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- add_int_ang
This commit is contained in:
parent
c2f4fa8bb5
commit
2d51058de8
18 changed files with 70 additions and 70 deletions
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@ -3462,7 +3462,7 @@ void useSectorWindGen(DBloodActor* sourceactor, sectortype* pSector)
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sourceactor->set_int_ang(nnExtRandom(-kAng360, kAng360) & 2047);
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}
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}
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else if (sourceactor->spr.cstat & CSTAT_SPRITE_MOVE_FORWARD) sourceactor->spr.__int_angle += sourceactor->xspr.data4;
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else if (sourceactor->spr.cstat & CSTAT_SPRITE_MOVE_FORWARD) sourceactor->add_int_ang(sourceactor->xspr.data4);
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else if (sourceactor->spr.cstat & CSTAT_SPRITE_MOVE_REVERSE) sourceactor->spr.__int_angle -= sourceactor->xspr.data4;
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else if (sourceactor->xspr.sysData1 == 0)
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{
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@ -1423,7 +1423,7 @@ bool rat(DDukeActor* actor, bool makesound)
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if (ssp(actor, CLIPMASK0))
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{
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if (makesound && (krand() & 255) == 0) S_PlayActorSound(RATTY, actor);
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actor->spr.__int_angle += (krand() & 31) - 15 + bsin(actor->temp_data[0] << 8, -11);
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actor->add_int_ang((krand() & 31) - 15 + bsin(actor->temp_data[0] << 8, -11));
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}
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else
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{
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@ -1437,7 +1437,7 @@ bool rat(DDukeActor* actor, bool makesound)
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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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actor->spr.__int_angle += (krand() & 3) - 6;
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actor->add_int_ang((krand() & 3) - 6);
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return true;
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}
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@ -1638,7 +1638,7 @@ void recon(DDukeActor *actor, int explosion, int firelaser, int attacksnd, int p
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actor->temp_data[2]++;
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if ((actor->temp_data[2] & 3) == 0) spawn(actor, explosion);
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getglobalz(actor);
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actor->spr.__int_angle += 96;
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actor->add_int_ang(96);
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actor->spr.xvel = 128;
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int j = ssp(actor, CLIPMASK0);
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if (j != 1 || actor->spr.pos.Z > actor->floorz)
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@ -1710,7 +1710,7 @@ void recon(DDukeActor *actor, int explosion, int firelaser, int attacksnd, int p
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fi.shoot(actor, firelaser);
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}
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}
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actor->spr.__int_angle += getincangle(actor->int_ang(), getangle(ps[p].pos.XY() - actor->spr.pos.XY())) >> 2;
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actor->add_int_ang(getincangle(actor->int_ang(), getangle(ps[p].pos.XY() - actor->spr.pos.XY())) >> 2);
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}
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if (actor->temp_data[0] != 2 && actor->temp_data[0] != 3 && Owner)
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@ -1770,7 +1770,7 @@ void recon(DDukeActor *actor, int explosion, int firelaser, int attacksnd, int p
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}
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actor->temp_data[3] = getincangle(actor->int_ang(), a);
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actor->spr.__int_angle += actor->temp_data[3] >> 3;
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actor->add_int_ang(actor->temp_data[3] >> 3);
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if (actor->spr.pos.Z < Owner->spr.pos.Z - 2)
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actor->spr.pos.Z += 2;
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@ -1984,7 +1984,7 @@ void camera(DDukeActor *actor)
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if (actor->int_ang() == minimum || actor->int_ang() == maximum)
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{
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increment = -increment;
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actor->spr.__int_angle += increment;
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actor->add_int_ang(increment);
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}
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else if (actor->int_ang() + increment < minimum)
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{
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@ -1996,7 +1996,7 @@ void camera(DDukeActor *actor)
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}
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else
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{
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actor->spr.__int_angle += increment;
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actor->add_int_ang(increment);
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}
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}
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}
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@ -2038,7 +2038,7 @@ void forcesphereexplode(DDukeActor *actor)
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}
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actor->spr.pos = Owner->spr.pos;;
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actor->spr.__int_angle += Owner->temp_data[0];
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actor->add_int_ang(Owner->temp_data[0]);
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if (l > 64) l = 64;
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else if (l < 1) l = 1;
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@ -2649,7 +2649,7 @@ void handle_se00(DDukeActor* actor)
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}
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}
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actor->spr.__int_angle += (l * q);
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actor->add_int_ang((l * q));
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actor->temp_data[2] += (l * q);
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}
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else
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@ -2668,7 +2668,7 @@ void handle_se00(DDukeActor* actor)
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actor->temp_data[3] = ldist(actor, Owner);
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actor->spr.xvel = actor->temp_data[3];
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actor->copyXY(Owner);
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actor->spr.__int_angle += (l * q);
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actor->add_int_ang((l * q));
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actor->temp_data[2] += (l * q);
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}
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@ -2708,7 +2708,7 @@ void handle_se00(DDukeActor* actor)
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continue;
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}
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act2->spr.__int_angle += (l * q);
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act2->add_int_ang((l * q));
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act2->spr.__int_angle &= 2047;
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act2->add_int_z(zchange);
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@ -2795,7 +2795,7 @@ void handle_se14(DDukeActor* actor, bool checkstat, int RPG, int JIBS6)
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int q = getincangle(actor->int_ang(), x) >> 3;
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actor->temp_data[2] += q;
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actor->spr.__int_angle += q;
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actor->add_int_ang(q);
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bool statstate = (!checkstat || ((sc->floorstat & CSTAT_SECTOR_SKY) == 0 && (sc->ceilingstat & CSTAT_SECTOR_SKY) == 0));
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if (actor->spr.xvel == sc->extra)
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@ -2897,7 +2897,7 @@ void handle_se14(DDukeActor* actor, bool checkstat, int RPG, int JIBS6)
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pos.Y += x;
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a2->set_int_pos(pos);
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a2->spr.__int_angle += q;
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a2->add_int_ang(q);
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if (numplayers > 1)
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{
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@ -2999,7 +2999,7 @@ void handle_se30(DDukeActor *actor, int JIBS6)
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actor->spr.xvel = 0;
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operateactivators(actor->spr.hitag + (short)actor->temp_data[3], -1);
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actor->SetOwner(nullptr);
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actor->spr.__int_angle += 1024;
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actor->add_int_ang(1024);
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actor->temp_data[4] = 0;
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fi.operateforcefields(actor, actor->spr.hitag);
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}
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@ -3361,7 +3361,7 @@ void handle_se05(DDukeActor* actor, int FIRELASER)
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x = getangle(Owner->spr.pos.XY() - actor->spr.pos.XY());
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int q = getincangle(actor->int_ang(), x) >> 3;
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actor->spr.__int_angle += q;
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actor->add_int_ang(q);
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if (rnd(32))
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{
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@ -4327,7 +4327,7 @@ void handle_se27(DDukeActor* actor)
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{
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ud.cameraactor = actor;
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actor->temp_data[0] = 999;
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actor->spr.__int_angle += getincangle(actor->int_ang(), getangle(ps[p].pos.XY() - actor->spr.pos.XY())) >> 3;
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actor->add_int_ang(getincangle(actor->int_ang(), getangle(ps[p].pos.XY() - actor->spr.pos.XY())) >> 3);
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actor->spr.yvel = 100 + int((actor->spr.pos.Z - ps[p].pos.Z) * (256. / 257.));
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}
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@ -4535,7 +4535,7 @@ void handle_se35(DDukeActor *actor, int SMALLSMOKE, int EXPLOSION2)
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if (sc->int_ceilingz() > actor->int_pos().Z)
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for (int j = 0; j < 8; j++)
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{
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actor->spr.__int_angle += krand() & 511;
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actor->add_int_ang(krand() & 511);
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auto spawned = spawn(actor, SMALLSMOKE);
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if (spawned)
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{
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@ -4631,7 +4631,7 @@ void handle_se130(DDukeActor *actor, int countmax, int EXPLOSION2)
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{
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k->spr.xrepeat = k->spr.yrepeat = 2 + (krand() & 7);
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k->set_int_z(sc->int_floorz() - (krand() % x));
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k->spr.__int_angle += 256 - (krand() % 511);
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k->add_int_ang(256 - (krand() % 511));
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k->spr.xvel = krand() & 127;
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ssp(k, CLIPMASK0);
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}
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@ -5039,7 +5039,7 @@ void alterang(int ang, DDukeActor* actor, int playernum)
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if (abs(angdif) < 256)
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{
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j = 128 - (krand() & 256);
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actor->spr.__int_angle += j;
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actor->add_int_ang(j);
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if (hits(actor) < 844)
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actor->spr.__int_angle -= j;
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}
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@ -5047,7 +5047,7 @@ void alterang(int ang, DDukeActor* actor, int playernum)
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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->set_int_ang(goalang);
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else actor->spr.__int_angle += angdif >> 2;
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else actor->add_int_ang(angdif >> 2);
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}
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}
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else actor->set_int_ang(goalang);
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@ -485,7 +485,7 @@ int movesprite_ex_d(DDukeActor* actor, int xchange, int ychange, int zchange, un
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if (dasectp == nullptr) dasectp = §or[0];
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return result.setSector(dasectp);
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}
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if ((result.type == kHitWall || result.type == kHitSprite) && (actor->cgg == 0)) actor->spr.__int_angle += 768;
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if ((result.type == kHitWall || result.type == kHitSprite) && (actor->cgg == 0)) actor->add_int_ang(768);
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}
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else
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{
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@ -2382,8 +2382,8 @@ static void greenslime(DDukeActor *actor)
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if (actor->spr.xvel < 32) actor->spr.xvel += 4;
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actor->spr.xvel = 64 - bcos(actor->temp_data[1], -9);
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actor->spr.__int_angle += getincangle(actor->int_ang(),
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getangle(ps[p].pos.XY() - actor->spr.pos.XY())) >> 3;
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actor->add_int_ang(
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getincangle(actor->int_ang(), getangle(ps[p].pos.XY() - actor->spr.pos.XY())) >> 3);
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// TJR
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}
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@ -3513,11 +3513,11 @@ void move_d(DDukeActor *actor, int playernum, int xvel)
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else goalang = getangle(ps[playernum].pos.XY() - actor->spr.pos.XY());
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angdif = getincangle(actor->int_ang(), goalang) >> 2;
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if (angdif > -8 && angdif < 0) angdif = 0;
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actor->spr.__int_angle += angdif;
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actor->add_int_ang(angdif);
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}
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if (a & spin)
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actor->spr.__int_angle += bsin(actor->temp_data[0] << 3, -6);
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actor->add_int_ang(bsin(actor->temp_data[0] << 3, -6));
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if (a & face_player_slow)
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{
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@ -3530,7 +3530,7 @@ void move_d(DDukeActor *actor, int playernum, int xvel)
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angdif = 0;
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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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actor->add_int_ang(angdif);
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}
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@ -3547,7 +3547,7 @@ void move_d(DDukeActor *actor, int playernum, int xvel)
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goalang = getangle(newx - actor->spr.pos.X, newy - actor->spr.pos.Y);
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angdif = getincangle(actor->int_ang(), goalang) >> 2;
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if (angdif > -8 && angdif < 0) angdif = 0;
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actor->spr.__int_angle += angdif;
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actor->add_int_ang(angdif);
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}
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if (actor->temp_data[1] == 0 || a == 0)
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@ -401,7 +401,7 @@ int movesprite_ex_r(DDukeActor* actor, int xchange, int ychange, int zchange, un
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if (dasectp == nullptr) dasectp = §or[0];
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return result.setSector(dasectp);
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}
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if ((result.type == kHitWall || result.type == kHitSprite) && (actor->cgg == 0)) actor->spr.__int_angle += 768;
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if ((result.type == kHitWall || result.type == kHitSprite) && (actor->cgg == 0)) actor->add_int_ang(768);
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}
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else
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{
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@ -941,7 +941,7 @@ static void chickenarrow(DDukeActor* actor)
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if (ang2 < 100)
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{
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if (ang3 > 1023)
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actor->spr.__int_angle += 51;
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actor->add_int_ang(51);
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else
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actor->spr.__int_angle -= 51;
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}
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@ -950,7 +950,7 @@ static void chickenarrow(DDukeActor* actor)
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if (ang3 > 1023)
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actor->spr.__int_angle -= 51;
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else
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actor->spr.__int_angle += 51;
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actor->add_int_ang(51);
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}
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else
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actor->set_int_ang(ang);
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@ -3496,11 +3496,11 @@ void move_r(DDukeActor *actor, int pnum, int xvel)
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else goalang = getangle(ps[pnum].pos.XY() - actor->spr.pos.XY());
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angdif = getincangle(actor->int_ang(), goalang) >> 2;
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if (angdif > -8 && angdif < 0) angdif = 0;
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actor->spr.__int_angle += angdif;
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actor->add_int_ang(angdif);
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}
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if (a & spin)
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actor->spr.__int_angle += bsin(actor->temp_data[0] << 3, -6);
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actor->add_int_ang(bsin(actor->temp_data[0] << 3, -6));
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if (a & face_player_slow)
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{
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@ -3513,7 +3513,7 @@ void move_r(DDukeActor *actor, int pnum, int xvel)
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angdif = 0;
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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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actor->add_int_ang(angdif);
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}
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if (isRRRA())
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@ -3529,7 +3529,7 @@ void move_r(DDukeActor *actor, int pnum, int xvel)
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angdif = 0;
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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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actor->add_int_ang(angdif);
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}
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if ((a & jumptoplayer) == jumptoplayer)
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@ -3591,7 +3591,7 @@ void move_r(DDukeActor *actor, int pnum, int xvel)
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goalang = getangle(newx - actor->spr.pos.X, newy - actor->spr.pos.Y);
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angdif = getincangle(actor->int_ang(), goalang) >> 2;
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if (angdif > -8 && angdif < 0) angdif = 0;
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actor->spr.__int_angle += angdif;
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actor->add_int_ang(angdif);
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}
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if (actor->temp_data[1] == 0 || a == 0)
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@ -1416,14 +1416,14 @@ static int ifcanshoottarget(DDukeActor *actor, int g_p, int g_x)
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j = 0;
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else
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{
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actor->spr.__int_angle += angdif; j = hitasprite(actor, &hit); actor->spr.__int_angle -= angdif;
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actor->add_int_ang(angdif); j = hitasprite(actor, &hit); actor->spr.__int_angle -= angdif;
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if (j > sclip)
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{
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if (hit != nullptr && hit->spr.picnum == actor->spr.picnum)
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j = 0;
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else
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{
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actor->spr.__int_angle -= angdif; j = hitasprite(actor, &hit); actor->spr.__int_angle += angdif;
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actor->spr.__int_angle -= angdif; j = hitasprite(actor, &hit); actor->add_int_ang(angdif);
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if (j > 768)
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{
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if (hit != nullptr && hit->spr.picnum == actor->spr.picnum)
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@ -442,7 +442,7 @@ static void shootweapon(DDukeActor *actor, int p, int sx, int sy, int sz, int sa
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jib->spr.pos.Z += 4;
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jib->spr.xvel = 16;
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jib->spr.xrepeat = jib->spr.yrepeat = 24;
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jib->spr.__int_angle += 64 - (krand() & 127);
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jib->add_int_ang(64 - (krand() & 127));
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}
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}
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else spawn(spark, SMALLSMOKE);
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@ -651,7 +651,7 @@ static void shootstuff(DDukeActor* actor, int p, int sx, int sy, int sz, int sa,
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spawned->spr.xvel = 1024;
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ssp(spawned, CLIPMASK0);
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spawned->spr.xvel = l;
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spawned->spr.__int_angle += 128 - (krand() & 255);
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spawned->add_int_ang(128 - (krand() & 255));
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}
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}
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@ -770,7 +770,7 @@ static void shootrpg(DDukeActor *actor, int p, int sx, int sy, int sz, int sa, i
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}
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spawned->add_int_pos({ xoffs, yoffs, 0 });
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spawned->spr.__int_angle += aoffs;
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spawned->add_int_ang(aoffs);
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spawned->spr.xrepeat = 42;
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spawned->spr.yrepeat = 42;
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@ -804,7 +804,7 @@ static void shootrpg(DDukeActor *actor, int p, int sx, int sy, int sz, int sa, i
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else if ((isWW2GI() && aplWeaponWorksLike(ps[p].curr_weapon, p) == DEVISTATOR_WEAPON) || (!isWW2GI() && ps[p].curr_weapon == DEVISTATOR_WEAPON))
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{
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spawned->spr.extra >>= 2;
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spawned->spr.__int_angle += 16 - (krand() & 31);
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spawned->add_int_ang(16 - (krand() & 31));
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spawned->spr.zvel += 256 - (krand() & 511);
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if (ps[p].hbomb_hold_delay)
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@ -2219,7 +2219,7 @@ static void operateweapon(int snum, ESyncBits actions)
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k = hits(pact);
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if (k < 512)
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{
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spawned->spr.__int_angle += 1024;
|
||||
spawned->add_int_ang(1024);
|
||||
spawned->spr.zvel /= 3;
|
||||
spawned->spr.xvel /= 3;
|
||||
}
|
||||
|
@ -2347,9 +2347,9 @@ static void operateweapon(int snum, ESyncBits actions)
|
|||
auto j = spawn(pact, SHOTGUNSHELL);
|
||||
if (j)
|
||||
{
|
||||
j->spr.__int_angle += 1024;
|
||||
j->add_int_ang(1024);
|
||||
ssp(j, CLIPMASK0);
|
||||
j->spr.__int_angle += 1024;
|
||||
j->add_int_ang(1024);
|
||||
}
|
||||
p->kickback_pic++;
|
||||
break;
|
||||
|
@ -2375,7 +2375,7 @@ static void operateweapon(int snum, ESyncBits actions)
|
|||
auto j = spawn(pact, SHELL);
|
||||
if (j)
|
||||
{
|
||||
j->spr.__int_angle += 1024;
|
||||
j->add_int_ang(1024);
|
||||
j->spr.__int_angle &= 2047;
|
||||
j->spr.xvel += 32;
|
||||
j->spr.pos.Z += 3;
|
||||
|
|
|
@ -337,7 +337,7 @@ static void shootweapon(DDukeActor* actor, int p, int sx, int sy, int sz, int sa
|
|||
l->spr.pos.Z += 4;
|
||||
l->spr.xvel = 16;
|
||||
l->spr.xrepeat = l->spr.yrepeat = 24;
|
||||
l->spr.__int_angle += 64 - (krand() & 127);
|
||||
l->add_int_ang(64 - (krand() & 127));
|
||||
}
|
||||
}
|
||||
else spawn(spark, SMALLSMOKE);
|
||||
|
@ -717,7 +717,7 @@ static void shootrpg(DDukeActor* actor, int p, int sx, int sy, int sz, int sa, i
|
|||
else if (ps[p].curr_weapon == TIT_WEAPON)
|
||||
{
|
||||
spawned->spr.extra >>= 2;
|
||||
spawned->spr.__int_angle += 16 - (krand() & 31);
|
||||
spawned->add_int_ang(16 - (krand() & 31));
|
||||
spawned->spr.zvel += 256 - (krand() & 511);
|
||||
|
||||
if (ps[p].hbomb_hold_delay)
|
||||
|
@ -2761,7 +2761,7 @@ static void operateweapon(int snum, ESyncBits actions, sectortype* psectp)
|
|||
k = hits(p->GetActor());
|
||||
if (k < 512)
|
||||
{
|
||||
spawned->spr.__int_angle += 1024;
|
||||
spawned->add_int_ang(1024);
|
||||
spawned->spr.zvel /= 3;
|
||||
spawned->spr.xvel /= 3;
|
||||
}
|
||||
|
@ -2977,7 +2977,7 @@ static void operateweapon(int snum, ESyncBits actions, sectortype* psectp)
|
|||
if (j)
|
||||
{
|
||||
|
||||
j->spr.__int_angle += 1024;
|
||||
j->add_int_ang(1024);
|
||||
j->spr.__int_angle &= 2047;
|
||||
j->spr.xvel += 32;
|
||||
j->spr.pos.Z += 3;
|
||||
|
|
|
@ -117,15 +117,15 @@ void DoSpawn(player_struct *p, int snum)
|
|||
if((aplWeaponFlags(p->curr_weapon, snum) & WEAPON_FLAG_SPAWNTYPE2 ) )
|
||||
{
|
||||
// like shotgun shells
|
||||
j->spr.__int_angle += 1024;
|
||||
j->add_int_ang(1024);
|
||||
ssp(j,CLIPMASK0);
|
||||
j->spr.__int_angle += 1024;
|
||||
j->add_int_ang(1024);
|
||||
// p->kickback_pic++;
|
||||
}
|
||||
else if((aplWeaponFlags(p->curr_weapon, snum) & WEAPON_FLAG_SPAWNTYPE3 ) )
|
||||
{
|
||||
// like chaingun shells
|
||||
j->spr.__int_angle += 1024;
|
||||
j->add_int_ang(1024);
|
||||
j->spr.__int_angle &= 2047;
|
||||
j->spr.xvel += 32;
|
||||
j->add_int_z(3<<8);
|
||||
|
@ -367,7 +367,7 @@ void operateweapon_ww(int snum, ESyncBits actions)
|
|||
k = hits(p->GetActor());
|
||||
if (k < 512)
|
||||
{
|
||||
j->spr.__int_angle += 1024;
|
||||
j->add_int_ang(1024);
|
||||
j->spr.zvel /= 3;
|
||||
j->spr.xvel /= 3;
|
||||
}
|
||||
|
|
|
@ -927,7 +927,7 @@ static void handle_st25(sectortype* sptr, DDukeActor* actor)
|
|||
if (act3->spr.lotag == 15)
|
||||
{
|
||||
act3->sector()->lotag ^= 0x8000; // Toggle the open or close
|
||||
act3->spr.__int_angle += 1024;
|
||||
act3->add_int_ang(1024;
|
||||
if (act3->temp_data[4]) callsound(act3->sector(), act3);
|
||||
callsound(act3->sector(), act3);
|
||||
if (act3->sector()->lotag & 0x8000) act3->temp_data[4] = 1;
|
||||
|
|
|
@ -1190,7 +1190,7 @@ void checkhitsprite_d(DDukeActor* targ, DDukeActor* proj)
|
|||
for (j = 0; j < 48; j++)
|
||||
{
|
||||
fi.shoot(targ, BLOODSPLAT1);
|
||||
targ->spr.__int_angle += 333;
|
||||
targ->add_int_ang(333);
|
||||
}
|
||||
S_PlayActorSound(GLASS_HEAVYBREAK, targ);
|
||||
S_PlayActorSound(SQUISHED, targ);
|
||||
|
@ -1377,7 +1377,7 @@ void checkhitsprite_d(DDukeActor* targ, DDukeActor* proj)
|
|||
spawned->spr.pos.Z += 4;
|
||||
spawned->spr.xvel = 16;
|
||||
spawned->spr.xrepeat = spawned->spr.yrepeat = 24;
|
||||
spawned->spr.__int_angle += 32 - (krand() & 63);
|
||||
spawned->add_int_ang(32 - (krand() & 63));
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -2333,7 +2333,7 @@ void checkhitsprite_r(DDukeActor* targ, DDukeActor* proj)
|
|||
spawned->spr.pos.Z += 4;
|
||||
spawned->spr.xvel = 16;
|
||||
spawned->spr.xrepeat = spawned->spr.yrepeat = 24;
|
||||
spawned->spr.__int_angle += 32 - (krand() & 63);
|
||||
spawned->add_int_ang(32 - (krand() & 63));
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -187,7 +187,7 @@ void BuildFish(DExhumedActor* pActor, int x, int y, int z, sectortype* pSector,
|
|||
|
||||
void IdleFish(DExhumedActor* pActor, int edx)
|
||||
{
|
||||
pActor->spr.__int_angle += (256 - RandomSize(9)) + 1024;
|
||||
pActor->add_int_ang((256 - RandomSize(9)) + 1024);
|
||||
pActor->spr.__int_angle &= kAngleMask;
|
||||
|
||||
pActor->spr.xvel = bcos(pActor->int_ang(), -8);
|
||||
|
|
|
@ -624,7 +624,7 @@ void AIQueenEgg::Tick(RunListEvent* ev)
|
|||
}
|
||||
[[fallthrough]];
|
||||
case kHitWall:
|
||||
pActor->spr.__int_angle += (RandomSize(9) + 768);
|
||||
pActor->add_int_ang((RandomSize(9) + 768);
|
||||
pActor->spr.__int_angle &= kAngleMask;
|
||||
pActor->spr.xvel = bcos(pActor->int_ang(), -3);
|
||||
pActor->spr.yvel = bsin(pActor->int_ang(), -3);
|
||||
|
@ -906,7 +906,7 @@ void AIQueenHead::Tick(RunListEvent* ev)
|
|||
runlist_DamageEnemy(pTarget, pActor, 10);
|
||||
D3PlayFX(StaticSound[kSoundQTail] | 0x2000, pActor);
|
||||
|
||||
pActor->spr.__int_angle += RandomSize(9) + 768;
|
||||
pActor->add_int_ang(RandomSize(9) + 768);
|
||||
pActor->spr.__int_angle &= kAngleMask;
|
||||
|
||||
pActor->spr.zvel = (-20) - RandomSize(6);
|
||||
|
@ -1303,7 +1303,7 @@ void AIQueen::Tick(RunListEvent* ev)
|
|||
}
|
||||
[[fallthrough]];
|
||||
case 0x8000:
|
||||
pActor->spr.__int_angle += 256;
|
||||
pActor->add_int_ang(256);
|
||||
pActor->spr.__int_angle &= kAngleMask;
|
||||
|
||||
SetQueenSpeed(pActor, si);
|
||||
|
|
|
@ -410,7 +410,7 @@ void AIScorp::Effect(RunListEvent* ev, DExhumedActor* pTarget, int mode)
|
|||
if (mode == 0)
|
||||
{
|
||||
PlotCourseToSprite(pActor, pTarget);
|
||||
pActor->spr.__int_angle += RandomSize(7) - 63;
|
||||
pActor->add_int_ang(RandomSize(7) - 63);
|
||||
pActor->spr.__int_angle &= kAngleMask;
|
||||
|
||||
pActor->spr.xvel = bcos(pActor->int_ang());
|
||||
|
|
|
@ -156,7 +156,7 @@ void AIWasp::Damage(RunListEvent* ev)
|
|||
}
|
||||
|
||||
pActor->nAction = 1;
|
||||
pActor->spr.__int_angle += RandomSize(9) + 768;
|
||||
pActor->add_int_ang(RandomSize(9) + 768);
|
||||
pActor->spr.__int_angle &= kAngleMask;
|
||||
|
||||
pActor->nVel = 3000;
|
||||
|
@ -304,7 +304,7 @@ void AIWasp::Tick(RunListEvent* ev)
|
|||
{
|
||||
if (bVal)
|
||||
{
|
||||
pActor->spr.__int_angle += RandomSize(9) + 768;
|
||||
pActor->add_int_ang(RandomSize(9) + 768);
|
||||
pActor->spr.__int_angle &= kAngleMask;
|
||||
pActor->spr.zvel = (-20) - RandomSize(6);
|
||||
|
||||
|
|
|
@ -1201,7 +1201,7 @@ DSWActor* BunnyHatch2(DSWActor* actor)
|
|||
actorNew->spr.xvel = 150 + RandomRange(1000);
|
||||
actorNew->user.Health = 1; // Easy to pop. Like shootn' skeet.
|
||||
actorNew->spr.__int_angle -= RandomRange(128);
|
||||
actorNew->spr.__int_angle += RandomRange(128);
|
||||
actorNew->add_int_ang(RandomRange(128));
|
||||
}
|
||||
else
|
||||
PickJumpMaxSpeed(actorNew, -600);
|
||||
|
|
|
@ -2209,7 +2209,7 @@ int SpawnShell(DSWActor* actor, int ShellNum)
|
|||
HelpMissileLateral(actorNew,1500);
|
||||
actorNew->set_int_ang(NORM_ANGLE(actorNew->spr.int_ang() - 128));
|
||||
}
|
||||
actorNew->spr.__int_angle += (RANDOM_P2(128<<5)>>5) - (128 / 2);
|
||||
actorNew->add_int_ang((RANDOM_P2(128<<5)>>5) - (128 / 2));
|
||||
actorNew->set_int_ang(NORM_ANGLE(actorNew->int_ang()));
|
||||
|
||||
// Set the shell number
|
||||
|
@ -2223,7 +2223,7 @@ int SpawnShell(DSWActor* actor, int ShellNum)
|
|||
actorNew->set_int_ang(NORM_ANGLE(actorNew->spr.int_ang() + 512));
|
||||
HelpMissileLateral(actorNew,1300);
|
||||
actorNew->set_int_ang(NORM_ANGLE(actorNew->spr.int_ang() - 128 - 64));
|
||||
actorNew->spr.__int_angle += (RANDOM_P2(128<<5)>>5) - (128 / 2);
|
||||
actorNew->add_int_ang((RANDOM_P2(128<<5)>>5) - (128 / 2));
|
||||
actorNew->set_int_ang(NORM_ANGLE(actorNew->int_ang()));
|
||||
|
||||
// Set the shell number
|
||||
|
|
|
@ -15369,7 +15369,7 @@ int InitTankShell(DSWActor* actor, PLAYER* pp)
|
|||
|
||||
WeaponAutoAim(actor, actorNew, 64, false);
|
||||
// a bit of randomness
|
||||
actorNew->spr.__int_angle += RandomRange(30) - 15;
|
||||
actorNew->add_int_ang(RandomRange(30) - 15);
|
||||
actorNew->set_int_ang(NORM_ANGLE(actorNew->int_ang()));
|
||||
|
||||
actorNew->user.change.X = MOVEx(actorNew->spr.xvel, actorNew->int_ang());
|
||||
|
@ -15544,7 +15544,7 @@ int InitTurretFireball(DSWActor* actor, PLAYER* pp)
|
|||
|
||||
WeaponAutoAim(actor, actorNew, 64, false);
|
||||
// a bit of randomness
|
||||
actorNew->spr.__int_angle += RandomRange(30) - 15;
|
||||
actorNew->add_int_ang(RandomRange(30) - 15);
|
||||
actorNew->set_int_ang(NORM_ANGLE(actorNew->int_ang()));
|
||||
|
||||
actorNew->user.change.X = MOVEx(actorNew->spr.xvel, actorNew->int_ang());
|
||||
|
|
Loading…
Reference in a new issue