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- minor angle stuff in Blood
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parent
ed12e333e3
commit
45f37525e0
10 changed files with 19 additions and 20 deletions
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@ -1635,10 +1635,11 @@ typedef TAngle<double> DAngle;
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constexpr DAngle nullAngle = DAngle::fromDeg(0.);
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constexpr FAngle nullFAngle = FAngle::fromDeg(0.);
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constexpr DAngle DAngle90 = DAngle::fromBam(ANGLE_90);
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constexpr DAngle DAngle180 = DAngle::fromBam(ANGLE_180);
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constexpr DAngle DAngle270 = DAngle::fromBam(ANGLE_270);
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constexpr DAngle DAngle360 = DAngle::fromBam(ANGLE_MAX);
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constexpr DAngle DAngle45 = DAngle::fromDeg(45);
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constexpr DAngle DAngle90 = DAngle::fromDeg(90);
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constexpr DAngle DAngle180 = DAngle::fromDeg(180);
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constexpr DAngle DAngle270 = DAngle::fromDeg(270);
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constexpr DAngle DAngle360 = DAngle::fromDeg(360);
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class Plane
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{
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@ -555,8 +555,6 @@ inline void SetActorZ(DCoreActor* actor, const DVector3& newpos)
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SetActorZ(actor, &ipos);
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}
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inline int clipmove(vec3_t& pos, sectortype** const sect, int xvect, int yvect,
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int const walldist, int const ceildist, int const flordist, unsigned const cliptype, CollisionBase& result, int clipmoveboxtracenum = 3)
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{
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@ -317,7 +317,7 @@ static void batMoveForward(DBloodActor* actor)
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if (abs(nAng) > 341)
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return;
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if (actor->GetTarget() == nullptr)
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actor->set_int_ang((actor->int_ang() + 256) & 2047);
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actor->spr.angle += DAngle45;
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int dx = actor->xspr.TargetPos.X - actor->int_pos().X;
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int dy = actor->xspr.TargetPos.Y - actor->int_pos().Y;
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int nDist = approxDist(dx, dy);
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@ -377,7 +377,7 @@ static void batMoveFly(DBloodActor* actor)
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int nAccel = pDudeInfo->frontSpeed << 2;
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if (abs(nAng) > 341)
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{
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actor->set_int_ang((actor->int_ang() + 512) & 2047);
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actor->spr.angle += DAngle90;
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return;
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}
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int dx = actor->xspr.TargetPos.X - actor->int_pos().X;
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@ -420,7 +420,7 @@ static void sub_628A0(DBloodActor* actor)
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if (abs(nAng) > 341)
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return;
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if (actor->GetTarget() == nullptr)
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actor->set_int_ang((actor->int_ang() + 256) & 2047);
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actor->spr.angle += DAngle45;
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int dx = actor->xspr.TargetPos.X - actor->int_pos().X;
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int dy = actor->xspr.TargetPos.Y - actor->int_pos().Y;
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int nDist = approxDist(dx, dy);
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@ -489,7 +489,7 @@ static void sub_62D7C(DBloodActor* actor)
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int nAccel = pDudeInfo->frontSpeed << 2;
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if (abs(nAng) > 341)
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{
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actor->set_int_ang((actor->int_ang() + 512) & 2047);
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actor->spr.angle += DAngle90;
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return;
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}
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int dx = actor->xspr.TargetPos.X - actor->int_pos().X;
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@ -327,7 +327,7 @@ static void eelMoveForward(DBloodActor* actor)
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if (abs(nAng) > 341)
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return;
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if (actor->GetTarget() == nullptr)
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actor->set_int_ang((actor->int_ang() + 256) & 2047);
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actor->spr.angle += DAngle45;
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int dx = actor->xspr.TargetPos.X - actor->int_pos().X;
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int dy = actor->xspr.TargetPos.Y - actor->int_pos().Y;
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int nDist = approxDist(dx, dy);
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@ -283,7 +283,7 @@ static void sub_65D04(DBloodActor* actor)
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if (abs(nAng) > 341)
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return;
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if (actor->GetTarget() == nullptr)
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actor->set_int_ang((actor->int_ang() + 256) & 2047);
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actor->spr.angle += DAngle45;
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int dx = actor->xspr.TargetPos.X - actor->int_pos().X;
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int dy = actor->xspr.TargetPos.Y - actor->int_pos().Y;
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int nDist = approxDist(dx, dy);
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@ -354,7 +354,7 @@ static void sub_661E0(DBloodActor* actor)
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int nAccel = pDudeInfo->frontSpeed << 2;
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if (abs(nAng) > 341)
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{
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actor->set_int_ang((actor->int_ang() + 512) & 2047);
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actor->spr.angle += DAngle90;
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return;
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}
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int dx = actor->xspr.TargetPos.X - actor->int_pos().X;
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@ -530,7 +530,7 @@ static void gargMoveForward(DBloodActor* actor)
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if (abs(nAng) > 341)
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return;
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if (actor->GetTarget() == nullptr)
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actor->set_int_ang((actor->int_ang() + 256) & 2047);
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actor->spr.angle += DAngle45;
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int dx = actor->xspr.TargetPos.X - actor->int_pos().X;
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int dy = actor->xspr.TargetPos.Y - actor->int_pos().Y;
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int nDist = approxDist(dx, dy);
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@ -644,7 +644,7 @@ static void gargMoveFly(DBloodActor* actor)
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int nAccel = pDudeInfo->frontSpeed << 2;
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if (abs(nAng) > 341)
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{
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actor->set_int_ang((actor->int_ang() + 512) & 2047);
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actor->spr.angle += DAngle90;
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return;
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}
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int dx = actor->xspr.TargetPos.X - actor->int_pos().X;
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@ -426,7 +426,7 @@ static void ghostMoveForward(DBloodActor* actor)
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if (abs(nAng) > 341)
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return;
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if (actor->GetTarget() == nullptr)
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actor->set_int_ang((actor->int_ang() + 256) & 2047);
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actor->spr.angle += DAngle45;
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int dx = actor->xspr.TargetPos.X - actor->int_pos().X;
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int dy = actor->xspr.TargetPos.Y - actor->int_pos().Y;
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int nDist = approxDist(dx, dy);
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@ -534,7 +534,7 @@ static void ghostMoveFly(DBloodActor* actor)
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int nAccel = pDudeInfo->frontSpeed << 2;
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if (abs(nAng) > 341)
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{
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actor->set_int_ang((actor->int_ang() + 512) & 2047);
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actor->spr.angle += DAngle90;
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return;
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}
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int dx = actor->xspr.TargetPos.X - actor->int_pos().X;
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@ -273,7 +273,7 @@ static void sub_6CB00(DBloodActor* actor)
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if (abs(nAng) > 341)
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return;
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if (actor->GetTarget() == nullptr)
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actor->set_int_ang((actor->int_ang() + 256) & 2047);
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actor->spr.angle += DAngle45;
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int dx = actor->xspr.TargetPos.X - actor->int_pos().X;
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int dy = actor->xspr.TargetPos.Y - actor->int_pos().Y;
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int nDist = approxDist(dx, dy);
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@ -342,7 +342,7 @@ static void sub_6D03C(DBloodActor* actor)
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int nAccel = (pDudeInfo->frontSpeed - (((4 - gGameOptions.nDifficulty) << 27) / 120) / 120) << 2;
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if (abs(nAng) > 341)
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{
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actor->set_int_ang((actor->int_ang() + 512) & 2047);
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actor->spr.angle += DAngle90;
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return;
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}
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int dx = actor->xspr.TargetPos.X - actor->int_pos().X;
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@ -1121,7 +1121,7 @@ void aiGenDudeMoveForward(DBloodActor* actor)
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if (abs(nAng) > 341)
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return;
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if (actor->GetTarget() == nullptr)
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actor->set_int_ang((actor->int_ang() + 256) & 2047);
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actor->spr.angle += DAngle45;
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int dx = actor->xspr.TargetPos.X - actor->int_pos().X;
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int dy = actor->xspr.TargetPos.Y - actor->int_pos().Y;
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int nDist = approxDist(dx, dy);
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