- Change out PlayerAngle::addadjustment()'s input from binangle to DAngle.

This commit is contained in:
Mitchell Richters 2022-08-27 23:43:23 +10:00 committed by Christoph Oelckers
parent 782fb08209
commit a090f31bc4
6 changed files with 19 additions and 19 deletions

View file

@ -168,15 +168,15 @@ struct PlayerAngle
double looking_arc(double const smoothratio) { return fabs((!SyncInput() ? look_ang : interpolatedlookang(smoothratio)).Normalized180().Buildfang()) * (1. / 9.); }
// Ticrate playsim adjustment setters and processor.
void addadjustment(binangle const value)
void addadjustment(const DAngle value)
{
if (!SyncInput())
{
adjustment += value.signedbuildf();
adjustment += value.Normalized180().Degrees();
}
else
{
ang += value;
ang += bamang(value.BAMs());
}
}
@ -211,7 +211,7 @@ struct PlayerAngle
}
else if (adjustment)
{
ang += buildfang(scaleAdjust * adjustment);
ang += degang(scaleAdjust * adjustment);
}
}

View file

@ -1559,7 +1559,7 @@ void ProcessInput(PLAYER* pPlayer)
DBloodActor* fragger = pPlayer->fragger;
if (fragger)
{
pPlayer->angle.addadjustment(getincanglebam(pPlayer->angle.ang, bvectangbam(fragger->int_pos().X - actor->int_pos().X, fragger->int_pos().Y - actor->int_pos().Y)));
pPlayer->angle.addadjustment(deltaangle(DAngle::fromBam(pPlayer->angle.ang.asbam()), VecToAngle(fragger->int_pos().X - actor->int_pos().X, fragger->int_pos().Y - actor->int_pos().Y)));
}
pPlayer->deathTime += 4;
if (!bSeqStat)

View file

@ -441,7 +441,7 @@ void moveplayers(void)
if (p->actorsqu != nullptr)
{
p->angle.addadjustment(getincanglebam(p->angle.ang, bvectangbam(p->actorsqu->spr.pos.X - p->pos.X, p->actorsqu->spr.pos.Y - p->pos.Y)) >> 2);
p->angle.addadjustment(deltaangle(DAngle::fromBam(p->angle.ang.asbam()), VecToAngle(p->actorsqu->spr.pos.X - p->pos.X, p->actorsqu->spr.pos.Y - p->pos.Y)) * (1. / 4.));
}
if (act->spr.extra > 0)
@ -461,7 +461,7 @@ void moveplayers(void)
if (p->wackedbyactor != nullptr && p->wackedbyactor->spr.statnum < MAXSTATUS)
{
p->angle.addadjustment(getincanglebam(p->angle.ang, bvectangbam(p->wackedbyactor->spr.pos.X - p->pos.X, p->wackedbyactor->spr.pos.Y - p->pos.Y)) >> 1);
p->angle.addadjustment(deltaangle(DAngle::fromBam(p->angle.ang.asbam()), VecToAngle(p->wackedbyactor->spr.pos.X - p->pos.X, p->wackedbyactor->spr.pos.Y - p->pos.Y)) * (1. / 2.));
}
}
act->set_int_ang(p->angle.ang.asbuild());
@ -2679,7 +2679,7 @@ void handle_se00(DDukeActor* actor)
{
if (ps[p].cursector == actor->sector() && ps[p].on_ground == 1)
{
ps[p].angle.addadjustment(buildang(l * q));
ps[p].angle.addadjustment(DAngle::fromBuild(l * q));
ps[p].player_add_int_z(zchange);
@ -2869,7 +2869,7 @@ void handle_se14(DDukeActor* actor, bool checkstat, int RPG, int JIBS6)
ps[p].bobpos.X += mm;
ps[p].bobpos.Y += xx;
ps[p].angle.addadjustment(buildang(q));
ps[p].angle.addadjustment(DAngle::fromBuild(q));
if (numplayers > 1)
{

View file

@ -1803,7 +1803,7 @@ static void onMotorcycle(int snum, ESyncBits &actions)
p->vel.X += currSpeed * bcos(velAdjustment * -51 + p->angle.ang.asbuild(), 4);
p->vel.Y += currSpeed * bsin(velAdjustment * -51 + p->angle.ang.asbuild(), 4);
p->angle.addadjustment(getincanglebam(p->angle.ang, p->angle.ang - bamang(angAdjustment)));
p->angle.addadjustment(DAngle::fromBam(getincanglebam(p->angle.ang, p->angle.ang - bamang(angAdjustment)).asbam()));
}
else if (p->MotoSpeed >= 20 && p->on_ground == 1 && (p->moto_on_mud || p->moto_on_oil))
{
@ -2047,7 +2047,7 @@ static void onBoat(int snum, ESyncBits &actions)
p->vel.X += currSpeed * bcos(velAdjustment * -51 + p->angle.ang.asbuild(), 4);
p->vel.Y += currSpeed * bsin(velAdjustment * -51 + p->angle.ang.asbuild(), 4);
p->angle.addadjustment(getincanglebam(p->angle.ang, p->angle.ang - bamang(angAdjustment)));
p->angle.addadjustment(DAngle::fromBam(getincanglebam(p->angle.ang, p->angle.ang - bamang(angAdjustment)).asbam()));
}
if (p->NotOnWater && p->MotoSpeed > 50)
p->MotoSpeed -= (p->MotoSpeed / 2.);
@ -2372,7 +2372,7 @@ void onMotorcycleMove(int snum, walltype* wal)
int angleDelta = abs(p->angle.ang.asbuild() - getangle(wal->delta()));
double damageAmount = p->MotoSpeed * p->MotoSpeed;
p->angle.addadjustment(buildfang(p->MotoSpeed / (krand() & 1 ? -2 : 2)));
p->angle.addadjustment(DAngle::fromBuildf(p->MotoSpeed / (krand() & 1 ? -2 : 2)));
if (angleDelta >= 441 && angleDelta <= 581)
{
@ -2426,7 +2426,7 @@ void onBoatMove(int snum, int psectlotag, walltype* wal)
auto delta = wal->delta();
int angleDelta = abs(p->angle.ang.asbuild() - getangle(wal->delta()));
p->angle.addadjustment(buildfang(p->MotoSpeed / (krand() & 1 ? -4 : 4)));
p->angle.addadjustment(DAngle::fromBuildf(p->MotoSpeed / (krand() & 1 ? -4 : 4)));
if (angleDelta >= 441 && angleDelta <= 581)
{
@ -3054,11 +3054,11 @@ static void operateweapon(int snum, ESyncBits actions, sectortype* psectp)
}
if (p->kickback_pic == 2)
{
p->angle.addadjustment(buildang(16));
p->angle.addadjustment(DAngle::fromBuild(16));
}
else if (p->kickback_pic == 4)
{
p->angle.addadjustment(buildang(-16));
p->angle.addadjustment(DAngle::fromBuild(-16));
}
if (p->kickback_pic > 4)
p->kickback_pic = 1;
@ -3084,11 +3084,11 @@ static void operateweapon(int snum, ESyncBits actions, sectortype* psectp)
}
if (p->kickback_pic == 2)
{
p->angle.addadjustment(buildang(4));
p->angle.addadjustment(DAngle::fromBuild(4));
}
else if (p->kickback_pic == 4)
{
p->angle.addadjustment(buildang(-4));
p->angle.addadjustment(DAngle::fromBuild(-4));
}
if (p->kickback_pic > 4)
p->kickback_pic = 1;

View file

@ -5716,7 +5716,7 @@ void DoPlayerDeathFollowKiller(PLAYER* pp)
{
if (FAFcansee(killer->int_pos().X, killer->int_pos().Y, ActorZOfTop(killer), killer->sector(), pp->pos.X, pp->pos.Y, pp->pos.Z, pp->cursector))
{
pp->angle.addadjustment(getincanglebam(pp->angle.ang, bvectangbam(killer->int_pos().X - pp->pos.X, killer->int_pos().Y - pp->pos.Y)) >> 4);
pp->angle.addadjustment(deltaangle(DAngle::fromBam(pp->angle.ang.asbam()), VecToAngle(killer->int_pos().X - pp->pos.X, killer->int_pos().Y - pp->pos.Y)) * (1. / 16.));
}
}
}

View file

@ -1567,7 +1567,7 @@ void MovePlayer(PLAYER* pp, SECTOR_OBJECT* sop, int nx, int ny)
// New angle is formed by taking last known angle and
// adjusting by the delta angle
pp->angle.addadjustment(pp->angle.ang - bamang((pp->RevolveAng + pp->RevolveDeltaAng).BAMs()));
pp->angle.addadjustment(deltaangle(pp->RevolveAng + pp->RevolveDeltaAng, DAngle::fromBam(pp->angle.ang.asbam())));
UpdatePlayerSprite(pp);
}