- handle all leftover __int_angles.

Most were in comments but were changed anyway.
This commit is contained in:
Christoph Oelckers 2022-08-27 14:57:06 +02:00
parent 6bdfa09dd1
commit 9a27dc2020
11 changed files with 22 additions and 28 deletions

View file

@ -273,7 +273,7 @@ void aiChooseDirection(DBloodActor* actor, int a3)
else if (CanMove(actor, actor->GetTarget(), actor->int_ang() - v8, vsi))
actor->xspr.goalAng = actor->int_ang() - v8;
//else if (actor->spr.flags&2)
//actor->xspr.goalAng = actor->spr.__int_angle+341;
//actor->xspr.goalAng = actor->spr.angle+341;
else // Weird..
actor->xspr.goalAng = actor->int_ang() + 341;
if (Chance(0x8000))

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@ -3281,11 +3281,11 @@ void useTeleportTarget(DBloodActor* sourceactor, DBloodActor* actor)
{
if (pPlayer)
{
pPlayer->angle.settarget(buildang(sourceactor->spr.__int_angle));
pPlayer->angle.settarget(buildang(sourceactor->spr.angle));
pPlayer->angle.lockinput();
}
else if (isDude) sourceactor->xspr.goalAng = actor->spr.__int_angle = sourceactor->spr.__int_angle;
else actor->spr.__int_angle = sourceactor->spr.__int_angle;
else if (isDude) sourceactor->xspr.goalAng = actor->spr.angle = sourceactor->spr.angle;
else actor->spr.__int_angle = sourceactor->spr.angle;
}
#endif
@ -5189,7 +5189,7 @@ bool aiFightDudeCanSeeTarget(DBloodActor* dudeactor, DUDEINFO* pDudeInfo, DBlood
if (cansee(dudeactor->int_pos().X, dudeactor->int_pos().Y, dudeactor->int_pos().Z, dudeactor->sector(), targetactor->int_pos().X, targetactor->int_pos().Y, targetactor->int_pos().Z - eyeAboveZ, targetactor->sector()))
{
/*int nAngle = getangle(dx, dy);
int losAngle = ((1024 + nAngle - dudeactor->spr.__int_angle) & 2047) - 1024;
int losAngle = ((1024 + nAngle - dudeactor->spr.angle) & 2047) - 1024;
// is the target visible?
if (abs(losAngle) < 2048) // 360 deg periphery here*/

View file

@ -2352,9 +2352,9 @@ void trInit(TArray<DBloodActor*>& actors)
{
auto marker0 = pXSector->marker0;
auto marker1 = pXSector->marker1;
TranslateSector(pSector, 0, -65536, marker0->int_pos().X, marker0->int_pos().Y, marker0->int_pos().X, marker0->int_pos().Y, marker0->spr.__int_angle, marker1->int_pos().X, marker1->int_pos().Y, marker1->spr.__int_angle, pSector->type == kSectorSlide);
TranslateSector(pSector, 0, -65536, marker0->int_pos().X, marker0->int_pos().Y, marker0->int_pos().X, marker0->int_pos().Y, marker0->spr.int_ang(), marker1->int_pos().X, marker1->int_pos().Y, marker1->spr.int_ang(), pSector->type == kSectorSlide);
UpdateBasePoints(pSector);
TranslateSector(pSector, 0, pXSector->busy, marker0->int_pos().X, marker0->int_pos().Y, marker0->int_pos().X, marker0->int_pos().Y, marker0->spr.__int_angle, marker1->int_pos().X, marker1->int_pos().Y, marker1->spr.__int_angle, pSector->type == kSectorSlide);
TranslateSector(pSector, 0, pXSector->busy, marker0->int_pos().X, marker0->int_pos().Y, marker0->int_pos().X, marker0->int_pos().Y, marker0->spr.int_ang(), marker1->int_pos().X, marker1->int_pos().Y, marker1->spr.int_ang(), pSector->type == kSectorSlide);
ZTranslateSector(pSector, pXSector, pXSector->busy, 1);
break;
}
@ -2362,7 +2362,7 @@ void trInit(TArray<DBloodActor*>& actors)
case kSectorRotate:
{
auto marker0 = pXSector->marker0;
TranslateSector(pSector, 0, -65536, marker0->int_pos().X, marker0->int_pos().Y, marker0->int_pos().X, marker0->int_pos().Y, 0, marker0->int_pos().X, marker0->int_pos().Y, marker0->spr.__int_angle, pSector->type == kSectorRotate);
TranslateSector(pSector, 0, -65536, marker0->int_pos().X, marker0->int_pos().Y, marker0->int_pos().X, marker0->int_pos().Y, 0, marker0->int_pos().X, marker0->int_pos().Y, marker0->spr.int_ang(), pSector->type == kSectorRotate);
UpdateBasePoints(pSector);
TranslateSector(pSector, 0, pXSector->busy, marker0->int_pos().X, marker0->int_pos().Y, marker0->int_pos().X, marker0->int_pos().Y, 0, marker0->int_pos().X, marker0->int_pos().Y, marker0->int_ang(), pSector->type == kSectorRotate);
ZTranslateSector(pSector, pXSector, pXSector->busy, 1);

View file

@ -601,7 +601,7 @@ void renderCrystalBall()
int vd4 = pOther->actor->spr.y;
int vd0 = pOther->zView;
int vcc = pOther->actor->spr.sectnum;
int v50 = pOther->actor->spr.__int_angle;
int v50 = pOther->actor->spr.angle;
int v54 = 0;
if (pOther->flickerEffect)
{

View file

@ -628,7 +628,7 @@ void ProcessSpriteTag(DExhumedActor* pActor, int nLotag, int nHitag)
{
auto pSector = pActor->sector();
pSector->Speed = nSpeed;
pSector->Flag |= pActor->spr.__int_angle;
pSector->Flag |= pActor->spr.int_ang();
DeleteActor(pActor);
return;

View file

@ -413,8 +413,8 @@ int DoActorDebris(DSWActor* actor)
}
else
{
//nx = actor->spr.xvel * ACTORMOVETICS * bcos(actor->spr.__int_angle) >> 14;
//ny = actor->spr.xvel * ACTORMOVETICS * bsin(actor->spr.__int_angle) >> 14;
//nx = actor->spr.xvel * ACTORMOVETICS * bcos(actor->spr.angle) >> 14;
//ny = actor->spr.xvel * ACTORMOVETICS * bsin(actor->spr.angle) >> 14;
nx = MulScale(ACTORMOVETICS, bcos(actor->int_ang()), 14);
ny = MulScale(ACTORMOVETICS, bsin(actor->int_ang()), 14);
@ -737,7 +737,7 @@ int DoActorStopFall(DSWActor* actor)
// don't stand on face or wall sprites - jump again
if (actor->user.lowActor && !(actor->user.lowActor->spr.cstat & CSTAT_SPRITE_ALIGNMENT_FLOOR))
{
//actor->spr.__int_angle = NORM_ANGLE(actor->spr.__int_angle + (RANDOM_P2(64<<8)>>8) - 32);
//actor->spr.__int_angle = NORM_ANGLE(actor->spr.angle + (RANDOM_P2(64<<8)>>8) - 32);
actor->set_int_ang(NORM_ANGLE(actor->int_ang() + 1024 + (RANDOM_P2(512<<8)>>8)));
actor->user.jump_speed = -350;

View file

@ -1645,7 +1645,7 @@ int PlayerInitCaltrops(PLAYER* pp)
actorNew->user.Flags |= (SPR_UNDERWATER);
// They go out at different angles
// spawnedActor->spr.__int_angle = NORM_ANGLE(pp->angle.ang.asbuild() + (RandomRange(50) - 25));
// spawnedActor->spr.angle = NORM_ANGLE(pp->angle.ang.asbuild() + (RandomRange(50) - 25));
actorNew->spr.zvel = -pp->horizon.horiz.asq16() >> 9;

View file

@ -1790,10 +1790,6 @@ void UpdatePlayerSprite(PLAYER* pp)
{
actor->set_int_z(pp->pos.Z + Z(17));
// move it forward a bit to look like its on the ladder
//actor->spr.x += MOVEx(256+64, actor->spr.__int_angle);
//actor->spr.y += MOVEy(256+64, actor->spr.__int_angle);
ChangeActorSect(pp->actor, pp->cursector);
}
else if (pp->DoPlayerAction == DoPlayerFly)

View file

@ -861,7 +861,7 @@ void DoExplodeSector(short match)
sectortype* sectp;
orig_ang = 0; //actor->spr.__int_angle;
orig_ang = 0;
SWStatIterator it(STAT_EXPLODING_CEIL_FLOOR);
while (auto actor = it.Next())

View file

@ -2855,7 +2855,7 @@ KeyMain:
*
* actor->user.State = actor->user.StateStart = &s_FireFly[0]; actor->user.RotNum = 0;
*
* actor->spr.__int_angle = 0; actor->spr.xvel = 4;
* actor->spr.angle = 0; actor->spr.xvel = 4;
*
* if (labs(actor->spr.z - actor->sector()->int_floorz()) < Z(32)) actor->spr.z =
* actor->sector()->int_floorz() - Z(32);
@ -4574,8 +4574,8 @@ bool DropAhead(DSWActor* actor, int min_height)
{
int dax, day;
// dax = actor->spr.x + MOVEx(128, actor->spr.__int_angle);
// day = actor->spr.y + MOVEy(128, actor->spr.__int_angle);
// dax = actor->spr.x + MOVEx(128, actor->spr.angle);
// day = actor->spr.y + MOVEy(128, actor->spr.angle);
dax = actor->int_pos().X + MOVEx(256, actor->int_ang());
day = actor->int_pos().Y + MOVEy(256, actor->int_ang());

View file

@ -3723,7 +3723,6 @@ AutoShrap:
case EMP:
shrap_bounce = false;
actor->add_int_z(-Z(4));
//actor->spr.__int_angle = NORM_ANGLE(actor->spr.__int_angle + 1024);
shrap_xsize = actor->user.pos.X = 5 + (RANDOM_P2(4<<8)>>8);
shrap_ysize = actor->user.pos.Y = 5 + (RANDOM_P2(4<<8)>>8);
break;
@ -5351,7 +5350,6 @@ int PlayerCheckDeath(PLAYER* pp, DSWActor* weapActor)
DoPlayerBeginDie(pp);
// for death direction
//actor->user.slide_ang = weapActor->spr.__int_angle;
actor->user.slide_ang = getangle(actor->int_pos().X - weapActor->int_pos().X, actor->int_pos().Y - weapActor->int_pos().Y);
// for death velocity
actor->user.slide_vel = actor->user.LastDamage * 5;
@ -6544,7 +6542,7 @@ int DoDamage(DSWActor* actor, DSWActor* weapActor)
}
else if (actor->user.PlayerP)
{
PlayerDamageSlide(actor->user.PlayerP, damage, weapActor->spr.__int_angle);
PlayerDamageSlide(actor->user.PlayerP, damage, weapActor->spr.angle);
if (PlayerTakeDamage(actor->user.PlayerP, weapActor))
{
PlayerUpdateHealth(actor->user.PlayerP, damage);
@ -6556,7 +6554,7 @@ int DoDamage(DSWActor* actor, DSWActor* weapActor)
ActorHealth(actor, damage);
ActorPain(actor);
ActorStdMissile(actor, weapActor);
ActorDamageSlide(actor, damage, weapActor->spr.__int_angle);
ActorDamageSlide(actor, damage, weapActor->spr.angle);
ActorChooseDeath(actor, weapActor);
}
@ -8270,7 +8268,7 @@ int DoGrenade(DSWActor* actor)
wall_ang = NORM_ANGLE(getangle(wph->delta())+512);
//actor->spr.__int_angle = NORM_ANGLE(actor->spr.__int_angle + 1);
//actor->spr.angle = NORM_ANGLE(actor->spr.angle + 1);
WallBounce(actor, wall_ang);
ScaleSpriteVector(actor, 22000);
@ -15507,7 +15505,7 @@ int InitTurretRocket(DSWActor* actor, PLAYER* pp)
WeaponAutoAim(actor, actorNew, 64, false);
// a bit of randomness
//actorNew->spr.__int_angle += RandomRange(30) - 15;
//actorNew->spr.angle += RandomRange(30) - 15;
actorNew->user.change.X = MOVEx(actorNew->spr.xvel, actorNew->int_ang());
actorNew->user.change.Y = MOVEy(actorNew->spr.xvel, actorNew->int_ang());