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https://github.com/DrBeef/Raze.git
synced 2025-04-07 00:01:57 +00:00
- Change out PlayerAngle::addadjustment()
's input from binangle
to DAngle
.
This commit is contained in:
parent
782fb08209
commit
a090f31bc4
6 changed files with 19 additions and 19 deletions
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@ -168,15 +168,15 @@ struct PlayerAngle
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double looking_arc(double const smoothratio) { return fabs((!SyncInput() ? look_ang : interpolatedlookang(smoothratio)).Normalized180().Buildfang()) * (1. / 9.); }
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// Ticrate playsim adjustment setters and processor.
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void addadjustment(binangle const value)
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void addadjustment(const DAngle value)
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{
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if (!SyncInput())
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{
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adjustment += value.signedbuildf();
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adjustment += value.Normalized180().Degrees();
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}
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else
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{
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ang += value;
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ang += bamang(value.BAMs());
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}
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}
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@ -211,7 +211,7 @@ struct PlayerAngle
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}
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else if (adjustment)
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{
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ang += buildfang(scaleAdjust * adjustment);
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ang += degang(scaleAdjust * adjustment);
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}
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}
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@ -1559,7 +1559,7 @@ void ProcessInput(PLAYER* pPlayer)
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DBloodActor* fragger = pPlayer->fragger;
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if (fragger)
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{
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pPlayer->angle.addadjustment(getincanglebam(pPlayer->angle.ang, bvectangbam(fragger->int_pos().X - actor->int_pos().X, fragger->int_pos().Y - actor->int_pos().Y)));
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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)));
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}
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pPlayer->deathTime += 4;
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if (!bSeqStat)
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@ -441,7 +441,7 @@ void moveplayers(void)
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if (p->actorsqu != nullptr)
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{
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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);
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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.));
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}
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if (act->spr.extra > 0)
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@ -461,7 +461,7 @@ void moveplayers(void)
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if (p->wackedbyactor != nullptr && p->wackedbyactor->spr.statnum < MAXSTATUS)
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{
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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);
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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.));
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}
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}
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act->set_int_ang(p->angle.ang.asbuild());
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@ -2679,7 +2679,7 @@ void handle_se00(DDukeActor* actor)
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{
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if (ps[p].cursector == actor->sector() && ps[p].on_ground == 1)
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{
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ps[p].angle.addadjustment(buildang(l * q));
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ps[p].angle.addadjustment(DAngle::fromBuild(l * q));
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ps[p].player_add_int_z(zchange);
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@ -2869,7 +2869,7 @@ void handle_se14(DDukeActor* actor, bool checkstat, int RPG, int JIBS6)
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ps[p].bobpos.X += mm;
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ps[p].bobpos.Y += xx;
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ps[p].angle.addadjustment(buildang(q));
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ps[p].angle.addadjustment(DAngle::fromBuild(q));
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if (numplayers > 1)
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{
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@ -1803,7 +1803,7 @@ static void onMotorcycle(int snum, ESyncBits &actions)
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p->vel.X += currSpeed * bcos(velAdjustment * -51 + p->angle.ang.asbuild(), 4);
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p->vel.Y += currSpeed * bsin(velAdjustment * -51 + p->angle.ang.asbuild(), 4);
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p->angle.addadjustment(getincanglebam(p->angle.ang, p->angle.ang - bamang(angAdjustment)));
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p->angle.addadjustment(DAngle::fromBam(getincanglebam(p->angle.ang, p->angle.ang - bamang(angAdjustment)).asbam()));
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}
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else if (p->MotoSpeed >= 20 && p->on_ground == 1 && (p->moto_on_mud || p->moto_on_oil))
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{
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@ -2047,7 +2047,7 @@ static void onBoat(int snum, ESyncBits &actions)
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p->vel.X += currSpeed * bcos(velAdjustment * -51 + p->angle.ang.asbuild(), 4);
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p->vel.Y += currSpeed * bsin(velAdjustment * -51 + p->angle.ang.asbuild(), 4);
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p->angle.addadjustment(getincanglebam(p->angle.ang, p->angle.ang - bamang(angAdjustment)));
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p->angle.addadjustment(DAngle::fromBam(getincanglebam(p->angle.ang, p->angle.ang - bamang(angAdjustment)).asbam()));
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}
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if (p->NotOnWater && p->MotoSpeed > 50)
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p->MotoSpeed -= (p->MotoSpeed / 2.);
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@ -2372,7 +2372,7 @@ void onMotorcycleMove(int snum, walltype* wal)
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int angleDelta = abs(p->angle.ang.asbuild() - getangle(wal->delta()));
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double damageAmount = p->MotoSpeed * p->MotoSpeed;
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p->angle.addadjustment(buildfang(p->MotoSpeed / (krand() & 1 ? -2 : 2)));
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p->angle.addadjustment(DAngle::fromBuildf(p->MotoSpeed / (krand() & 1 ? -2 : 2)));
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if (angleDelta >= 441 && angleDelta <= 581)
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{
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@ -2426,7 +2426,7 @@ void onBoatMove(int snum, int psectlotag, walltype* wal)
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auto delta = wal->delta();
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int angleDelta = abs(p->angle.ang.asbuild() - getangle(wal->delta()));
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p->angle.addadjustment(buildfang(p->MotoSpeed / (krand() & 1 ? -4 : 4)));
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p->angle.addadjustment(DAngle::fromBuildf(p->MotoSpeed / (krand() & 1 ? -4 : 4)));
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if (angleDelta >= 441 && angleDelta <= 581)
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{
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@ -3054,11 +3054,11 @@ static void operateweapon(int snum, ESyncBits actions, sectortype* psectp)
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}
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if (p->kickback_pic == 2)
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{
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p->angle.addadjustment(buildang(16));
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p->angle.addadjustment(DAngle::fromBuild(16));
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}
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else if (p->kickback_pic == 4)
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{
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p->angle.addadjustment(buildang(-16));
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p->angle.addadjustment(DAngle::fromBuild(-16));
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}
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if (p->kickback_pic > 4)
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p->kickback_pic = 1;
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@ -3084,11 +3084,11 @@ static void operateweapon(int snum, ESyncBits actions, sectortype* psectp)
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}
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if (p->kickback_pic == 2)
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{
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p->angle.addadjustment(buildang(4));
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p->angle.addadjustment(DAngle::fromBuild(4));
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}
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else if (p->kickback_pic == 4)
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{
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p->angle.addadjustment(buildang(-4));
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p->angle.addadjustment(DAngle::fromBuild(-4));
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}
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if (p->kickback_pic > 4)
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p->kickback_pic = 1;
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@ -5716,7 +5716,7 @@ void DoPlayerDeathFollowKiller(PLAYER* pp)
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{
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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))
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{
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pp->angle.addadjustment(getincanglebam(pp->angle.ang, bvectangbam(killer->int_pos().X - pp->pos.X, killer->int_pos().Y - pp->pos.Y)) >> 4);
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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.));
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}
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}
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}
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@ -1567,7 +1567,7 @@ void MovePlayer(PLAYER* pp, SECTOR_OBJECT* sop, int nx, int ny)
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// New angle is formed by taking last known angle and
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// adjusting by the delta angle
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pp->angle.addadjustment(pp->angle.ang - bamang((pp->RevolveAng + pp->RevolveDeltaAng).BAMs()));
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pp->angle.addadjustment(deltaangle(pp->RevolveAng + pp->RevolveDeltaAng, DAngle::fromBam(pp->angle.ang.asbam())));
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UpdatePlayerSprite(pp);
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}
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