diff --git a/source/games/blood/src/nnexts.cpp b/source/games/blood/src/nnexts.cpp index 5974a4177..42b89ae76 100644 --- a/source/games/blood/src/nnexts.cpp +++ b/source/games/blood/src/nnexts.cpp @@ -3462,7 +3462,7 @@ void useSectorWindGen(DBloodActor* sourceactor, sectortype* pSector) sourceactor->set_int_ang(nnExtRandom(-kAng360, kAng360) & 2047); } } - else if (sourceactor->spr.cstat & CSTAT_SPRITE_MOVE_FORWARD) sourceactor->spr.__int_angle += sourceactor->xspr.data4; + else if (sourceactor->spr.cstat & CSTAT_SPRITE_MOVE_FORWARD) sourceactor->add_int_ang(sourceactor->xspr.data4); else if (sourceactor->spr.cstat & CSTAT_SPRITE_MOVE_REVERSE) sourceactor->spr.__int_angle -= sourceactor->xspr.data4; else if (sourceactor->xspr.sysData1 == 0) { diff --git a/source/games/duke/src/actors.cpp b/source/games/duke/src/actors.cpp index ea2706027..820bb8cc3 100644 --- a/source/games/duke/src/actors.cpp +++ b/source/games/duke/src/actors.cpp @@ -1423,7 +1423,7 @@ bool rat(DDukeActor* actor, bool makesound) if (ssp(actor, CLIPMASK0)) { if (makesound && (krand() & 255) == 0) S_PlayActorSound(RATTY, actor); - actor->spr.__int_angle += (krand() & 31) - 15 + bsin(actor->temp_data[0] << 8, -11); + actor->add_int_ang((krand() & 31) - 15 + bsin(actor->temp_data[0] << 8, -11)); } else { @@ -1437,7 +1437,7 @@ bool rat(DDukeActor* actor, bool makesound) } if (actor->spr.xvel < 128) actor->spr.xvel += 2; - actor->spr.__int_angle += (krand() & 3) - 6; + actor->add_int_ang((krand() & 3) - 6); return true; } @@ -1638,7 +1638,7 @@ void recon(DDukeActor *actor, int explosion, int firelaser, int attacksnd, int p actor->temp_data[2]++; if ((actor->temp_data[2] & 3) == 0) spawn(actor, explosion); getglobalz(actor); - actor->spr.__int_angle += 96; + actor->add_int_ang(96); actor->spr.xvel = 128; int j = ssp(actor, CLIPMASK0); if (j != 1 || actor->spr.pos.Z > actor->floorz) @@ -1710,7 +1710,7 @@ void recon(DDukeActor *actor, int explosion, int firelaser, int attacksnd, int p fi.shoot(actor, firelaser); } } - actor->spr.__int_angle += getincangle(actor->int_ang(), getangle(ps[p].pos.XY() - actor->spr.pos.XY())) >> 2; + actor->add_int_ang(getincangle(actor->int_ang(), getangle(ps[p].pos.XY() - actor->spr.pos.XY())) >> 2); } if (actor->temp_data[0] != 2 && actor->temp_data[0] != 3 && Owner) @@ -1770,7 +1770,7 @@ void recon(DDukeActor *actor, int explosion, int firelaser, int attacksnd, int p } actor->temp_data[3] = getincangle(actor->int_ang(), a); - actor->spr.__int_angle += actor->temp_data[3] >> 3; + actor->add_int_ang(actor->temp_data[3] >> 3); if (actor->spr.pos.Z < Owner->spr.pos.Z - 2) actor->spr.pos.Z += 2; @@ -1984,7 +1984,7 @@ void camera(DDukeActor *actor) if (actor->int_ang() == minimum || actor->int_ang() == maximum) { increment = -increment; - actor->spr.__int_angle += increment; + actor->add_int_ang(increment); } else if (actor->int_ang() + increment < minimum) { @@ -1996,7 +1996,7 @@ void camera(DDukeActor *actor) } else { - actor->spr.__int_angle += increment; + actor->add_int_ang(increment); } } } @@ -2038,7 +2038,7 @@ void forcesphereexplode(DDukeActor *actor) } actor->spr.pos = Owner->spr.pos;; - actor->spr.__int_angle += Owner->temp_data[0]; + actor->add_int_ang(Owner->temp_data[0]); if (l > 64) l = 64; else if (l < 1) l = 1; @@ -2649,7 +2649,7 @@ void handle_se00(DDukeActor* actor) } } - actor->spr.__int_angle += (l * q); + actor->add_int_ang((l * q)); actor->temp_data[2] += (l * q); } else @@ -2668,7 +2668,7 @@ void handle_se00(DDukeActor* actor) actor->temp_data[3] = ldist(actor, Owner); actor->spr.xvel = actor->temp_data[3]; actor->copyXY(Owner); - actor->spr.__int_angle += (l * q); + actor->add_int_ang((l * q)); actor->temp_data[2] += (l * q); } @@ -2708,7 +2708,7 @@ void handle_se00(DDukeActor* actor) continue; } - act2->spr.__int_angle += (l * q); + act2->add_int_ang((l * q)); act2->spr.__int_angle &= 2047; act2->add_int_z(zchange); @@ -2795,7 +2795,7 @@ void handle_se14(DDukeActor* actor, bool checkstat, int RPG, int JIBS6) int q = getincangle(actor->int_ang(), x) >> 3; actor->temp_data[2] += q; - actor->spr.__int_angle += q; + actor->add_int_ang(q); bool statstate = (!checkstat || ((sc->floorstat & CSTAT_SECTOR_SKY) == 0 && (sc->ceilingstat & CSTAT_SECTOR_SKY) == 0)); if (actor->spr.xvel == sc->extra) @@ -2897,7 +2897,7 @@ void handle_se14(DDukeActor* actor, bool checkstat, int RPG, int JIBS6) pos.Y += x; a2->set_int_pos(pos); - a2->spr.__int_angle += q; + a2->add_int_ang(q); if (numplayers > 1) { @@ -2999,7 +2999,7 @@ void handle_se30(DDukeActor *actor, int JIBS6) actor->spr.xvel = 0; operateactivators(actor->spr.hitag + (short)actor->temp_data[3], -1); actor->SetOwner(nullptr); - actor->spr.__int_angle += 1024; + actor->add_int_ang(1024); actor->temp_data[4] = 0; fi.operateforcefields(actor, actor->spr.hitag); } @@ -3361,7 +3361,7 @@ void handle_se05(DDukeActor* actor, int FIRELASER) x = getangle(Owner->spr.pos.XY() - actor->spr.pos.XY()); int q = getincangle(actor->int_ang(), x) >> 3; - actor->spr.__int_angle += q; + actor->add_int_ang(q); if (rnd(32)) { @@ -4327,7 +4327,7 @@ void handle_se27(DDukeActor* actor) { ud.cameraactor = actor; actor->temp_data[0] = 999; - actor->spr.__int_angle += getincangle(actor->int_ang(), getangle(ps[p].pos.XY() - actor->spr.pos.XY())) >> 3; + actor->add_int_ang(getincangle(actor->int_ang(), getangle(ps[p].pos.XY() - actor->spr.pos.XY())) >> 3); actor->spr.yvel = 100 + int((actor->spr.pos.Z - ps[p].pos.Z) * (256. / 257.)); } @@ -4535,7 +4535,7 @@ void handle_se35(DDukeActor *actor, int SMALLSMOKE, int EXPLOSION2) if (sc->int_ceilingz() > actor->int_pos().Z) for (int j = 0; j < 8; j++) { - actor->spr.__int_angle += krand() & 511; + actor->add_int_ang(krand() & 511); auto spawned = spawn(actor, SMALLSMOKE); if (spawned) { @@ -4631,7 +4631,7 @@ void handle_se130(DDukeActor *actor, int countmax, int EXPLOSION2) { k->spr.xrepeat = k->spr.yrepeat = 2 + (krand() & 7); k->set_int_z(sc->int_floorz() - (krand() % x)); - k->spr.__int_angle += 256 - (krand() % 511); + k->add_int_ang(256 - (krand() % 511)); k->spr.xvel = krand() & 127; ssp(k, CLIPMASK0); } @@ -5039,7 +5039,7 @@ void alterang(int ang, DDukeActor* actor, int playernum) if (abs(angdif) < 256) { j = 128 - (krand() & 256); - actor->spr.__int_angle += j; + actor->add_int_ang(j); if (hits(actor) < 844) actor->spr.__int_angle -= j; } @@ -5047,7 +5047,7 @@ void alterang(int ang, DDukeActor* actor, int playernum) else if (ticselapsed > 18 && ticselapsed < 26) // choose { if (abs(angdif >> 2) < 128) actor->set_int_ang(goalang); - else actor->spr.__int_angle += angdif >> 2; + else actor->add_int_ang(angdif >> 2); } } else actor->set_int_ang(goalang); diff --git a/source/games/duke/src/actors_d.cpp b/source/games/duke/src/actors_d.cpp index 6b18734ec..f7b7ef16a 100644 --- a/source/games/duke/src/actors_d.cpp +++ b/source/games/duke/src/actors_d.cpp @@ -485,7 +485,7 @@ int movesprite_ex_d(DDukeActor* actor, int xchange, int ychange, int zchange, un if (dasectp == nullptr) dasectp = §or[0]; return result.setSector(dasectp); } - if ((result.type == kHitWall || result.type == kHitSprite) && (actor->cgg == 0)) actor->spr.__int_angle += 768; + if ((result.type == kHitWall || result.type == kHitSprite) && (actor->cgg == 0)) actor->add_int_ang(768); } else { @@ -2382,8 +2382,8 @@ static void greenslime(DDukeActor *actor) if (actor->spr.xvel < 32) actor->spr.xvel += 4; actor->spr.xvel = 64 - bcos(actor->temp_data[1], -9); - actor->spr.__int_angle += getincangle(actor->int_ang(), - getangle(ps[p].pos.XY() - actor->spr.pos.XY())) >> 3; + actor->add_int_ang( + getincangle(actor->int_ang(), getangle(ps[p].pos.XY() - actor->spr.pos.XY())) >> 3); // TJR } @@ -3513,11 +3513,11 @@ void move_d(DDukeActor *actor, int playernum, int xvel) else goalang = getangle(ps[playernum].pos.XY() - actor->spr.pos.XY()); angdif = getincangle(actor->int_ang(), goalang) >> 2; if (angdif > -8 && angdif < 0) angdif = 0; - actor->spr.__int_angle += angdif; + actor->add_int_ang(angdif); } if (a & spin) - actor->spr.__int_angle += bsin(actor->temp_data[0] << 3, -6); + actor->add_int_ang(bsin(actor->temp_data[0] << 3, -6)); if (a & face_player_slow) { @@ -3530,7 +3530,7 @@ void move_d(DDukeActor *actor, int playernum, int xvel) angdif = 0; actor->set_int_ang(goalang); } - actor->spr.__int_angle += angdif; + actor->add_int_ang(angdif); } @@ -3547,7 +3547,7 @@ void move_d(DDukeActor *actor, int playernum, int xvel) goalang = getangle(newx - actor->spr.pos.X, newy - actor->spr.pos.Y); angdif = getincangle(actor->int_ang(), goalang) >> 2; if (angdif > -8 && angdif < 0) angdif = 0; - actor->spr.__int_angle += angdif; + actor->add_int_ang(angdif); } if (actor->temp_data[1] == 0 || a == 0) diff --git a/source/games/duke/src/actors_r.cpp b/source/games/duke/src/actors_r.cpp index 30658bbf7..2dac80c87 100644 --- a/source/games/duke/src/actors_r.cpp +++ b/source/games/duke/src/actors_r.cpp @@ -401,7 +401,7 @@ int movesprite_ex_r(DDukeActor* actor, int xchange, int ychange, int zchange, un if (dasectp == nullptr) dasectp = §or[0]; return result.setSector(dasectp); } - if ((result.type == kHitWall || result.type == kHitSprite) && (actor->cgg == 0)) actor->spr.__int_angle += 768; + if ((result.type == kHitWall || result.type == kHitSprite) && (actor->cgg == 0)) actor->add_int_ang(768); } else { @@ -941,7 +941,7 @@ static void chickenarrow(DDukeActor* actor) if (ang2 < 100) { if (ang3 > 1023) - actor->spr.__int_angle += 51; + actor->add_int_ang(51); else actor->spr.__int_angle -= 51; } @@ -950,7 +950,7 @@ static void chickenarrow(DDukeActor* actor) if (ang3 > 1023) actor->spr.__int_angle -= 51; else - actor->spr.__int_angle += 51; + actor->add_int_ang(51); } else actor->set_int_ang(ang); @@ -3496,11 +3496,11 @@ void move_r(DDukeActor *actor, int pnum, int xvel) else goalang = getangle(ps[pnum].pos.XY() - actor->spr.pos.XY()); angdif = getincangle(actor->int_ang(), goalang) >> 2; if (angdif > -8 && angdif < 0) angdif = 0; - actor->spr.__int_angle += angdif; + actor->add_int_ang(angdif); } if (a & spin) - actor->spr.__int_angle += bsin(actor->temp_data[0] << 3, -6); + actor->add_int_ang(bsin(actor->temp_data[0] << 3, -6)); if (a & face_player_slow) { @@ -3513,7 +3513,7 @@ void move_r(DDukeActor *actor, int pnum, int xvel) angdif = 0; actor->set_int_ang(goalang); } - actor->spr.__int_angle += angdif; + actor->add_int_ang(angdif); } if (isRRRA()) @@ -3529,7 +3529,7 @@ void move_r(DDukeActor *actor, int pnum, int xvel) angdif = 0; actor->set_int_ang(goalang); } - actor->spr.__int_angle += angdif; + actor->add_int_ang(angdif); } if ((a & jumptoplayer) == jumptoplayer) @@ -3591,7 +3591,7 @@ void move_r(DDukeActor *actor, int pnum, int xvel) goalang = getangle(newx - actor->spr.pos.X, newy - actor->spr.pos.Y); angdif = getincangle(actor->int_ang(), goalang) >> 2; if (angdif > -8 && angdif < 0) angdif = 0; - actor->spr.__int_angle += angdif; + actor->add_int_ang(angdif); } if (actor->temp_data[1] == 0 || a == 0) diff --git a/source/games/duke/src/gameexec.cpp b/source/games/duke/src/gameexec.cpp index 8631b27e1..f70e9912c 100644 --- a/source/games/duke/src/gameexec.cpp +++ b/source/games/duke/src/gameexec.cpp @@ -1416,14 +1416,14 @@ static int ifcanshoottarget(DDukeActor *actor, int g_p, int g_x) j = 0; else { - actor->spr.__int_angle += angdif; j = hitasprite(actor, &hit); actor->spr.__int_angle -= angdif; + actor->add_int_ang(angdif); j = hitasprite(actor, &hit); actor->spr.__int_angle -= angdif; if (j > sclip) { if (hit != nullptr && hit->spr.picnum == actor->spr.picnum) j = 0; else { - actor->spr.__int_angle -= angdif; j = hitasprite(actor, &hit); actor->spr.__int_angle += angdif; + actor->spr.__int_angle -= angdif; j = hitasprite(actor, &hit); actor->add_int_ang(angdif); if (j > 768) { if (hit != nullptr && hit->spr.picnum == actor->spr.picnum) diff --git a/source/games/duke/src/player_d.cpp b/source/games/duke/src/player_d.cpp index 3cb670131..ec4bedb52 100644 --- a/source/games/duke/src/player_d.cpp +++ b/source/games/duke/src/player_d.cpp @@ -442,7 +442,7 @@ static void shootweapon(DDukeActor *actor, int p, int sx, int sy, int sz, int sa jib->spr.pos.Z += 4; jib->spr.xvel = 16; jib->spr.xrepeat = jib->spr.yrepeat = 24; - jib->spr.__int_angle += 64 - (krand() & 127); + jib->add_int_ang(64 - (krand() & 127)); } } else spawn(spark, SMALLSMOKE); @@ -651,7 +651,7 @@ static void shootstuff(DDukeActor* actor, int p, int sx, int sy, int sz, int sa, spawned->spr.xvel = 1024; ssp(spawned, CLIPMASK0); spawned->spr.xvel = l; - spawned->spr.__int_angle += 128 - (krand() & 255); + spawned->add_int_ang(128 - (krand() & 255)); } } @@ -770,7 +770,7 @@ static void shootrpg(DDukeActor *actor, int p, int sx, int sy, int sz, int sa, i } spawned->add_int_pos({ xoffs, yoffs, 0 }); - spawned->spr.__int_angle += aoffs; + spawned->add_int_ang(aoffs); spawned->spr.xrepeat = 42; spawned->spr.yrepeat = 42; @@ -804,7 +804,7 @@ static void shootrpg(DDukeActor *actor, int p, int sx, int sy, int sz, int sa, i else if ((isWW2GI() && aplWeaponWorksLike(ps[p].curr_weapon, p) == DEVISTATOR_WEAPON) || (!isWW2GI() && ps[p].curr_weapon == DEVISTATOR_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) @@ -2219,7 +2219,7 @@ static void operateweapon(int snum, ESyncBits actions) k = hits(pact); if (k < 512) { - 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; diff --git a/source/games/duke/src/player_r.cpp b/source/games/duke/src/player_r.cpp index 86058ff8a..0a5727f3b 100644 --- a/source/games/duke/src/player_r.cpp +++ b/source/games/duke/src/player_r.cpp @@ -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; diff --git a/source/games/duke/src/player_w.cpp b/source/games/duke/src/player_w.cpp index a1cdc16de..8d2fb02c8 100644 --- a/source/games/duke/src/player_w.cpp +++ b/source/games/duke/src/player_w.cpp @@ -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; } diff --git a/source/games/duke/src/sectors.cpp b/source/games/duke/src/sectors.cpp index b4f5823b7..b50cc9d2f 100644 --- a/source/games/duke/src/sectors.cpp +++ b/source/games/duke/src/sectors.cpp @@ -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; diff --git a/source/games/duke/src/sectors_d.cpp b/source/games/duke/src/sectors_d.cpp index 599273722..fbbf16f02 100644 --- a/source/games/duke/src/sectors_d.cpp +++ b/source/games/duke/src/sectors_d.cpp @@ -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)); } } diff --git a/source/games/duke/src/sectors_r.cpp b/source/games/duke/src/sectors_r.cpp index 1adc9189e..23149475b 100644 --- a/source/games/duke/src/sectors_r.cpp +++ b/source/games/duke/src/sectors_r.cpp @@ -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)); } } diff --git a/source/games/exhumed/src/fish.cpp b/source/games/exhumed/src/fish.cpp index 4f51a7070..d5bd0e1a3 100644 --- a/source/games/exhumed/src/fish.cpp +++ b/source/games/exhumed/src/fish.cpp @@ -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); diff --git a/source/games/exhumed/src/queen.cpp b/source/games/exhumed/src/queen.cpp index 732e7d6b6..f73e94fe8 100644 --- a/source/games/exhumed/src/queen.cpp +++ b/source/games/exhumed/src/queen.cpp @@ -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); diff --git a/source/games/exhumed/src/scorp.cpp b/source/games/exhumed/src/scorp.cpp index 450a536c3..200fb8414 100644 --- a/source/games/exhumed/src/scorp.cpp +++ b/source/games/exhumed/src/scorp.cpp @@ -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()); diff --git a/source/games/exhumed/src/wasp.cpp b/source/games/exhumed/src/wasp.cpp index 5bf26fc17..074c05f0e 100644 --- a/source/games/exhumed/src/wasp.cpp +++ b/source/games/exhumed/src/wasp.cpp @@ -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); diff --git a/source/games/sw/src/bunny.cpp b/source/games/sw/src/bunny.cpp index 669652eba..f99543471 100644 --- a/source/games/sw/src/bunny.cpp +++ b/source/games/sw/src/bunny.cpp @@ -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); diff --git a/source/games/sw/src/jweapon.cpp b/source/games/sw/src/jweapon.cpp index be464578d..efd346bf8 100644 --- a/source/games/sw/src/jweapon.cpp +++ b/source/games/sw/src/jweapon.cpp @@ -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 diff --git a/source/games/sw/src/weapon.cpp b/source/games/sw/src/weapon.cpp index 346db8182..4f44ee9a5 100644 --- a/source/games/sw/src/weapon.cpp +++ b/source/games/sw/src/weapon.cpp @@ -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());