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- floatified angles in useSectorWindGen plus two other set_int_ang.
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a618161387
commit
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3 changed files with 10 additions and 8 deletions
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@ -6489,7 +6489,7 @@ DBloodActor* actFireMissile(DBloodActor* actor, int xyoff, int zoff, int dx, int
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spawned->spr.xrepeat = pMissileInfo->xrepeat;
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spawned->spr.yrepeat = pMissileInfo->yrepeat;
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spawned->spr.picnum = pMissileInfo->picnum;
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spawned->set_int_ang((actor->int_ang() + pMissileInfo->angleOfs) & 2047);
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spawned->spr.angle = actor->spr.angle += DAngle::fromBuild(pMissileInfo->angleOfs);
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spawned->set_int_bvel_x(MulScale(pMissileInfo->velocity, dx, 14));
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spawned->set_int_bvel_y(MulScale(pMissileInfo->velocity, dy, 14));
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spawned->set_int_bvel_z(MulScale(pMissileInfo->velocity, dz, 14));
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@ -479,7 +479,7 @@ static tspritetype* viewAddEffect(tspriteArray& tsprites, int nTSprite, VIEW_EFF
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if (cl_showweapon == 2 && r_voxels && nVoxel != -1)
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{
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auto gView = &gPlayer[gViewIndex];
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pNSprite->set_int_ang((gView->actor->int_ang() + 512) & 2047); // always face viewer
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pNSprite->angle = gView->actor->spr.angle += DAngle90; // always face viewer
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pNSprite->cstat |= CSTAT_SPRITE_ALIGNMENT_SLAB;
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pNSprite->cstat &= ~CSTAT_SPRITE_YFLIP;
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pNSprite->picnum = nVoxel;
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@ -3430,12 +3430,12 @@ void useSectorWindGen(DBloodActor* sourceactor, sectortype* pSector)
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if ((sourceactor->spr.flags & kModernTypeFlag1))
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pXSector->panAlways = pXSector->windAlways = 1;
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int ang = sourceactor->int_ang();
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DAngle angle = sourceactor->spr.angle;
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if (sourceactor->xspr.data4 <= 0)
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{
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if ((sourceactor->xspr.data1 & 0x0002))
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{
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while (sourceactor->int_ang() == ang)
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while (sourceactor->spr.angle == angle)
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sourceactor->spr.angle = RandomAngle();
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}
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}
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@ -3443,13 +3443,15 @@ void useSectorWindGen(DBloodActor* sourceactor, sectortype* pSector)
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else if (sourceactor->spr.cstat & CSTAT_SPRITE_MOVE_REVERSE) sourceactor->spr.angle -= mapangle(sourceactor->xspr.data4);
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else if (sourceactor->xspr.sysData1 == 0)
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{
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if ((ang += sourceactor->xspr.data4) >= kAng180) sourceactor->xspr.sysData1 = 1;
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sourceactor->set_int_ang(ClipHigh(ang, kAng180));
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angle += mapangle(sourceactor->xspr.data4);
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if (angle >= DAngle180) sourceactor->xspr.sysData1 = 1;
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sourceactor->spr.angle = min(angle, DAngle180);
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}
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else
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{
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if ((ang -= sourceactor->xspr.data4) <= -kAng180) sourceactor->xspr.sysData1 = 0;
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sourceactor->set_int_ang(ClipLow(ang, -kAng180));
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angle -= mapangle(sourceactor->xspr.data4);
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if (angle <= -DAngle180) sourceactor->xspr.sysData1 = 0;
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sourceactor->spr.angle = max(angle, -DAngle180);
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}
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pXSector->windAng = sourceactor->spr.angle;
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