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- some angular stuff.

This commit is contained in:
Christoph Oelckers 2022-08-20 21:14:00 +02:00
parent 766ddeb445
commit ade20cbfe2
6 changed files with 17 additions and 16 deletions

View file

@ -746,7 +746,7 @@ void DropVoodooCb(DBloodActor* actor, sectortype*) // unused
evPostActor(actor, 0, kCallbackRemove);
return;
}
actor->set_int_ang(getangle(Owner->int_pos().X - actor->int_pos().X, Owner->int_pos().Y - actor->int_pos().Y));
actor->spr.angle = VecToAngle(Owner->spr.pos - actor->spr.pos);
if (actor->hasX())
{
if (actor->xspr.data1 == 0)

View file

@ -750,7 +750,7 @@ void movecrane(DDukeActor *actor, int crane)
{
if (actor->spr.xvel < 192)
actor->spr.xvel += 8;
actor->set_int_ang(getangle(cpt.pos.XY() - actor->spr.pos.XY()));
actor->spr.angle = VecToAngle(cpt.pos.XY() - actor->spr.pos.XY());
ssp(actor, CLIPMASK0);
if (((actor->spr.pos.X - cpt.pos.X) * (actor->spr.pos.X - cpt.pos.X) + (actor->spr.pos.Y - cpt.pos.Y) * (actor->spr.pos.Y - cpt.pos.Y)) < (8 * 8))
actor->temp_data[0]++;
@ -1530,7 +1530,7 @@ bool queball(DDukeActor *actor, int pocket, int queball, int stripeball)
}
if (x < 512 && actor->sector() == ps[p].cursector)
{
actor->set_int_ang(getangle(actor->spr.pos.XY() - ps[p].pos.XY()));
actor->spr.angle = VecToAngle(actor->spr.pos.XY() - ps[p].pos.XY());
actor->spr.xvel = 48;
}
}
@ -2811,7 +2811,7 @@ void handle_se14(DDukeActor* actor, bool checkstat, int RPG, int JIBS6)
if (x < 20480)
{
j = actor->int_ang();
actor->set_int_ang(getangle(actor->spr.pos.XY() - ps[p].pos.XY()));
actor->spr.angle = VecToAngle(actor->spr.pos.XY() - ps[p].pos.XY());
fi.shoot(actor, RPG);
actor->set_int_ang(j);
}
@ -3316,10 +3316,10 @@ void handle_se05(DDukeActor* actor, int FIRELASER)
int x, p = findplayer(actor, &x);
if (x < 8192)
{
j = actor->int_ang();
actor->set_int_ang(getangle(actor->spr.pos.XY() - ps[p].pos));
auto ang = actor->spr.angle;
actor->spr.angle = VecToAngle(actor->spr.pos.XY() - ps[p].pos);
fi.shoot(actor, FIRELASER);
actor->set_int_ang(j);
actor->spr.angle = ang;
}
auto Owner = actor->GetOwner();
@ -3350,9 +3350,10 @@ void handle_se05(DDukeActor* actor, int FIRELASER)
if (ldist(Owner, actor) < 1024)
{
auto ta = actor->int_ang();
actor->set_int_ang(getangle(ps[p].pos.XY() - actor->spr.pos.XY()));
actor->set_int_ang(ta);
// Huh?
//auto ta = actor->spr.angle;
//actor->spr.angle = vectangle(ps[p].pos.XY() - actor->spr.pos.XY());
//actor->spr.angle = ta;
actor->SetOwner(nullptr);
return;
@ -4342,7 +4343,7 @@ void handle_se27(DDukeActor* actor)
}
else
{
actor->set_int_ang(getangle(ps[p].pos.XY() - actor->spr.pos.XY()));
actor->spr.angle = VecToAngle(ps[p].pos.XY() - actor->spr.pos.XY());
if (actor->temp_data[0] == 999)
{

View file

@ -1084,7 +1084,7 @@ int DoBunnyRipHeart(DSWActor* actor)
actor->user.WaitTics = 6 * 120;
// player face bunny
target->set_int_ang(getangle(actor->int_pos().X - target->int_pos().X, actor->int_pos().Y - target->int_pos().Y));
target->spr.angle = VecToAngle(actor->spr.pos - target->spr.pos);
return 0;
}

View file

@ -1149,7 +1149,7 @@ int DoRipperRipHeart(DSWActor* actor)
actor->user.WaitTics = 6 * 120;
// player face ripper
target->set_int_ang(getangle(actor->int_pos().X - target->int_pos().X, actor->int_pos().Y - target->int_pos().Y));
target->spr.angle = VecToAngle(actor->spr.pos - target->spr.pos);
return 0;
}

View file

@ -1171,7 +1171,7 @@ int DoRipper2RipHeart(DSWActor* actor)
actor->user.WaitTics = 6 * 120;
// player face ripper2
target->set_int_ang(getangle(actor->int_pos().X - target->int_pos().X, actor->int_pos().Y - target->int_pos().Y));
target->spr.angle = VecToAngle(actor->spr.pos - target->spr.pos);
return 0;
}

View file

@ -459,7 +459,7 @@ int DoSkullWait(DSWActor* actor)
if (dist < 8000)
{
actor->set_int_ang(getangle(actor->user.targetActor->int_pos().X - actor->int_pos().X, actor->user.targetActor->int_pos().Y - actor->int_pos().Y));
actor->spr.angle = VecToAngle(actor->user.targetActor->spr.pos - actor->spr.pos);
actor->spr.xvel = 128 + (RANDOM_P2(256<<8)>>8);
actor->user.jump_speed = -700;
NewStateGroup(actor, sg_SkullJump);
@ -831,7 +831,7 @@ int DoBettyWait(DSWActor* actor)
if (dist < 8000)
{
actor->set_int_ang(getangle(actor->user.targetActor->int_pos().X - actor->int_pos().X, actor->user.targetActor->int_pos().Y - actor->int_pos().Y));
actor->spr.angle = VecToAngle(actor->user.targetActor->spr.pos - actor->spr.pos);
actor->spr.xvel = 128 + (RANDOM_P2(256<<8)>>8);
actor->user.jump_speed = -700;
NewStateGroup(actor, sg_BettyJump);