle daang = VecToAngle(wallp->delta());
DAngle daang = wallp->delta().Angle();
// k is now the slope of the ceiling or floor
@ -15556,7 +15556,7 @@ bool HitscanSpriteAdjust(DSWActor* actor, walltype* hit_wall)
{
if (hit_wall)
{
actor->spr.angle = VecToAngle(hit_wall->delta()) + DAngle90;
actor->spr.angle = hit_wall->delta().Angle() + DAngle90;
}
DAngle ang = actor->spr.angle;
@ -17966,7 +17966,7 @@ void QueueHole(sectortype* hit_sect, walltype* hit_wall, const DVector3& pos)
spawnedActor->spr.cstat |= (CSTAT_SPRITE_ONE_SIDE);
spawnedActor->spr.cstat &= ~(CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN);
spawnedActor->spr.angle = VecToAngle(hit_wall->delta()) + DAngle90;
spawnedActor->spr.angle = hit_wall->delta().Angle() + DAngle90;
// move it back some
auto vec = spawnedActor->spr.angle.ToVector();
@ -18308,7 +18308,7 @@ DSWActor* QueueWallBlood(DSWActor* actor, DAngle bang)
spawnedActor->spr.cstat |= (CSTAT_SPRITE_YCENTER);
spawnedActor->spr.cstat &= ~(CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN);
spawnedActor->spr.angle = VecToAngle(hit.hitWall->delta()) + DAngle90;
spawnedActor->spr.angle = hit.hitWall->delta().Angle() + DAngle90;
// move it back some
auto vec = spawnedActor->spr.angle.ToVector();