- SW: Remove all remaining angle wrapper usage and the wrappers themselves.

This commit is contained in:
Mitchell Richters 2022-12-02 18:12:20 +11:00 committed by Christoph Oelckers
parent 58c1efb8de
commit 2a284c73c9
13 changed files with 97 additions and 102 deletions

View file

@ -14,12 +14,6 @@ struct PlayerAngles
// Holder of current yaw spin state for the 180 degree turn.
DAngle YawSpin;
// Temporary wrappers.
DAngle& ZzHORIZON() { return pActor->spr.Angles.Pitch; }
DAngle& ZzOLDHORIZON() { return pActor->PrevAngles.Pitch; }
DAngle& ZzANGLE() { return pActor->spr.Angles.Yaw; }
DAngle& ZzOLDANGLE() { return pActor->PrevAngles.Yaw; }
friend FSerializer& Serialize(FSerializer& arc, const char* keyname, PlayerAngles& w, PlayerAngles* def);
// Prototypes for applying input.

View file

@ -1955,7 +1955,7 @@ inline bool SectorIsUnderwaterArea(sectortype* sect)
inline bool PlayerFacingRange(PLAYER* pp, DSWActor* a, DAngle range)
{
return absangle((a->spr.pos.XY() - pp->actor->spr.pos.XY()).Angle(), pp->Angles.ZzANGLE()) < range;
return absangle((a->spr.pos.XY() - pp->actor->spr.pos.XY()).Angle(), pp->actor->spr.Angles.Yaw) < range;
}
inline bool FacingRange(DSWActor* a1, DSWActor* a2, DAngle range)

View file

@ -206,7 +206,7 @@ void GameInterface::GetInput(ControlInfo* const hidInput, double const scaleAdju
if (packet)
{
*packet = loc;
auto velvect = DVector2(loc.fvel, loc.svel).Rotated(pp->Angles.ZzANGLE());
auto velvect = DVector2(loc.fvel, loc.svel).Rotated(pp->actor->spr.Angles.Yaw);
packet->fvel = (float)velvect.X;
packet->svel = (float)velvect.Y;
loc = {};

View file

@ -612,7 +612,7 @@ void JS_DrawCameras(PLAYER* pp, const DVector3& campos, double smoothratio)
if (TEST_BOOL11(camactor) && numplayers > 1)
{
drawroomstotile(cp->actor->getPosWithOffsetZ(), cp->Angles.ZzANGLE(), cp->Angles.ZzHORIZON(), cp->cursector, mirror[cnt].campic, smoothratio);
drawroomstotile(cp->actor->getPosWithOffsetZ(), cp->actor->spr.Angles.Yaw, cp->actor->spr.Angles.Pitch, cp->cursector, mirror[cnt].campic, smoothratio);
}
else
{

View file

@ -1260,7 +1260,7 @@ int PlayerInitChemBomb(PLAYER* pp)
// Spawn a shot
// Inserting and setting up variables
auto actorNew = SpawnActor(STAT_MISSILE, CHEMBOMB, s_ChemBomb, pp->cursector, pos, pp->Angles.ZzANGLE(), CHEMBOMB_VELOCITY);
auto actorNew = SpawnActor(STAT_MISSILE, CHEMBOMB, s_ChemBomb, pp->cursector, pos, pp->actor->spr.Angles.Yaw, CHEMBOMB_VELOCITY);
// don't throw it as far if crawling
if (pp->Flags & (PF_CRAWLING))
@ -1285,7 +1285,7 @@ int PlayerInitChemBomb(PLAYER* pp)
if (pp->Flags & (PF_DIVING) || SpriteInUnderwaterArea(actorNew))
actorNew->user.Flags |= (SPR_UNDERWATER);
setFreeAimVelocity(actorNew->vel.X, actorNew->vel.Z, pp->Angles.ZzHORIZON(), HORIZ_MULTF);
setFreeAimVelocity(actorNew->vel.X, actorNew->vel.Z, pp->actor->spr.Angles.Pitch, HORIZ_MULTF);
double oclipdist = plActor->clipdist;
plActor->clipdist = 0;
@ -1632,7 +1632,7 @@ int PlayerInitCaltrops(PLAYER* pp)
auto pos = pp->actor->getPosWithOffsetZ().plusZ(pp->bob_z + 8);
auto actorNew = SpawnActor(STAT_DEAD_ACTOR, CALTROPS, s_Caltrops, pp->cursector, pos, pp->Angles.ZzANGLE(), (CHEMBOMB_VELOCITY + RandomRangeF(CHEMBOMB_VELOCITY)) / 2);
auto actorNew = SpawnActor(STAT_DEAD_ACTOR, CALTROPS, s_Caltrops, pp->cursector, pos, pp->actor->spr.Angles.Yaw, (CHEMBOMB_VELOCITY + RandomRangeF(CHEMBOMB_VELOCITY)) / 2);
// don't throw it as far if crawling
if (pp->Flags & (PF_CRAWLING))
@ -1655,7 +1655,7 @@ int PlayerInitCaltrops(PLAYER* pp)
if (pp->Flags & (PF_DIVING) || SpriteInUnderwaterArea(actorNew))
actorNew->user.Flags |= (SPR_UNDERWATER);
setFreeAimVelocity(actorNew->vel.X, actorNew->vel.Z, pp->Angles.ZzHORIZON(), HORIZ_MULTF);
setFreeAimVelocity(actorNew->vel.X, actorNew->vel.Z, pp->actor->spr.Angles.Pitch, HORIZ_MULTF);
double oclipdist = plActor->clipdist;
plActor->clipdist = 0;
@ -2198,7 +2198,7 @@ int SpawnShell(DSWActor* actor, int ShellNum)
if (actor->user.PlayerP)
{
setFreeAimVelocity(actorNew->vel.X, actorNew->vel.Z, actor->user.PlayerP->Angles.ZzHORIZON(), HORIZ_MULTF * (1. / 3.));
setFreeAimVelocity(actorNew->vel.X, actorNew->vel.Z, actor->user.PlayerP->actor->spr.Angles.Pitch, HORIZ_MULTF * (1. / 3.));
}
switch (actorNew->user.ID)

View file

@ -59,7 +59,7 @@ Collision MultiClipMove(PLAYER* pp, double zz, double floordist)
{
// move the box to position instead of using offset- this prevents small rounding errors
// allowing you to move through wall
DAngle ang = (pp->Angles.ZzANGLE() + sop->clipbox_ang[i]);
DAngle ang = (pp->actor->spr.Angles.Yaw + sop->clipbox_ang[i]);
DVector3 spos(pp->actor->getPosWithOffsetZ(), zz);
DVector2 vect = ang.ToVector() * sop->clipbox_vdist[i];

View file

@ -2477,7 +2477,7 @@ void SpawnPlayerUnderSprite(PLAYER* pp)
int pnum = int(pp - Player);
pp->PlayerUnderActor = SpawnActor(STAT_PLAYER_UNDER0 + pnum,
NINJA_RUN_R0, nullptr, pp->cursector, pp->actor->getPosWithOffsetZ(), pp->Angles.ZzANGLE());
NINJA_RUN_R0, nullptr, pp->cursector, pp->actor->getPosWithOffsetZ(), pp->actor->spr.Angles.Yaw);
DSWActor* actor = pp->PlayerUnderActor;

View file

@ -62,12 +62,13 @@ void GameInterface::WarpToCoords(double x, double y, double z, DAngle ang)
if (!ppActor) return;
ppActor->spr.pos = DVector3(x,y,z);
ppActor->backuppos();
if (ang != DAngle::fromDeg(INT_MIN))
{
Player->Angles.ZzOLDANGLE() = Player->Angles.ZzANGLE() = ang;
Player->actor->spr.Angles.Yaw = ang;
}
ppActor->backuploc();
}
//---------------------------------------------------------------------------

View file

@ -1311,9 +1311,9 @@ void DoPlayerTeleportPause(PLAYER* pp)
void DoPlayerTeleportToSprite(PLAYER* pp, DVector3& pos, DAngle ang)
{
pp->Angles.ZzANGLE() = pp->Angles.ZzOLDANGLE() = ang;
pp->actor->spr.Angles.Yaw = ang;
pp->actor->spr.pos = pos;
pp->actor->backuppos();
pp->actor->backuploc();
updatesector(pp->actor->getPosWithOffsetZ(), &pp->cursector);
pp->Flags2 |= (PF2_TELEPORTED);
@ -1637,7 +1637,7 @@ void DoPlayerTurnTurret(PLAYER* pp, float avel)
pp->actor->spr.Angles.Yaw = new_ang;
}
OperateSectorObject(pp->sop, pp->Angles.ZzANGLE(), pp->sop->pmid);
OperateSectorObject(pp->sop, pp->actor->spr.Angles.Yaw, pp->sop->pmid);
}
//---------------------------------------------------------------------------
@ -1670,7 +1670,7 @@ void SlipSlope(PLAYER* pp)
void DoPlayerSlopeTilting(PLAYER* pp)
{
bool const canslopetilt = !(pp->Flags & (PF_FLYING|PF_SWIMMING|PF_DIVING|PF_CLIMBING|PF_JUMPING|PF_FALLING)) && pp->cursector && (pp->cursector->floorstat & CSTAT_SECTOR_SLOPE);
pp->Angles.doViewPitch(pp->actor->spr.pos.XY(), pp->Angles.ZzANGLE(), pp->input.actions & SB_AIMMODE, canslopetilt, pp->cursector, (pp->Flags & PF_CLIMBING));
pp->Angles.doViewPitch(pp->actor->spr.pos.XY(), pp->actor->spr.Angles.Yaw, pp->input.actions & SB_AIMMODE, canslopetilt, pp->cursector, (pp->Flags & PF_CLIMBING));
}
//---------------------------------------------------------------------------
@ -2357,7 +2357,7 @@ void DoTankTreads(PLAYER* pp)
return;
int vel = int(pp->vect.Length() * 1024);
double dot = pp->vect.dot(pp->Angles.ZzANGLE().ToVector());
double dot = pp->vect.dot(pp->actor->spr.Angles.Yaw.ToVector());
if (dot < 0)
reverse = true;
@ -2555,7 +2555,7 @@ void DriveCrush(PLAYER* pp, DVector2* quad)
continue;
damage = -(actor->user.Health + 100);
PlayerDamageSlide(actor->user.PlayerP, damage, pp->Angles.ZzANGLE());
PlayerDamageSlide(actor->user.PlayerP, damage, pp->actor->spr.Angles.Yaw);
PlayerUpdateHealth(actor->user.PlayerP, damage);
PlayerCheckDeath(actor->user.PlayerP, pp->actor);
}
@ -2675,7 +2675,7 @@ void DoPlayerMoveVehicle(PLAYER* pp)
}
auto save_sect = pp->cursector;
OperateSectorObject(pp->sop, pp->Angles.ZzANGLE(), { MAXSO, MAXSO });
OperateSectorObject(pp->sop, pp->actor->spr.Angles.Yaw, { MAXSO, MAXSO });
pp->setcursector(pp->sop->op_main_sector); // for speed
double floordist = abs(zz - pp->sop->floor_loz);
@ -2703,7 +2703,7 @@ void DoPlayerMoveVehicle(PLAYER* pp)
DVector3 hitpos((pos[0] + pos[1]) * 0.5, pp->cursector->floorz - 10);
hitscan(hitpos, pp->cursector,
DVector3(pp->Angles.ZzANGLE().ToVector() * 16, 0),
DVector3(pp->actor->spr.Angles.Yaw.ToVector() * 16, 0),
hit, CLIPMASK_PLAYER);
if ((hit.hitpos.XY() - hitpos.XY()).LengthSquared() < 50 * 50)
@ -2776,7 +2776,7 @@ void DoPlayerMoveVehicle(PLAYER* pp)
}
}
OperateSectorObject(pp->sop, pp->Angles.ZzANGLE(), pp->actor->spr.pos.XY());
OperateSectorObject(pp->sop, pp->actor->spr.Angles.Yaw, pp->actor->spr.pos.XY());
pp->cursector = save_sect; // for speed
if (!SyncInput())
@ -3273,7 +3273,7 @@ void DoPlayerClimb(PLAYER* pp)
pp->vect.X = pp->vect.Y = 0;
double climbVel = pp->vect.Length();
double dot = pp->vect.dot(pp->Angles.ZzANGLE().ToVector());
double dot = pp->vect.dot(pp->actor->spr.Angles.Yaw.ToVector());
if (dot < 0)
climbVel = -climbVel;
@ -3416,7 +3416,7 @@ void DoPlayerClimb(PLAYER* pp)
HitInfo near;
// constantly look for new ladder sector because of warping at any time
neartag(pp->actor->getPosWithOffsetZ(), pp->cursector, pp->Angles.ZzANGLE(), near, 50., NT_Lotag | NT_Hitag | NT_NoSpriteCheck);
neartag(pp->actor->getPosWithOffsetZ(), pp->cursector, pp->actor->spr.Angles.Yaw, near, 50., NT_Lotag | NT_Hitag | NT_NoSpriteCheck);
if (near.hitWall)
{
@ -3456,7 +3456,7 @@ int DoPlayerWadeSuperJump(PLAYER* pp)
//for (i = 0; i < SIZ(angs); i++)
{
FAFhitscan(DVector3(pp->actor->spr.pos.XY(), zh), pp->cursector, DVector3(pp->Angles.ZzANGLE().ToVector() * 1024, 0), hit, CLIPMASK_MISSILE);
FAFhitscan(DVector3(pp->actor->spr.pos.XY(), zh), pp->cursector, DVector3(pp->actor->spr.Angles.Yaw.ToVector() * 1024, 0), hit, CLIPMASK_MISSILE);
if (hit.hitWall != nullptr && hit.hitSector != nullptr)
{
@ -3769,9 +3769,9 @@ bool PlayerOnLadder(PLAYER* pp)
if (Prediction)
return false;
neartag(pp->actor->getPosWithOffsetZ(), pp->cursector, pp->Angles.ZzANGLE(), near, 64. + 48., NT_Lotag | NT_Hitag);
neartag(pp->actor->getPosWithOffsetZ(), pp->cursector, pp->actor->spr.Angles.Yaw, near, 64. + 48., NT_Lotag | NT_Hitag);
double dir = pp->vect.dot(pp->Angles.ZzANGLE().ToVector());
double dir = pp->vect.dot(pp->actor->spr.Angles.Yaw.ToVector());
if (dir < 0)
return false;
@ -3781,12 +3781,12 @@ bool PlayerOnLadder(PLAYER* pp)
for (i = 0; i < SIZ(angles); i++)
{
neartag(pp->actor->getPosWithOffsetZ(), pp->cursector, pp->Angles.ZzANGLE() + angles[i], near, 37.5, NT_Lotag | NT_Hitag | NT_NoSpriteCheck);
neartag(pp->actor->getPosWithOffsetZ(), pp->cursector, pp->actor->spr.Angles.Yaw + angles[i], near, 37.5, NT_Lotag | NT_Hitag | NT_NoSpriteCheck);
if (near.hitWall == nullptr || near.hitpos.X < 6.25 || near.hitWall->lotag != TAG_WALL_CLIMB)
return false;
FAFhitscan(pp->actor->getPosWithOffsetZ(), pp->cursector, DVector3((pp->Angles.ZzANGLE() + angles[i]).ToVector() * 1024, 0), hit, CLIPMASK_MISSILE);
FAFhitscan(pp->actor->getPosWithOffsetZ(), pp->cursector, DVector3((pp->actor->spr.Angles.Yaw + angles[i]).ToVector() * 1024, 0), hit, CLIPMASK_MISSILE);
if (hit.actor() != nullptr)
{
@ -5132,7 +5132,7 @@ void DoPlayerBeginOperate(PLAYER* pp)
pp->sop = pp->sop_control = sop;
sop->controller = pp->actor;
pp->Angles.ZzOLDANGLE() = pp->Angles.ZzANGLE() = sop->ang;
pp->actor->PrevAngles.Yaw = pp->actor->spr.Angles.Yaw = sop->ang;
pp->actor->spr.pos.XY() = sop->pmid.XY();
updatesector(pp->actor->getPosWithOffsetZ(), &pp->cursector);
calcSlope(pp->cursector, pp->actor->getPosWithOffsetZ(), &cz, &fz);
@ -5222,7 +5222,7 @@ void DoPlayerBeginRemoteOperate(PLAYER* pp, SECTOR_OBJECT* sop)
auto save_sect = pp->cursector;
pp->Angles.ZzOLDANGLE() = pp->Angles.ZzANGLE() = sop->ang;
pp->actor->PrevAngles.Yaw = pp->actor->spr.Angles.Yaw = sop->ang;
pp->actor->spr.pos.XY() = sop->pmid.XY();
updatesector(pp->actor->getPosWithOffsetZ(), &pp->cursector);
calcSlope(pp->cursector, pp->actor->getPosWithOffsetZ(), &cz, &fz);
@ -5883,7 +5883,7 @@ void DoPlayerBeginDie(PLAYER* pp)
static inline void DoPlayerDeathHoriz(PLAYER* pp, const DAngle target, const double speed)
{
auto targetdelta = deltaangle(pp->Angles.ZzHORIZON(), target);
auto targetdelta = deltaangle(pp->actor->spr.Angles.Pitch, target);
if (abs(targetdelta.Degrees()) > 1)
{
@ -5975,7 +5975,7 @@ void DoPlayerDeathFollowKiller(PLAYER* pp)
{
if (FAFcansee(ActorVectOfTop(killer), killer->sector(), pp->actor->getPosWithOffsetZ(), pp->cursector))
{
pp->Angles.addYaw(deltaangle(pp->Angles.ZzANGLE(), (killer->spr.pos.XY() - pp->actor->spr.pos.XY()).Angle()) * (1. / 16.));
pp->Angles.addYaw(deltaangle(pp->actor->spr.Angles.Yaw, (killer->spr.pos.XY() - pp->actor->spr.pos.XY()).Angle()) * (1. / 16.));
}
}
}
@ -6029,7 +6029,7 @@ void DoPlayerDeathCheckKeys(PLAYER* pp)
pp->input.actions |= SB_CENTERVIEW;
plActor->spr.scale = DVector2(PLAYER_NINJA_XREPEAT, PLAYER_NINJA_YREPEAT);
pp->Angles.ZzHORIZON() = nullAngle;
pp->actor->spr.Angles.Pitch = nullAngle;
plActor->user.ID = NINJA_RUN_R0;
PlayerDeathReset(pp);
@ -7559,7 +7559,7 @@ DEFINE_ACTION_FUNCTION(_SWPlayer, MaxUserHealth)
DEFINE_ACTION_FUNCTION(_SWPlayer, GetBuildAngle)
{
PARAM_SELF_STRUCT_PROLOGUE(PLAYER);
ACTION_RETURN_INT(self->Angles.ZzANGLE().Buildang());
ACTION_RETURN_INT(self->actor->spr.Angles.Yaw.Buildang());
}
DEFINE_ACTION_FUNCTION(_SW, WeaponMaxAmmo)

View file

@ -2140,7 +2140,7 @@ bool NearThings(PLAYER* pp)
return false;
}
neartag(pp->actor->getPosWithOffsetZ(), pp->cursector, pp->Angles.ZzANGLE(), near, 64., NT_Lotag | NT_Hitag);
neartag(pp->actor->getPosWithOffsetZ(), pp->cursector, pp->actor->spr.Angles.Yaw, near, 64., NT_Lotag | NT_Hitag);
// hit a sprite? Check to see if it has sound info in it!
@ -2173,7 +2173,7 @@ bool NearThings(PLAYER* pp)
{
HitInfo hit{};
FAFhitscan(pp->actor->getPosWithOffsetZ().plusZ(-30), pp->cursector, DVector3(pp->Angles.ZzANGLE().ToVector() * 1024, 0), hit, CLIPMASK_MISSILE);
FAFhitscan(pp->actor->getPosWithOffsetZ().plusZ(-30), pp->cursector, DVector3(pp->actor->spr.Angles.Yaw.ToVector() * 1024, 0), hit, CLIPMASK_MISSILE);
if (hit.hitSector == nullptr)
return false;
@ -2221,7 +2221,7 @@ void NearTagList(NEAR_TAG_INFO* ntip, PLAYER* pp, double z, double dist, int typ
HitInfo near;
neartag(DVector3(pp->actor->spr.pos.XY(), z), pp->cursector, pp->Angles.ZzANGLE(), near, dist, type);
neartag(DVector3(pp->actor->spr.pos.XY(), z), pp->cursector, pp->actor->spr.Angles.Yaw, near, dist, type);
if (near.hitSector != nullptr)
{

View file

@ -1480,7 +1480,7 @@ void MovePlayer(PLAYER* pp, SECTOR_OBJECT* sop, const DVector2& move)
{
pp->Flags |= (PF_PLAYER_RIDING);
pp->RevolveAng = pp->Angles.ZzANGLE();
pp->RevolveAng = pp->actor->spr.Angles.Yaw;
pp->Revolve.XY() = pp->actor->spr.pos.XY();
// set the delta angle to 0 when moving
@ -1502,7 +1502,7 @@ void MovePlayer(PLAYER* pp, SECTOR_OBJECT* sop, const DVector2& move)
// save the current information so when Player stops
// moving then you
// know where he was last
pp->RevolveAng = pp->Angles.ZzANGLE();
pp->RevolveAng = pp->actor->spr.Angles.Yaw;
pp->Revolve.XY() = pp->actor->spr.pos.XY();
// set the delta angle to 0 when moving
@ -1516,7 +1516,7 @@ void MovePlayer(PLAYER* pp, SECTOR_OBJECT* sop, const DVector2& move)
pp->Revolve += move;
// Last known angle is now adjusted by the delta angle
pp->RevolveAng = deltaangle(pp->RevolveDeltaAng, pp->Angles.ZzANGLE());
pp->RevolveAng = deltaangle(pp->RevolveDeltaAng, pp->actor->spr.Angles.Yaw);
}
// increment Players delta angle
@ -1529,7 +1529,7 @@ void MovePlayer(PLAYER* pp, SECTOR_OBJECT* sop, const DVector2& move)
// New angle is formed by taking last known angle and
// adjusting by the delta angle
pp->Angles.addYaw(deltaangle(pp->RevolveAng + pp->RevolveDeltaAng, pp->Angles.ZzANGLE()));
pp->Angles.addYaw(deltaangle(pp->RevolveAng + pp->RevolveDeltaAng, pp->actor->spr.Angles.Yaw));
UpdatePlayerSprite(pp);
}

View file

@ -11534,7 +11534,7 @@ int DoRing(DSWActor* actor)
// put it out there
actor->spr.pos += actor->spr.Angles.Yaw.ToVector() * actor->user.Dist;
if (pp) actor->spr.pos.Z -= actor->user.Dist * pp->Angles.ZzHORIZON().Tan() * 2.; // horizon math sucks...
if (pp) actor->spr.pos.Z -= actor->user.Dist * pp->actor->spr.Angles.Pitch.Tan() * 2.; // horizon math sucks...
SetActor(actor, actor->spr.pos);
@ -11584,7 +11584,7 @@ void InitSpellRing(PLAYER* pp)
DAngle ang_diff = DAngle360 / max_missiles;
DAngle ang_start = pp->Angles.ZzANGLE() - DAngle180;
DAngle ang_start = pp->actor->spr.Angles.Yaw - DAngle180;
if (!SW_SHAREWARE)
PlaySound(DIGI_RFWIZ, pp, v3df_none);
@ -11612,7 +11612,7 @@ void InitSpellRing(PLAYER* pp)
// put it out there
actorNew->spr.pos += actorNew->spr.Angles.Yaw.ToVector() * actorNew->user.Dist;
actorNew->spr.pos.Z += pp->actor->getOffsetZ() + 20 - (actorNew->user.Dist * pp->Angles.ZzHORIZON().Tan() * 2.); // horizon math sucks...
actorNew->spr.pos.Z += pp->actor->getOffsetZ() + 20 - (actorNew->user.Dist * pp->actor->spr.Angles.Pitch.Tan() * 2.); // horizon math sucks...
actorNew->spr.Angles.Yaw += DAngle90;
@ -11971,7 +11971,7 @@ void InitSpellNapalm(PLAYER* pp)
for (i = 0; i < SIZ(mp); i++)
{
auto actor = SpawnActor(STAT_MISSILE, FIREBALL1, s_Napalm, pp->cursector,
pp->actor->getPosWithOffsetZ().plusZ(12), pp->Angles.ZzANGLE(), NAPALM_VELOCITY*2);
pp->actor->getPosWithOffsetZ().plusZ(12), pp->actor->spr.Angles.Yaw, NAPALM_VELOCITY*2);
actor->spr.hitag = LUMINOUS; //Always full brightness
@ -11984,7 +11984,7 @@ void InitSpellNapalm(PLAYER* pp)
actor->spr.shade = -40;
actor->spr.scale = DVector2(0.5, 0.5);
actor->clipdist = 0;
setFreeAimVelocity(actor->vel.X, actor->vel.Z, pp->Angles.ZzHORIZON(), HORIZ_MULTF);
setFreeAimVelocity(actor->vel.X, actor->vel.Z, pp->actor->spr.Angles.Pitch, HORIZ_MULTF);
actor->spr.cstat |= (CSTAT_SPRITE_TRANSLUCENT | CSTAT_SPRITE_YCENTER);
actor->spr.cstat &= ~(CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN);
actor->user.Flags2 |= (SPR2_BLUR_TAPER_FAST);
@ -12106,7 +12106,7 @@ int InitSpellMirv(PLAYER* pp)
if (!pp->insector())
return 0;
auto actorNew = SpawnActor(STAT_MISSILE, FIREBALL1, s_Mirv, pp->cursector, pp->actor->getPosWithOffsetZ().plusZ(12), pp->Angles.ZzANGLE(), MIRV_VELOCITY);
auto actorNew = SpawnActor(STAT_MISSILE, FIREBALL1, s_Mirv, pp->cursector, pp->actor->getPosWithOffsetZ().plusZ(12), pp->actor->spr.Angles.Yaw, MIRV_VELOCITY);
PlaySound(DIGI_MIRVWIZ, actorNew, v3df_follow);
@ -12114,7 +12114,7 @@ int InitSpellMirv(PLAYER* pp)
actorNew->spr.shade = -40;
actorNew->spr.scale = DVector2(1.125, 1.125);
actorNew->clipdist = 2;
setFreeAimVelocity(actorNew->vel.X, actorNew->vel.Z, pp->Angles.ZzHORIZON(), HORIZ_MULTF);
setFreeAimVelocity(actorNew->vel.X, actorNew->vel.Z, pp->actor->spr.Angles.Pitch, HORIZ_MULTF);
actorNew->spr.cstat |= (CSTAT_SPRITE_TRANSLUCENT | CSTAT_SPRITE_YCENTER);
actorNew->spr.cstat &= ~(CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN);
@ -12248,9 +12248,9 @@ int InitSwordAttack(PLAYER* pp)
HitInfo hit{};
double dax = 1024., daz = 0;
DAngle daang = pp->Angles.ZzANGLE();
setFreeAimVelocity(dax, daz, pp->Angles.ZzHORIZON(), 1000. - (RandomRangeF(24000 / 256.) - 12000 / 256.));
FAFhitscan(pp->actor->getPosWithOffsetZ(), pp->cursector, DVector3(pp->Angles.ZzANGLE().ToVector() * dax, daz), hit, CLIPMASK_MISSILE);
DAngle daang = pp->actor->spr.Angles.Yaw;
setFreeAimVelocity(dax, daz, pp->actor->spr.Angles.Pitch, 1000. - (RandomRangeF(24000 / 256.) - 12000 / 256.));
FAFhitscan(pp->actor->getPosWithOffsetZ(), pp->cursector, DVector3(pp->actor->spr.Angles.Yaw.ToVector() * dax, daz), hit, CLIPMASK_MISSILE);
if (hit.hitSector == nullptr)
return 0;
@ -12326,7 +12326,7 @@ int InitSwordAttack(PLAYER* pp)
if (hit.hitWall->lotag == TAG_WALL_BREAK)
{
HitBreakWall(hit.hitWall, hit.hitpos, pp->Angles.ZzANGLE(), plActor->user.ID);
HitBreakWall(hit.hitWall, hit.hitpos, pp->actor->spr.Angles.Yaw, plActor->user.ID);
}
// hit non breakable wall - do sound and puff
else
@ -12426,9 +12426,9 @@ int InitFistAttack(PLAYER* pp)
{
HitInfo hit{};
double dax = 1024., daz = 0;
auto daang = pp->Angles.ZzANGLE();
setFreeAimVelocity(dax, daz, pp->Angles.ZzHORIZON(), 1000. - (RandomRangeF(24000 / 256.) - 12000 / 256.));
FAFhitscan(pp->actor->getPosWithOffsetZ(), pp->cursector, DVector3(pp->Angles.ZzANGLE().ToVector() * dax, daz), hit, CLIPMASK_MISSILE);
auto daang = pp->actor->spr.Angles.Yaw;
setFreeAimVelocity(dax, daz, pp->actor->spr.Angles.Pitch, 1000. - (RandomRangeF(24000 / 256.) - 12000 / 256.));
FAFhitscan(pp->actor->getPosWithOffsetZ(), pp->cursector, DVector3(pp->actor->spr.Angles.Yaw.ToVector() * dax, daz), hit, CLIPMASK_MISSILE);
if (hit.hitSector == nullptr)
return 0;
@ -12517,7 +12517,7 @@ int InitFistAttack(PLAYER* pp)
if (hit.hitWall->lotag == TAG_WALL_BREAK)
{
HitBreakWall(hit.hitWall, hit.hitpos, pp->Angles.ZzANGLE(), plActor->user.ID);
HitBreakWall(hit.hitWall, hit.hitpos, pp->actor->spr.Angles.Yaw, plActor->user.ID);
}
// hit non breakable wall - do sound and puff
else
@ -12980,7 +12980,7 @@ int InitStar(PLAYER* pp)
// Spawn a shot
// Inserting and setting up variables
auto actorNew = SpawnActor(STAT_MISSILE, STAR1, s_Star, pp->cursector, pos, pp->Angles.ZzANGLE(), STAR_VELOCITY);
auto actorNew = SpawnActor(STAT_MISSILE, STAR1, s_Star, pp->cursector, pos, pp->actor->spr.Angles.Yaw, STAR_VELOCITY);
SetOwner(pp->actor, actorNew);
actorNew->spr.scale = DVector2(STAR_REPEAT, STAR_REPEAT);
@ -12988,7 +12988,7 @@ int InitStar(PLAYER* pp)
actorNew->clipdist = 2;
// zvel was overflowing with this calculation - had to move to a local long var
double zvel = 0;
setFreeAimVelocity(actorNew->vel.X, zvel, pp->Angles.ZzHORIZON(), (HORIZ_MULT + STAR_HORIZ_ADJ) * 0.5);
setFreeAimVelocity(actorNew->vel.X, zvel, pp->actor->spr.Angles.Pitch, (HORIZ_MULT + STAR_HORIZ_ADJ) * 0.5);
actorNew->user.ceiling_dist = (1);
actorNew->user.floor_dist = (1);
@ -13080,7 +13080,7 @@ void InitHeartAttack(PLAYER* pp)
return;
auto actorNew = SpawnActor(STAT_MISSILE_SKIP4, BLOOD_WORM, s_BloodWorm, pp->cursector,
pp->actor->getPosWithOffsetZ().plusZ(12), pp->Angles.ZzANGLE(), BLOOD_WORM_VELOCITY*2);
pp->actor->getPosWithOffsetZ().plusZ(12), pp->actor->spr.Angles.Yaw, BLOOD_WORM_VELOCITY*2);
actorNew->spr.hitag = LUMINOUS; //Always full brightness
@ -13088,7 +13088,7 @@ void InitHeartAttack(PLAYER* pp)
actorNew->spr.shade = -10;
actorNew->spr.scale = DVector2(0.8125, 0.8125);
actorNew->clipdist = 0;
setFreeAimVelocity(actorNew->vel.X, actorNew->vel.Z, pp->Angles.ZzHORIZON(), HORIZ_MULTF);
setFreeAimVelocity(actorNew->vel.X, actorNew->vel.Z, pp->actor->spr.Angles.Pitch, HORIZ_MULTF);
actorNew->spr.cstat &= ~(CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN);
actorNew->user.Flags2 |= (SPR2_DONT_TARGET_OWNER);
actorNew->spr.cstat |= (CSTAT_SPRITE_INVISIBLE);
@ -13230,8 +13230,8 @@ int InitShotgun(PLAYER* pp)
DAngle daang = DAngle22_5 * 0.5;
if (WeaponAutoAimHitscan(pp->actor, &daz, &daang, false) == nullptr)
{
setFreeAimVelocity(dax, daz, pp->Angles.ZzHORIZON(), 1000.);
daang = pp->Angles.ZzANGLE();
setFreeAimVelocity(dax, daz, pp->actor->spr.Angles.Pitch, 1000.);
daang = pp->actor->spr.Angles.Yaw;
}
double ndaz;
@ -13383,7 +13383,7 @@ int InitLaser(PLAYER* pp)
// Spawn a shot
// Inserting and setting up variables
auto actorNew = SpawnActor(STAT_MISSILE, BOLT_THINMAN_R0, s_Laser, pp->cursector, pos, pp->Angles.ZzANGLE(), 18.75);
auto actorNew = SpawnActor(STAT_MISSILE, BOLT_THINMAN_R0, s_Laser, pp->cursector, pos, pp->actor->spr.Angles.Yaw, 18.75);
actorNew->spr.hitag = LUMINOUS; //Always full brightness
SetOwner(pp->actor, actorNew);
@ -13392,7 +13392,7 @@ int InitLaser(PLAYER* pp)
actorNew->clipdist = 4;
// the slower the missile travels the less of a zvel it needs
setFreeAimVelocity(actorNew->vel.X, actorNew->vel.Z, pp->Angles.ZzHORIZON(), 16.);
setFreeAimVelocity(actorNew->vel.X, actorNew->vel.Z, pp->actor->spr.Angles.Pitch, 16.);
actorNew->user.WeaponNum = actor->user.WeaponNum;
actorNew->user.Radius = 200;
@ -13481,13 +13481,13 @@ int InitRail(PLAYER* pp)
// Spawn a shot
// Inserting and setting up variables
auto actorNew = SpawnActor(STAT_MISSILE, BOLT_THINMAN_R1, &s_Rail[0][0], pp->cursector, pos, pp->Angles.ZzANGLE(), 75);
auto actorNew = SpawnActor(STAT_MISSILE, BOLT_THINMAN_R1, &s_Rail[0][0], pp->cursector, pos, pp->actor->spr.Angles.Yaw, 75);
SetOwner(pp->actor, actorNew);
actorNew->spr.scale = DVector2(0.8125, 0.8125);
actorNew->spr.shade = -15;
setFreeAimVelocity(actorNew->vel.X, zvel, pp->Angles.ZzHORIZON(), (HORIZ_MULT + 17) * 0.5);
setFreeAimVelocity(actorNew->vel.X, zvel, pp->actor->spr.Angles.Pitch, (HORIZ_MULT + 17) * 0.5);
actorNew->user.RotNum = 5;
NewStateGroup(actorNew, &sg_Rail[0]);
@ -13646,12 +13646,12 @@ int InitRocket(PLAYER* pp)
// Spawn a shot
// Inserting and setting up variables
auto actorNew = SpawnActor(STAT_MISSILE, BOLT_THINMAN_R0, &s_Rocket[0][0], pp->cursector, pos, pp->Angles.ZzANGLE(), ROCKET_VELOCITY);
auto actorNew = SpawnActor(STAT_MISSILE, BOLT_THINMAN_R0, &s_Rocket[0][0], pp->cursector, pos, pp->actor->spr.Angles.Yaw, ROCKET_VELOCITY);
SetOwner(pp->actor, actorNew);
actorNew->spr.scale = DVector2(1.40626, 1.40625);
actorNew->spr.shade = -15;
setFreeAimVelocity(actorNew->vel.X, zvel, pp->Angles.ZzHORIZON(), (HORIZ_MULT + 35) * 0.5);
setFreeAimVelocity(actorNew->vel.X, zvel, pp->actor->spr.Angles.Pitch, (HORIZ_MULT + 35) * 0.5);
actorNew->clipdist = 4;
@ -13753,12 +13753,12 @@ int InitBunnyRocket(PLAYER* pp)
// Spawn a shot
// Inserting and setting up variables
auto actorNew = SpawnActor(STAT_MISSILE, BOLT_THINMAN_R4, &s_BunnyRocket[0][0], pp->cursector, pos, pp->Angles.ZzANGLE(), ROCKET_VELOCITY);
auto actorNew = SpawnActor(STAT_MISSILE, BOLT_THINMAN_R4, &s_BunnyRocket[0][0], pp->cursector, pos, pp->actor->spr.Angles.Yaw, ROCKET_VELOCITY);
SetOwner(pp->actor, actorNew);
actorNew->spr.scale = DVector2(1, 1);
actorNew->spr.shade = -15;
setFreeAimVelocity(actorNew->vel.X, zvel, pp->Angles.ZzHORIZON(), (HORIZ_MULT + 35) * 0.5);
setFreeAimVelocity(actorNew->vel.X, zvel, pp->actor->spr.Angles.Pitch, (HORIZ_MULT + 35) * 0.5);
actorNew->clipdist = 4;
@ -13855,12 +13855,12 @@ int InitNuke(PLAYER* pp)
// Spawn a shot
// Inserting and setting up variables
auto actorNew = SpawnActor(STAT_MISSILE, BOLT_THINMAN_R0, &s_Rocket[0][0], pp->cursector, pos, pp->Angles.ZzANGLE(), 700/16.);
auto actorNew = SpawnActor(STAT_MISSILE, BOLT_THINMAN_R0, &s_Rocket[0][0], pp->cursector, pos, pp->actor->spr.Angles.Yaw, 700/16.);
SetOwner(pp->actor, actorNew);
actorNew->spr.scale = DVector2(2, 2);
actorNew->spr.shade = -15;
setFreeAimVelocity(actorNew->vel.X, zvel, pp->Angles.ZzHORIZON(), (HORIZ_MULT + 36) * 0.5);
setFreeAimVelocity(actorNew->vel.X, zvel, pp->actor->spr.Angles.Pitch, (HORIZ_MULT + 36) * 0.5);
actorNew->clipdist = 4;
// Set to red palette
@ -13912,7 +13912,7 @@ int InitNuke(PLAYER* pp)
UpdateChangeXY(actorNew);
actorNew->user.change.Z = zvel;
PlayerDamageSlide(pp, -40, pp->Angles.ZzANGLE() + DAngle180); // Recoil slide
PlayerDamageSlide(pp, -40, pp->actor->spr.Angles.Yaw + DAngle180); // Recoil slide
return 0;
}
@ -14016,7 +14016,7 @@ int InitMicro(PLAYER* pp)
return 0;
double vel = 75., zvel = 0;
setFreeAimVelocity(vel, zvel, pp->Angles.ZzHORIZON(), HORIZ_MULTF);
setFreeAimVelocity(vel, zvel, pp->actor->spr.Angles.Pitch, HORIZ_MULTF);
for (i = 0; i < MAX_MICRO; i++)
{
@ -14031,7 +14031,7 @@ int InitMicro(PLAYER* pp)
else
{
picked = nullptr;
angle = pp->Angles.ZzANGLE();
angle = pp->actor->spr.Angles.Yaw;
}
auto pos = pp->actor->getPosWithOffsetZ().plusZ(pp->bob_z + 4 + RandomRange(20));
@ -15221,12 +15221,12 @@ int InitTracerUzi(PLAYER* pp)
static const short lat_dist[] = {800,-800};
double nz = 8 + (pp->Angles.ZzHORIZON().Tan() * 36.);
double nz = 8 + (pp->actor->spr.Angles.Pitch.Tan() * 36.);
// Spawn a shot
// Inserting and setting up variables
auto actorNew = SpawnActor(STAT_MISSILE, 0, s_Tracer, pp->cursector, pp->actor->getPosWithOffsetZ().plusZ(nz), pp->Angles.ZzANGLE(), TRACER_VELOCITY);
auto actorNew = SpawnActor(STAT_MISSILE, 0, s_Tracer, pp->cursector, pp->actor->getPosWithOffsetZ().plusZ(nz), pp->actor->spr.Angles.Yaw, TRACER_VELOCITY);
actorNew->spr.hitag = LUMINOUS; //Always full brightness
SetOwner(pp->actor, actorNew);
@ -15260,7 +15260,7 @@ int InitTracerUzi(PLAYER* pp)
return 0;
}
setFreeAimVelocity(actorNew->vel.X, actorNew->vel.Z, pp->Angles.ZzHORIZON(), actorNew->vel.X);
setFreeAimVelocity(actorNew->vel.X, actorNew->vel.Z, pp->actor->spr.Angles.Pitch, actorNew->vel.X);
plActor->clipdist = oclipdist;
@ -15524,8 +15524,8 @@ int InitUzi(PLAYER* pp)
}
else
{
daang = pp->Angles.ZzANGLE() + mapangle(RandomRange(24) - 12);
setFreeAimVelocity(dax, daz, pp->Angles.ZzHORIZON(), 1000. - (RandomRangeF(24000/256.) - 12000/256.));
daang = pp->actor->spr.Angles.Yaw + mapangle(RandomRange(24) - 12);
setFreeAimVelocity(dax, daz, pp->actor->spr.Angles.Pitch, 1000. - (RandomRangeF(24000/256.) - 12000/256.));
}
DVector3 vect(daang.ToVector() * dax, daz);
@ -15697,7 +15697,7 @@ int InitTankShell(DSWActor* actor, PLAYER* pp)
actorNew->spr.cstat |= (CSTAT_SPRITE_YCENTER);
actorNew->spr.cstat |= (CSTAT_SPRITE_INVISIBLE);
setFreeAimVelocity(actorNew->vel.X, actorNew->vel.Z, pp->Angles.ZzHORIZON(), actorNew->vel.X);
setFreeAimVelocity(actorNew->vel.X, actorNew->vel.Z, pp->actor->spr.Angles.Pitch, actorNew->vel.X);
WeaponAutoAim(actor, actorNew, DAngle22_5 / 2, false);
// a bit of randomness
@ -15765,7 +15765,7 @@ int InitTurretMicro(DSWActor* actor, PLAYER* pp)
SetOwner(plActor, actorNew);
actorNew->spr.scale = DVector2(0.375, 0.375);
actorNew->spr.shade = -15;
setFreeAimVelocity(actorNew->vel.X, actorNew->vel.Z, pp->Angles.ZzHORIZON(), HORIZ_MULTF - RandomRangeF(8) + 5);
setFreeAimVelocity(actorNew->vel.X, actorNew->vel.Z, pp->actor->spr.Angles.Pitch, HORIZ_MULTF - RandomRangeF(8) + 5);
actorNew->clipdist = 4;
@ -15834,7 +15834,7 @@ int InitTurretRocket(DSWActor* actor, PLAYER* pp)
actorNew->user.Flags2 |= (SPR2_SO_MISSILE);
actorNew->spr.cstat |= (CSTAT_SPRITE_YCENTER);
setFreeAimVelocity(actorNew->vel.X, actorNew->vel.Z, pp->Angles.ZzHORIZON(), actorNew->vel.X);
setFreeAimVelocity(actorNew->vel.X, actorNew->vel.Z, pp->actor->spr.Angles.Pitch, actorNew->vel.X);
WeaponAutoAim(actor, actorNew, DAngle22_5 / 2, false);
// a bit of randomness
@ -15873,7 +15873,7 @@ int InitTurretFireball(DSWActor* actor, PLAYER* pp)
actorNew->user.Flags2 |= (SPR2_SO_MISSILE);
actorNew->spr.cstat |= (CSTAT_SPRITE_YCENTER);
setFreeAimVelocity(actorNew->vel.X, actorNew->vel.Z, pp->Angles.ZzHORIZON(), actorNew->vel.X);
setFreeAimVelocity(actorNew->vel.X, actorNew->vel.Z, pp->actor->spr.Angles.Pitch, actorNew->vel.X);
WeaponAutoAim(actor, actorNew, DAngle22_5 / 2, false);
// a bit of randomness
@ -15910,7 +15910,7 @@ int InitTurretRail(DSWActor* actor, PLAYER* pp)
SetOwner(pp->actor, actorNew);
actorNew->spr.scale = DVector2(0.8125, 0.8125);
actorNew->spr.shade = -15;
setFreeAimVelocity(actorNew->vel.X, actorNew->vel.Z, pp->Angles.ZzHORIZON(), HORIZ_MULTF);
setFreeAimVelocity(actorNew->vel.X, actorNew->vel.Z, pp->actor->spr.Angles.Pitch, HORIZ_MULTF);
actorNew->user.RotNum = 5;
NewStateGroup(actorNew, &sg_Rail[0]);
@ -15957,7 +15957,7 @@ int InitTurretLaser(DSWActor* actor, PLAYER* pp)
actorNew->spr.shade = -15;
// the slower the missile travels the less of a zvel it needs
setFreeAimVelocity(actorNew->vel.X, actorNew->vel.Z, pp->Angles.ZzHORIZON(), 16.);
setFreeAimVelocity(actorNew->vel.X, actorNew->vel.Z, pp->actor->spr.Angles.Pitch, 16.);
actorNew->user.Radius = 200;
actorNew->user.ceiling_dist = (1);
@ -15996,7 +15996,7 @@ int InitSobjMachineGun(DSWActor* actor, PLAYER* pp)
double daz = npos.Z;
if (RANDOM_P2(1024) < 200)
InitTracerTurret(actor, pp->actor, pp->Angles.ZzHORIZON());
InitTracerTurret(actor, pp->actor, pp->actor->spr.Angles.Pitch);
DAngle daang = DAngle22_5 / 2;
if (WeaponAutoAimHitscan(actor, &daz, &daang, false) != nullptr)
@ -16005,7 +16005,7 @@ int InitSobjMachineGun(DSWActor* actor, PLAYER* pp)
}
else
{
setFreeAimVelocity(dax, daz, DAngle::fromDeg(min(pp->Angles.ZzHORIZON().Degrees(), 11.0515)), 1000 - RandomRangeF(80) + 40);
setFreeAimVelocity(dax, daz, DAngle::fromDeg(min(pp->actor->spr.Angles.Pitch.Degrees(), 11.0515)), 1000 - RandomRangeF(80) + 40);
daang = actor->spr.Angles.Yaw;
}
@ -16667,7 +16667,7 @@ int InitGrenade(PLAYER* pp)
// Spawn a shot
// Inserting and setting up variables
auto actorNew = SpawnActor(STAT_MISSILE, GRENADE, &s_Grenade[0][0], pp->cursector, pos, pp->Angles.ZzANGLE(), GRENADE_VELOCITY);
auto actorNew = SpawnActor(STAT_MISSILE, GRENADE, &s_Grenade[0][0], pp->cursector, pos, pp->actor->spr.Angles.Yaw, GRENADE_VELOCITY);
// don't throw it as far if crawling
if (pp->Flags & (PF_CRAWLING))
@ -16695,7 +16695,7 @@ int InitGrenade(PLAYER* pp)
if (pp->Flags & (PF_DIVING) || SpriteInUnderwaterArea(actorNew))
actorNew->user.Flags |= (SPR_UNDERWATER);
setFreeAimVelocity(actorNew->vel.X, actorNew->vel.Z, pp->Angles.ZzHORIZON(), HORIZ_MULTF);
setFreeAimVelocity(actorNew->vel.X, actorNew->vel.Z, pp->actor->spr.Angles.Pitch, HORIZ_MULTF);
auto oclipdist = actor->clipdist;
actor->clipdist = 0;
@ -16805,13 +16805,13 @@ int InitMine(PLAYER* pp)
// Spawn a shot
// Inserting and setting up variables
auto actorNew = SpawnActor(STAT_MISSILE, MINE, s_Mine, pp->cursector, pos, pp->Angles.ZzANGLE(), MINE_VELOCITY);
auto actorNew = SpawnActor(STAT_MISSILE, MINE, s_Mine, pp->cursector, pos, pp->actor->spr.Angles.Yaw, MINE_VELOCITY);
SetOwner(pp->actor, actorNew);
actorNew->spr.scale = DVector2(0.5, 0.5);
actorNew->spr.shade = -15;
actorNew->clipdist = 8;
setFreeAimVelocity(actorNew->vel.X, actorNew->vel.Z, pp->Angles.ZzHORIZON(), HORIZ_MULTF);
setFreeAimVelocity(actorNew->vel.X, actorNew->vel.Z, pp->actor->spr.Angles.Pitch, HORIZ_MULTF);
actorNew->user.WeaponNum = actor->user.WeaponNum;
actorNew->user.Radius = 200;
actorNew->user.ceiling_dist = (5);
@ -16828,7 +16828,7 @@ int InitMine(PLAYER* pp)
UpdateChange(actorNew, 0.5);
double dot = pp->vect.dot(pp->Angles.ZzANGLE().ToVector());
double dot = pp->vect.dot(pp->actor->spr.Angles.Yaw.ToVector());
// don't adjust for strafing
// not really sure what to do here as the original formula was very likely to overflow, creating a Q0.32 value.
@ -16933,7 +16933,7 @@ int InitFireball(PLAYER* pp)
auto pos = pp->actor->getPosWithOffsetZ().plusZ(pp->bob_z + 15);
auto actorNew = SpawnActor(STAT_MISSILE, FIREBALL1, s_Fireball, pp->cursector, pos, pp->Angles.ZzANGLE(), FIREBALL_VELOCITY);
auto actorNew = SpawnActor(STAT_MISSILE, FIREBALL1, s_Fireball, pp->cursector, pos, pp->actor->spr.Angles.Yaw, FIREBALL_VELOCITY);
actorNew->spr.hitag = LUMINOUS; //Always full brightness
actorNew->spr.scale = DVector2(0.625, 0.625);
@ -16946,7 +16946,7 @@ int InitFireball(PLAYER* pp)
actorNew->user.ceiling_dist = (6);
actorNew->user.floor_dist = (6);
double zvel = 0.;
setFreeAimVelocity(actorNew->vel.X, zvel, pp->Angles.ZzHORIZON(), 120.);
setFreeAimVelocity(actorNew->vel.X, zvel, pp->actor->spr.Angles.Pitch, 120.);
// at certain angles the clipping box was big enough to block the
// initial positioning of the fireball.

View file

@ -787,7 +787,7 @@ void SpawnZombie(PLAYER* pp, DSWActor* weaponActor)
if (ownerActor == nullptr)
return;
auto actorNew = SpawnActor(STAT_ENEMY, ZOMBIE_RUN_R0, s_ZombieRun[0], pp->cursector, pp->actor->getPosWithOffsetZ(), pp->Angles.ZzANGLE(), 0);
auto actorNew = SpawnActor(STAT_ENEMY, ZOMBIE_RUN_R0, s_ZombieRun[0], pp->cursector, pp->actor->getPosWithOffsetZ(), pp->actor->spr.Angles.Yaw, 0);
SetOwner(actorNew, ownerActor);
actorNew->spr.pal = actorNew->user.spal = ownerActor->user.spal;
actorNew->spr.Angles.Yaw = RandomAngle();