- Replace player's ang with DAngle object.

* This commit does not build. Committed items are everything that's been done by find and replace.
* Next commit has hand-performed changes that are better separated out for clarity.
This commit is contained in:
Mitchell Richters 2022-08-27 23:09:22 +10:00 committed by Christoph Oelckers
parent 7a6f5c0864
commit b23e77d9c7
44 changed files with 197 additions and 198 deletions

View file

@ -397,7 +397,7 @@ void PlayerAngle::applyinput(float const avel, ESyncBits* actions, double const
if (avel)
{
// add player's input
ang += degang(avel);
ang += DAngle::fromDeg(avel);
}
if (spin < 0)
@ -411,7 +411,7 @@ void PlayerAngle::applyinput(float const avel, ESyncBits* actions, double const
add -= spin;
spin = 0;
}
ang += buildfang(add);
ang += DAngle::fromBuildf(add);
}
}
else

View file

@ -124,8 +124,7 @@ private:
struct PlayerAngle
{
binangle ang, oang;
DAngle look_ang, olook_ang, rotscrnang, orotscrnang;
DAngle ang, oang, look_ang, olook_ang, rotscrnang, orotscrnang;
double spin;
friend FSerializer& Serialize(FSerializer& arc, const char* keyname, PlayerAngle& w, PlayerAngle* def);
@ -148,9 +147,9 @@ struct PlayerAngle
}
// Commonly used getters.
binangle osum() { return oang + bamang(olook_ang.BAMs()); }
binangle sum() { return ang + bamang(look_ang.BAMs()); }
binangle interpolatedsum(double const smoothratio) { return interpolatedangle(osum(), sum(), smoothratio); }
DAngle osum() { return oang + olook_ang; }
DAngle sum() { return ang + look_ang; }
DAngle interpolatedsum(double const smoothratio) { return interpolatedangle(osum(), sum(), smoothratio); }
DAngle interpolatedlookang(double const smoothratio) { return interpolatedangle(olook_ang, look_ang, smoothratio); }
DAngle interpolatedrotscrn(double const smoothratio) { return interpolatedangle(orotscrnang, rotscrnang, smoothratio); }
@ -176,7 +175,7 @@ struct PlayerAngle
}
else
{
ang += bamang(value.BAMs());
ang += value;
}
}
@ -188,7 +187,7 @@ struct PlayerAngle
}
else
{
ang = bamang(value.BAMs());
ang = value;
if (backup) oang = ang;
}
}
@ -197,21 +196,21 @@ struct PlayerAngle
{
if (targetset())
{
auto delta = deltaangle(DAngle::fromBam(ang.asbam()), target).Degrees();
auto delta = deltaangle(ang, target).Normalized180().Degrees();
if (abs(delta) > 1)
{
ang += degang(scaleAdjust * delta);
ang += DAngle::fromDeg(scaleAdjust * delta);
}
else
{
ang = bamang(target.BAMs());
ang = target;
target = DAngle::fromBam(0);
}
}
else if (adjustment)
{
ang += degang(scaleAdjust * adjustment);
ang += DAngle::fromDeg(scaleAdjust * adjustment);
}
}

View file

@ -9339,7 +9339,7 @@ void changeSpriteAngle(DBloodActor* pSpr, int nAng)
{
PLAYER* pPlayer = getPlayerById(pSpr->spr.type);
if (pPlayer)
pPlayer->angle.ang = buildang(nAng);
pPlayer->angle.ang = DAngle::fromBuild(nAng);
else
{
pSpr->set_int_ang(nAng);

View file

@ -43,7 +43,7 @@ void GameInterface::WarpToCoords(int x, int y, int z, int ang, int horz)
if (ang != INT_MIN)
{
pPlayer->angle.oang = pPlayer->angle.ang = gView->angle.ang = buildang(ang);
pPlayer->angle.oang = pPlayer->angle.ang = gView->angle.ang = DAngle::fromBuild(ang);
pView->angle = DAngle::fromBuild(ang);
}

View file

@ -810,7 +810,7 @@ void playerStart(int nPlayer, int bNewLevel)
actor->add_int_z(-(bottom - actor->int_pos().Z));
actor->spr.pal = 11 + (pPlayer->teamId & 3);
actor->set_int_ang(pStartZone->ang);
pPlayer->angle.ang = buildang(actor->int_ang());
pPlayer->angle.ang = DAngle::fromBuild(actor->int_ang());
actor->spr.type = kDudePlayer1 + nPlayer;
actor->spr.clipdist = pDudeInfo->clipdist;
actor->spr.flags = 15;
@ -1504,7 +1504,7 @@ int ActionScan(PLAYER* pPlayer, HitInfo* out)
void UpdatePlayerSpriteAngle(PLAYER* pPlayer)
{
pPlayer->actor->set_int_ang(pPlayer->angle.ang.asbuild());
pPlayer->actor->set_int_ang(pPlayer->angle.ang.Buildang());
}
//---------------------------------------------------------------------------
@ -1559,7 +1559,7 @@ void ProcessInput(PLAYER* pPlayer)
DBloodActor* fragger = pPlayer->fragger;
if (fragger)
{
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->angle.addadjustment(deltaangle(pPlayer->angle.ang, VecToAngle(fragger->int_pos().X - actor->int_pos().X, fragger->int_pos().Y - actor->int_pos().Y)));
}
pPlayer->deathTime += 4;
if (!bSeqStat)

View file

@ -63,7 +63,7 @@ void viewBackupView(int nPlayer)
{
PLAYER* pPlayer = &gPlayer[nPlayer];
VIEW* pView = &gPrevView[nPlayer];
pView->angle = DAngle::fromBam(pPlayer->angle.ang.asbam());
pView->angle = pPlayer->angle.ang;
pView->x = pPlayer->actor->int_pos().X;
pView->y = pPlayer->actor->int_pos().Y;
pView->viewz = pPlayer->zView;
@ -474,7 +474,7 @@ static void DrawMap(DBloodActor* view)
VIEW* pView = &gPrevView[gViewIndex];
int x = interpolatedvalue(pView->x, view->int_pos().X, gInterpolate);
int y = interpolatedvalue(pView->y, view->int_pos().Y, gInterpolate);
int ang = (!SyncInput() ? gView->angle.sum() : gView->angle.interpolatedsum(gInterpolate)).asbuild();
int ang = (!SyncInput() ? gView->angle.sum() : gView->angle.interpolatedsum(gInterpolate)).Buildang();
DrawOverheadMap(x, y, ang, gInterpolate);
if (tm)
setViewport(hud_size);
@ -532,13 +532,13 @@ void SetupView(int& cX, int& cY, int& cZ, DAngle& cA, fixedhoriz& cH, sectortype
if (!SyncInput())
{
cA = DAngle::fromBam(gView->angle.sum().asbam());
cA = gView->angle.sum();
cH = gView->horizon.sum();
rotscrnang = gView->angle.rotscrnang;
}
else
{
cA = DAngle::fromBam(gView->angle.interpolatedsum(gInterpolate).asbam());
cA = gView->angle.interpolatedsum(gInterpolate);
cH = gView->horizon.interpolatedsum(gInterpolate);
rotscrnang = gView->angle.interpolatedrotscrn(gInterpolate);
}

View file

@ -360,7 +360,7 @@ void movedummyplayers(void)
{
act->spr.cstat = CSTAT_SPRITE_BLOCK_ALL;
act->set_int_z(act->sector()->int_ceilingz() + (27 << 8));
act->set_int_ang(ps[p].angle.ang.asbuild());
act->set_int_ang(ps[p].angle.ang.Buildang());
if (act->temp_data[0] == 8)
act->temp_data[0] = 0;
else act->temp_data[0]++;
@ -400,7 +400,7 @@ void moveplayers(void)
{
act->spr.pos = p->opos.plusZ(gs.playerheight);
act->backupz();
act->set_int_ang(p->angle.oang.asbuild());
act->set_int_ang(p->angle.oang.Buildang());
SetActor(act, act->spr.pos);
}
else
@ -441,7 +441,7 @@ void moveplayers(void)
if (p->actorsqu != nullptr)
{
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.));
p->angle.addadjustment(deltaangle(p->angle.ang, VecToAngle(p->actorsqu->spr.pos.X - p->pos.X, p->actorsqu->spr.pos.Y - p->pos.Y)) * (1. / 4.));
}
if (act->spr.extra > 0)
@ -461,10 +461,10 @@ void moveplayers(void)
if (p->wackedbyactor != nullptr && p->wackedbyactor->spr.statnum < MAXSTATUS)
{
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.));
p->angle.addadjustment(deltaangle(p->angle.ang, 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());
act->set_int_ang(p->angle.ang.Buildang());
}
}
else
@ -497,13 +497,13 @@ void moveplayers(void)
if (act->spr.extra < 8)
{
act->spr.xvel = 128;
act->set_int_ang(p->angle.ang.asbuild());
act->set_int_ang(p->angle.ang.Buildang());
act->spr.extra++;
ssp(act, CLIPMASK0);
}
else
{
act->set_int_ang(2047 - (p->angle.ang.asbuild()));
act->set_int_ang(2047 - (p->angle.ang.Buildang()));
SetActor(act, act->spr.pos);
}
}
@ -788,7 +788,7 @@ void movecrane(DDukeActor *actor, int crane)
}
else if (actor->IsActiveCrane())
{
auto ang = ps[p].angle.ang.asbuild();
auto ang = ps[p].angle.ang.Buildang();
ps[p].backupxyz();
ps[p].pos.X = actor->spr.pos.X - CRANE_STEP * buildang(ang).fcos();
ps[p].pos.Y = actor->spr.pos.Y - CRANE_STEP * buildang(ang).fsin();
@ -1498,7 +1498,7 @@ bool queball(DDukeActor *actor, int pocket, int queball, int stripeball)
{
// if(actor->spr.pal == 12)
{
int j = getincangle(ps[p].angle.ang.asbuild(), getangle(actor->spr.pos.XY() - ps[p].pos.XY()));
int j = getincangle(ps[p].angle.ang.Buildang()getangle(actor->spr.pos.XY() - ps[p].pos.XY()));
if (j > -64 && j < 64 && PlayerInput(p, SB_OPEN))
if (ps[p].toggle_key_flag == 1)
{
@ -1508,7 +1508,7 @@ bool queball(DDukeActor *actor, int pocket, int queball, int stripeball)
{
if (act2->spr.picnum == queball || act2->spr.picnum == stripeball)
{
j = getincangle(ps[p].angle.ang.asbuild(), getangle(act2->spr.pos.XY() - ps[p].pos.XY()));
j = getincangle(ps[p].angle.ang.Buildang(), getangle(act2->spr.pos.XY() - ps[p].pos.XY()));
if (j > -64 && j < 64)
{
int l;
@ -1522,7 +1522,7 @@ bool queball(DDukeActor *actor, int pocket, int queball, int stripeball)
if (actor->spr.pal == 12)
actor->spr.xvel = 164;
else actor->spr.xvel = 140;
actor->set_int_ang(ps[p].angle.ang.asbuild());
actor->set_int_ang(ps[p].angle.ang.Buildang());
ps[p].toggle_key_flag = 2;
}
}

View file

@ -1797,7 +1797,7 @@ void movetransports_d(void)
ps[k].GetActor()->spr.extra = 0;
}
ps[p].angle.ang = buildang(Owner->int_ang());
ps[p].angle.ang = DAngle::fromBuild(Owner->int_ang());
if (Owner->GetOwner() != Owner)
{
@ -2126,7 +2126,7 @@ static void greenslime(DDukeActor *actor)
}
else if (x < 1024 && ps[p].quick_kick == 0)
{
j = getincangle(ps[p].angle.ang.asbuild(), getangle(actor->spr.pos.XY() - ps[p].pos.XY()));
j = getincangle(ps[p].angle.ang.Buildang(), getangle(actor->spr.pos.XY() - ps[p].pos.XY()));
if (j > -128 && j < 128)
ps[p].quick_kick = 14;
}
@ -2148,7 +2148,7 @@ static void greenslime(DDukeActor *actor)
SetActor(actor, actor->spr.pos);
actor->set_int_ang(ps[p].angle.ang.asbuild());
actor->set_int_ang(ps[p].angle.ang.Buildang());
if ((PlayerInput(p, SB_FIRE) || (ps[p].quick_kick > 0)) && ps[p].GetActor()->spr.extra > 0)
if (ps[p].quick_kick > 0 || (ps[p].curr_weapon != HANDREMOTE_WEAPON && ps[p].curr_weapon != HANDBOMB_WEAPON && ps[p].curr_weapon != TRIPBOMB_WEAPON && ps[p].ammo_amount[ps[p].curr_weapon] >= 0))

View file

@ -1447,7 +1447,7 @@ void movetransports_r(void)
ps[k].GetActor()->spr.extra = 0;
}
ps[p].angle.ang = buildang(Owner->int_ang());
ps[p].angle.ang = DAngle::fromBuild(Owner->int_ang());
if (Owner->GetOwner() != Owner)
{
@ -2292,7 +2292,7 @@ void rr_specialstats()
{
if (act2->spr.picnum == RRTILE297)
{
ps[p].angle.ang = buildang(act2->int_ang());
ps[p].angle.ang = DAngle::fromBuild(act2->int_ang());
ps[p].getposfromactor(act2, -36);
ps[p].backupxyz();
ps[p].setbobpos();

View file

@ -120,7 +120,7 @@ void GameInterface::WarpToCoords(int x, int y, int z, int ang, int horz)
if (ang != INT_MIN)
{
p->angle.oang = p->angle.ang = buildang(ang);
p->angle.oang = p->angle.ang = DAngle::fromBuild(ang);
}
if (horz != INT_MIN)

View file

@ -61,7 +61,7 @@ FString GameInterface::GetCoordString()
FString out;
out.Format("pos= %2.3f, %2.3f, %2.3f - angle = %2.3f - sector = %d, lotag = %d, hitag = %d",
ps[snum].pos.X, ps[snum].pos.Y, ps[snum].pos.Z, ps[snum].angle.ang.asdeg(), sectnum(ps[snum].cursector),
ps[snum].pos.X, ps[snum].pos.Y, ps[snum].pos.Z, ps[snum].angle.ang.Degrees(), sectnum(ps[snum].cursector),
ps[snum].cursector->lotag, ps[snum].cursector->hitag);
return out;
@ -282,14 +282,14 @@ void drawoverlays(double smoothratio)
{
cposx = interpolatedvalue(pp->player_int_opos().X, pp->player_int_pos().X, smoothratio);
cposy = interpolatedvalue(pp->player_int_opos().Y, pp->player_int_pos().Y, smoothratio);
cang = DAngle::fromBam((!SyncInput() ? pp->angle.ang : interpolatedangle(pp->angle.oang, pp->angle.ang, smoothratio)).asbam());
cang = !SyncInput() ? pp->angle.ang : interpolatedangle(pp->angle.oang, pp->angle.ang, smoothratio);
}
}
else
{
cposx = pp->player_int_opos().X;
cposy = pp->player_int_opos().Y;
cang = DAngle::fromBam(pp->angle.oang.asbam());
cang = pp->angle.oang;
}
DrawOverheadMap(cposx, cposy, cang.Buildang(), smoothratio);
RestoreInterpolations();

View file

@ -473,11 +473,11 @@ void DoPlayer(bool bSet, int lVar1, int lLabelID, int lVar2, DDukeActor* sActor,
case PLAYER_ANG:
if (bSet) ps[iPlayer].angle.settarget(DAngle::fromBuild(lValue));
else SetGameVarID(lVar2, ps[iPlayer].angle.ang.asbuild(), sActor, sPlayer);
else SetGameVarID(lVar2, ps[iPlayer].angle.ang.Buildang(), sActor, sPlayer);
break;
case PLAYER_OANG:
if (!bSet) SetGameVarID(lVar2, ps[iPlayer].angle.oang.asbuild(), sActor, sPlayer);
if (!bSet) SetGameVarID(lVar2, ps[iPlayer].angle.oang.Buildang(), sActor, sPlayer);
break;
case PLAYER_ANGVEL: // This no longer exists.
@ -2425,9 +2425,9 @@ int ParseState::parse(void)
else if( (l& pfacing) )
{
if (g_ac->isPlayer() && ud.multimode > 1)
j = getincangle(ps[otherp].angle.ang.asbuild(), getangle(ps[g_p].pos.XY() - ps[otherp].pos.XY()));
j = getincangle(ps[otherp].angle.ang.Buildang(), getangle(ps[g_p].pos.XY() - ps[otherp].pos.XY()));
else
j = getincangle(ps[g_p].angle.ang.asbuild(), getangle(g_ac->spr.pos.XY() - ps[g_p].pos.XY()));
j = getincangle(ps[g_p].angle.ang.Buildang(), getangle(g_ac->spr.pos.XY() - ps[g_p].pos.XY()));
if( j > -128 && j < 128 )
j = 1;
@ -2846,7 +2846,7 @@ int ParseState::parse(void)
case concmd_ifangdiffl:
insptr++;
j = abs(getincangle(ps[g_p].angle.ang.asbuild(),g_ac->int_ang()));
j = abs(getincangle(ps[g_p].angle.ang.Buildang(),g_ac->int_ang()));
parseifelse( j <= *insptr);
break;
@ -3146,7 +3146,7 @@ int ParseState::parse(void)
int i;
insptr++;
i = *(insptr++); // ID of def
SetGameVarID(i, ps[g_p].angle.ang.asbuild(), g_ac, g_p);
SetGameVarID(i, ps[g_p].angle.ang.Buildang(), g_ac, g_p);
break;
}
case concmd_setplayerangle:
@ -3154,7 +3154,7 @@ int ParseState::parse(void)
int i;
insptr++;
i = *(insptr++); // ID of def
ps[g_p].angle.ang = buildang(GetGameVarID(i, g_ac, g_p).safeValue() & 2047);
ps[g_p].angle.ang = DAngle::fromBuild(GetGameVarID(i, g_ac, g_p).safeValue() & 2047);
break;
}
case concmd_getactorangle:

View file

@ -208,7 +208,7 @@ inline bool playrunning()
inline void doslopetilting(player_struct* p, double const scaleAdjust = 1)
{
bool const canslopetilt = p->on_ground && p->insector() && p->cursector->lotag != ST_2_UNDERWATER && (p->cursector->floorstat & CSTAT_SECTOR_SLOPE);
p->horizon.calcviewpitch(p->pos.XY(), DAngle::fromBam(p->angle.ang.asbam()), p->aim_mode == 0, canslopetilt, p->cursector, scaleAdjust);
p->horizon.calcviewpitch(p->pos.XY(), p->angle.ang, p->aim_mode == 0, canslopetilt, p->cursector, scaleAdjust);
}
//---------------------------------------------------------------------------

View file

@ -287,7 +287,7 @@ void hud_input(int plnum)
EGS(p->cursector,
p->player_int_pos().X,
p->player_int_pos().Y,
p->player_int_pos().Z + (30 << 8), TILE_APLAYER, -64, 0, 0, p->angle.ang.asbuild(), 0, 0, nullptr, 10);
p->player_int_pos().Z + (30 << 8), TILE_APLAYER, -64, 0, 0, p->angle.ang.Buildang(), 0, 0, nullptr, 10);
pactor->temp_data[3] = pactor->temp_data[4] = 0;
p->holoduke_on = pactor;
pactor->spr.yvel = plnum;
@ -846,7 +846,7 @@ void GameInterface::GetInput(ControlInfo* const hidInput, double const scaleAdju
p->angle.processhelpers(scaleAdjust);
p->horizon.processhelpers(scaleAdjust);
p->GetActor()->set_int_ang(p->angle.ang.asbuild());
p->GetActor()->set_int_ang(p->angle.ang.Buildang());
}
if (packet)

View file

@ -294,7 +294,7 @@ static void shootknee(DDukeActor* actor, int p, int sx, int sy, int sz, int sa)
if (splash)
{
splash->set_int_xy(hit.hitpos.X, hit.hitpos.Y);
splash->set_int_ang(ps[p].angle.ang.asbuild()); // Total tweek
splash->set_int_ang(ps[p].angle.ang.Buildang()); // Total tweek
splash->spr.xvel = 32;
ssp(actor, CLIPMASK0);
splash->spr.xvel = 0;
@ -1020,7 +1020,7 @@ void shoot_d(DDukeActor* actor, int atwith)
sx = ps[p].player_int_pos().X;
sy = ps[p].player_int_pos().Y;
sz = ps[p].player_int_pos().Z + ps[p].pyoff + (4 << 8);
sa = ps[p].angle.ang.asbuild();
sa = ps[p].angle.ang.Buildang();
ps[p].crack_time = CRACK_TIME;
@ -1991,7 +1991,7 @@ static void underwater(int snum, ESyncBits actions, int fz, int cz)
auto j = spawn(pact, WATERBUBBLE);
if (j)
{
j->add_int_pos({ bcos(p->angle.ang.asbuild() + 64 - (global_random & 128), -6), bsin(p->angle.ang.asbuild() + 64 - (global_random & 128), -6), 0 });
j->add_int_pos({ bcos(p->angle.ang.Buildang() + 64 - (global_random & 128), -6), bsin(p->angle.ang.Buildang() + 64 - (global_random & 128), -6), 0 });
j->spr.xrepeat = 3;
j->spr.yrepeat = 2;
j->set_int_z(p->player_int_pos().Z + (8 << 8));
@ -2203,7 +2203,7 @@ static void operateweapon(int snum, ESyncBits actions)
p->player_int_pos().X + p->angle.ang.bcos(-6),
p->player_int_pos().Y + p->angle.ang.bsin(-6),
p->player_int_pos().Z, HEAVYHBOMB, -16, 9, 9,
p->angle.ang.asbuild(), (k + (p->hbomb_hold_delay << 5)), i, pact, 1);
p->angle.ang.Buildang(), (k + (p->hbomb_hold_delay << 5)), i, pact, 1);
if (isNam())
{

View file

@ -186,7 +186,7 @@ static void shootmelee(DDukeActor *actor, int p, int sx, int sy, int sz, int sa,
if (splash)
{
splash->set_int_xy(hit.hitpos.X, hit.hitpos.Y);
splash->set_int_ang(ps[p].angle.ang.asbuild()); // Total tweek
splash->set_int_ang(ps[p].angle.ang.Buildang()); // Total tweek
splash->spr.xvel = 32;
ssp(actor, 0);
splash->spr.xvel = 0;
@ -838,7 +838,7 @@ void shoot_r(DDukeActor* actor, int atwith)
sx = ps[p].player_int_pos().X;
sy = ps[p].player_int_pos().Y;
sz = ps[p].player_int_pos().Z + ps[p].pyoff + (4 << 8);
sa = ps[p].angle.ang.asbuild();
sa = ps[p].angle.ang.Buildang();
if (isRRRA()) ps[p].crack_time = CRACK_TIME;
}
@ -1506,7 +1506,7 @@ void checkweapons_r(player_struct* p)
auto j = spawn(p->GetActor(), 7220);
if (j)
{
j->set_int_ang(p->angle.ang.asbuild());
j->set_int_ang(p->angle.ang.Buildang());
j->saved_ammo = p->ammo_amount[MOTORCYCLE_WEAPON];
}
p->OnMotorcycle = 0;
@ -1525,7 +1525,7 @@ void checkweapons_r(player_struct* p)
auto j = spawn(p->GetActor(), 7233);
if (j)
{
j->set_int_ang(p->angle.ang.asbuild());
j->set_int_ang(p->angle.ang.Buildang());
j->saved_ammo = p->ammo_amount[BOAT_WEAPON];
}
p->OnBoat = 0;
@ -1801,17 +1801,17 @@ 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(DAngle::fromBam(getincanglebam(p->angle.ang, p->angle.ang - bamang(angAdjustment)).asbam()));
p->vel.X += currSpeed * bcos(velAdjustment * -51 + p->angle.ang.Buildang(), 4);
p->vel.Y += currSpeed * bsin(velAdjustment * -51 + p->angle.ang.Buildang(), 4);
p->angle.addadjustment(deltaangle(p->angle.ang, p->angle.ang - DAngle::fromBam(angAdjustment)));
}
else if (p->MotoSpeed >= 20 && p->on_ground == 1 && (p->moto_on_mud || p->moto_on_oil))
{
rng = krand() & 1;
velAdjustment = rng == 0 ? -10 : 10;
currSpeed = MulScale(currSpeed, p->moto_on_oil ? 10 : 5, 7);
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->vel.X += currSpeed * bcos(velAdjustment * -51 + p->angle.ang.Buildang(), 4);
p->vel.Y += currSpeed * bsin(velAdjustment * -51 + p->angle.ang.Buildang(), 4);
}
p->moto_on_mud = p->moto_on_oil = 0;
@ -2045,9 +2045,9 @@ static void onBoat(int snum, ESyncBits &actions)
angAdjustment >>= 6;
}
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(DAngle::fromBam(getincanglebam(p->angle.ang, p->angle.ang - bamang(angAdjustment)).asbam()));
p->vel.X += currSpeed * bcos(velAdjustment * -51 + p->angle.ang.Buildang(), 4);
p->vel.Y += currSpeed * bsin(velAdjustment * -51 + p->angle.ang.Buildang(), 4);
p->angle.addadjustment(deltaangle(p->angle.ang, p->angle.ang - DAngle::fromBam(angAdjustment)));
}
if (p->NotOnWater && p->MotoSpeed > 50)
p->MotoSpeed -= (p->MotoSpeed / 2.);
@ -2350,7 +2350,7 @@ static void underwater(int snum, ESyncBits actions, int fz, int cz)
auto j = spawn(pact, WATERBUBBLE);
if (j)
{
j->add_int_pos({ bcos(p->angle.ang.asbuild() + 64 - (global_random & 128) + 128, -6), bsin(p->angle.ang.asbuild() + 64 - (global_random & 128) + 128, -6), 0 });
j->add_int_pos({ bcos(p->angle.ang.Buildang() + 64 - (global_random & 128) + 128, -6), bsin(p->angle.ang.Buildang() + 64 - (global_random & 128) + 128, -6), 0 });
j->spr.xrepeat = 3;
j->spr.yrepeat = 2;
j->set_int_z(p->player_int_pos().Z + (8 << 8));
@ -2369,7 +2369,7 @@ void onMotorcycleMove(int snum, walltype* wal)
{
auto p = &ps[snum];
auto pact = p->GetActor();
int angleDelta = abs(p->angle.ang.asbuild() - getangle(wal->delta()));
int angleDelta = abs(p->angle.ang.Buildang() - getangle(wal->delta()));
double damageAmount = p->MotoSpeed * p->MotoSpeed;
p->angle.addadjustment(DAngle::fromBuildf(p->MotoSpeed / (krand() & 1 ? -2 : 2)));
@ -2424,7 +2424,7 @@ void onBoatMove(int snum, int psectlotag, walltype* wal)
auto p = &ps[snum];
auto pact = p->GetActor();
auto delta = wal->delta();
int angleDelta = abs(p->angle.ang.asbuild() - getangle(wal->delta()));
int angleDelta = abs(p->angle.ang.Buildang() - getangle(wal->delta()));
p->angle.addadjustment(DAngle::fromBuildf(p->MotoSpeed / (krand() & 1 ? -4 : 4)));
@ -2471,7 +2471,7 @@ void onMotorcycleHit(int snum, DDukeActor* victim)
if (numplayers == 1)
{
Collision coll;
int ang = int(p->TiltStatus * 20 + p->angle.ang.asbuild());
int ang = int(p->TiltStatus * 20 + p->angle.ang.Buildang());
movesprite_ex(victim, bcos(ang, -8), bsin(ang, -8), victim->spr.zvel, CLIPMASK0, coll);
}
}
@ -2531,7 +2531,7 @@ void onBoatHit(int snum, DDukeActor* victim)
if (numplayers == 1)
{
Collision coll;
int ang = int(p->TiltStatus * 20 + p->angle.ang.asbuild());
int ang = int(p->TiltStatus * 20 + p->angle.ang.Buildang());
movesprite_ex(victim, bcos(ang, -9), bsin(ang, -9), victim->spr.zvel, CLIPMASK0, coll);
}
}
@ -2748,7 +2748,7 @@ static void operateweapon(int snum, ESyncBits actions, sectortype* psectp)
p->player_int_pos().X + p->angle.ang.bcos(-6),
p->player_int_pos().Y + p->angle.ang.bsin(-6),
p->player_int_pos().Z, HEAVYHBOMB, -16, 9, 9,
p->angle.ang.asbuild(), (k + (p->hbomb_hold_delay << 5)) * 2, i, pact, 1);
p->angle.ang.Buildang(), (k + (p->hbomb_hold_delay << 5)) * 2, i, pact, 1);
if (spawned)
{
@ -3163,7 +3163,7 @@ static void operateweapon(int snum, ESyncBits actions, sectortype* psectp)
p->player_int_pos().X + p->angle.ang.bcos(-6),
p->player_int_pos().Y + p->angle.ang.bsin(-6),
p->player_int_pos().Z, POWDERKEG, -16, 9, 9,
p->angle.ang.asbuild(), k * 2, i, pact, 1);
p->angle.ang.Buildang(), k * 2, i, pact, 1);
}
p->kickback_pic++;
if (p->kickback_pic > 20)
@ -4047,7 +4047,7 @@ void OnMotorcycle(player_struct *p, DDukeActor* motosprite)
{
p->pos.X = motosprite->spr.pos.X;
p->pos.Y = motosprite->spr.pos.Y;
p->angle.ang = buildang(motosprite->int_ang());
p->angle.ang = DAngle::fromBuild(motosprite->int_ang());
p->ammo_amount[MOTORCYCLE_WEAPON] = motosprite->saved_ammo;
deletesprite(motosprite);
}
@ -4105,7 +4105,7 @@ void OffMotorcycle(player_struct *p)
auto spawned = spawn(p->GetActor(), EMPTYBIKE);
if (spawned)
{
spawned->set_int_ang(p->angle.ang.asbuild());
spawned->set_int_ang(p->angle.ang.Buildang());
spawned->spr.xvel += p->angle.ang.bcos(7);
spawned->spr.yvel += p->angle.ang.bsin(7);
spawned->saved_ammo = p->ammo_amount[MOTORCYCLE_WEAPON];
@ -4127,7 +4127,7 @@ void OnBoat(player_struct *p, DDukeActor* boat)
{
p->pos.X = boat->spr.pos.X;
p->pos.Y = boat->spr.pos.Y;
p->angle.ang = buildang(boat->int_ang());
p->angle.ang = DAngle::fromBuild(boat->int_ang());
p->ammo_amount[BOAT_WEAPON] = boat->saved_ammo;
deletesprite(boat);
}
@ -4172,7 +4172,7 @@ void OffBoat(player_struct *p)
auto spawned = spawn(p->GetActor(), EMPTYBOAT);
if (spawned)
{
spawned->set_int_ang(p->angle.ang.asbuild());
spawned->set_int_ang(p->angle.ang.Buildang());
spawned->spr.xvel += p->angle.ang.bcos(7);
spawned->spr.yvel += p->angle.ang.bsin(7);
spawned->saved_ammo = p->ammo_amount[BOAT_WEAPON];

View file

@ -344,7 +344,7 @@ void operateweapon_ww(int snum, ESyncBits actions)
p->player_int_pos().X + p->angle.ang.bcos(-6),
p->player_int_pos().Y + p->angle.ang.bsin(-6),
p->player_int_pos().Z, HEAVYHBOMB, -16, 9, 9,
p->angle.ang.asbuild(), (k + (p->hbomb_hold_delay << 5)), i, p->GetActor(), 1);
p->angle.ang.Buildang(), (k + (p->hbomb_hold_delay << 5)), i, p->GetActor(), 1);
if (j)
{

View file

@ -54,7 +54,7 @@ void resetmys()
myy = omyy = ps[myconnectindex].pos.Y;
myz = omyz = ps[myconnectindex].pos.Z;
myxvel = myyvel = myzvel = 0;
myang = DAngle::fromBam(ps[myconnectindex].angle.ang.asbam());
myang = ps[myconnectindex].angle.ang;
myhoriz = omyhoriz = ps[myconnectindex].horizon.horiz;
myhorizoff = omyhorizoff = ps[myconnectindex].horizon.horizoff;
mycursectnum = sectnum(ps[myconnectindex].cursector);

View file

@ -98,7 +98,7 @@ void pickrandomspot(int snum)
p->pos = po[i].opos;
p->backupxyz();
p->setbobpos();
p->angle.oang = p->angle.ang = buildang(po[i].oa);
p->angle.oang = p->angle.ang = DAngle::fromBuild(po[i].oa);
p->setCursector(po[i].os);
}
@ -542,7 +542,7 @@ void resetpspritevars(int g)
STATUSBARTYPE tsbar[MAXPLAYERS];
EGS(ps[0].cursector, ps[0].player_int_pos().X, ps[0].player_int_pos().Y, ps[0].player_int_pos().Z,
TILE_APLAYER, 0, 0, 0, ps[0].angle.ang.asbuild(), 0, 0, nullptr, 10);
TILE_APLAYER, 0, 0, 0, ps[0].angle.ang.Buildang(), 0, 0, nullptr, 10);
if (ud.recstat != 2) for (i = 0; i < MAXPLAYERS; i++)
{
@ -661,7 +661,7 @@ void resetpspritevars(int g)
ps[j].backupxyz();
ps[j].setbobpos();
act->backuppos();
ps[j].angle.oang = ps[j].angle.ang = buildang(act->int_ang());
ps[j].angle.oang = ps[j].angle.ang = DAngle::fromBuild(act->int_ang());
updatesector(act->int_pos().X, act->int_pos().Y, &ps[j].cursector);
@ -1012,7 +1012,7 @@ static int LoadTheMap(MapRecord *mi, player_struct*p, int gamemode)
STAT_NewLevel(mi->fileName);
TITLE_InformName(mi->name);
p->angle.ang = buildang(lbang);
p->angle.ang = DAngle::fromBuild(lbang);
gotpic.Zero();

View file

@ -310,13 +310,13 @@ void displayrooms(int snum, double smoothratio, bool sceneonly)
if (SyncInput())
{
// Original code for when the values are passed through the sync struct
cang = DAngle::fromBam(p->angle.interpolatedsum(smoothratio).asbam());
cang = p->angle.interpolatedsum(smoothratio);
choriz = p->horizon.interpolatedsum(smoothratio);
}
else
{
// This is for real time updating of the view direction.
cang = DAngle::fromBam(p->angle.sum().asbam());
cang = p->angle.sum();
choriz = p->horizon.sum();
}
}

View file

@ -712,7 +712,7 @@ void checkhitwall_d(DDukeActor* spr, walltype* wal, int x, int y, int z, int atw
if (wal->twoSided())
wal->nextWall()->cstat = 0;
auto spawned = EGS(sptr, x, y, z, SECTOREFFECTOR, 0, 0, 0, ps[0].angle.ang.asbuild(), 0, 0, spr, 3);
auto spawned = EGS(sptr, x, y, z, SECTOREFFECTOR, 0, 0, 0, ps[0].angle.ang.Buildang(), 0, 0, spr, 3);
if (spawned)
{
spawned->spr.lotag = SE_128_GLASS_BREAKING;
@ -1589,17 +1589,17 @@ void checksectors_d(int snum)
return;
}
if (p->newOwner != nullptr)
neartag({ p->player_int_opos().X, p->player_int_opos().Y, p->player_int_opos().Z }, p->GetActor()->sector(), p->angle.oang.asbuild(), near, 1280L, 1);
neartag({ p->player_int_opos().X, p->player_int_opos().Y, p->player_int_opos().Z }, p->GetActor()->sector(), p->angle.oang.Buildang(), near, 1280L, 1);
else
{
neartag(p->player_int_pos(), p->GetActor()->sector(), p->angle.oang.asbuild(), near, 1280, 1);
if (near.actor() == nullptr && near.hitWall == nullptr && near.hitSector == nullptr)
neartag({ p->player_int_pos().X, p->player_int_pos().Y, p->player_int_pos().Z + (8 << 8) }, p->GetActor()->sector(), p->angle.oang.asbuild(), near, 1280, 1);
neartag({ p->player_int_pos().X, p->player_int_pos().Y, p->player_int_pos().Z + (8 << 8) }, p->GetActor()->sector(), p->angle.oang.Buildang(), near, 1280, 1);
if (near.actor() == nullptr && near.hitWall == nullptr && near.hitSector == nullptr)
neartag({ p->player_int_pos().X, p->player_int_pos().Y, p->player_int_pos().Z + (16 << 8) }, p->GetActor()->sector(), p->angle.oang.asbuild(), near, 1280, 1);
neartag({ p->player_int_pos().X, p->player_int_pos().Y, p->player_int_pos().Z + (16 << 8) }, p->GetActor()->sector(), p->angle.oang.Buildang(), near, 1280, 1);
if (near.actor() == nullptr && near.hitWall == nullptr && near.hitSector == nullptr)
{
neartag({ p->player_int_pos().X, p->player_int_pos().Y, p->player_int_pos().Z + (16 << 8) }, p->GetActor()->sector(), p->angle.oang.asbuild(), near, 1280, 3);
neartag({ p->player_int_pos().X, p->player_int_pos().Y, p->player_int_pos().Z + (16 << 8) }, p->GetActor()->sector(), p->angle.oang.Buildang(), near, 1280, 3);
if (near.actor() != nullptr)
{
switch (near.actor()->spr.picnum)

View file

@ -1024,7 +1024,7 @@ void checkhitwall_r(DDukeActor* spr, walltype* wal, int x, int y, int z, int atw
if (wal->twoSided())
wal->nextWall()->cstat = 0;
auto spawned = EGS(sptr, x, y, z, SECTOREFFECTOR, 0, 0, 0, ps[0].angle.ang.asbuild(), 0, 0, spr, 3);
auto spawned = EGS(sptr, x, y, z, SECTOREFFECTOR, 0, 0, 0, ps[0].angle.ang.Buildang(), 0, 0, spr, 3);
if (spawned)
{
spawned->spr.lotag = SE_128_GLASS_BREAKING;
@ -1045,7 +1045,7 @@ void checkhitwall_r(DDukeActor* spr, walltype* wal, int x, int y, int z, int atw
if (wal->twoSided())
wal->nextWall()->cstat = 0;
auto spawned = EGS(sptr, x, y, z, SECTOREFFECTOR, 0, 0, 0, ps[0].angle.ang.asbuild(), 0, 0, spr, 3);
auto spawned = EGS(sptr, x, y, z, SECTOREFFECTOR, 0, 0, 0, ps[0].angle.ang.Buildang(), 0, 0, spr, 3);
if (spawned)
{
spawned->spr.lotag = SE_128_GLASS_BREAKING;
@ -2524,21 +2524,21 @@ void checksectors_r(int snum)
}
return;
}
neartag(p->player_int_pos(), p->GetActor()->sector(), p->angle.oang.asbuild(), near , 1280, 3);
neartag(p->player_int_pos(), p->GetActor()->sector(), p->angle.oang.Buildang(), near , 1280, 3);
}
if (p->newOwner != nullptr)
neartag({ p->player_int_opos().X, p->player_int_opos().Y, p->player_int_opos().Z }, p->GetActor()->sector(), p->angle.oang.asbuild(), near, 1280L, 1);
neartag({ p->player_int_opos().X, p->player_int_opos().Y, p->player_int_opos().Z }, p->GetActor()->sector(), p->angle.oang.Buildang(), near, 1280L, 1);
else
{
neartag(p->player_int_pos(), p->GetActor()->sector(), p->angle.oang.asbuild(), near, 1280, 1);
neartag(p->player_int_pos(), p->GetActor()->sector(), p->angle.oang.Buildang(), near, 1280, 1);
if (near.actor() == nullptr && near.hitWall == nullptr && near.hitSector == nullptr)
neartag({ p->player_int_pos().X, p->player_int_pos().Y, p->player_int_pos().Z + (8 << 8) }, p->GetActor()->sector(), p->angle.oang.asbuild(), near, 1280, 1);
neartag({ p->player_int_pos().X, p->player_int_pos().Y, p->player_int_pos().Z + (8 << 8) }, p->GetActor()->sector(), p->angle.oang.Buildang(), near, 1280, 1);
if (near.actor() == nullptr && near.hitWall == nullptr && near.hitSector == nullptr)
neartag({ p->player_int_pos().X, p->player_int_pos().Y, p->player_int_pos().Z + (16 << 8) }, p->GetActor()->sector(), p->angle.oang.asbuild(), near, 1280, 1);
neartag({ p->player_int_pos().X, p->player_int_pos().Y, p->player_int_pos().Z + (16 << 8) }, p->GetActor()->sector(), p->angle.oang.Buildang(), near, 1280, 1);
if (near.actor() == nullptr && near.hitWall == nullptr && near.hitSector == nullptr)
{
neartag({ p->player_int_pos().X, p->player_int_pos().Y, p->player_int_pos().Z + (16 << 8) }, p->GetActor()->sector(), p->angle.oang.asbuild(), near, 1280, 3);
neartag({ p->player_int_pos().X, p->player_int_pos().Y, p->player_int_pos().Z + (16 << 8) }, p->GetActor()->sector(), p->angle.oang.Buildang(), near, 1280, 3);
if (near.actor() != nullptr)
{
switch (near.actor()->spr.picnum)

View file

@ -319,7 +319,7 @@ void S_GetCamera(vec3_t* c, int32_t* ca, sectortype** cs)
auto p = &ps[screenpeek];
if (c) *c = p->player_int_pos();
if (cs) *cs = p->cursector;
if (ca) *ca = p->angle.ang.asbuild();
if (ca) *ca = p->angle.ang.Buildang();
}
else
{

View file

@ -433,7 +433,7 @@ void initshell(DDukeActor* actj, DDukeActor* act, bool isshell)
if (actj->isPlayer())
{
snum = actj->spr.yvel;
a = ps[snum].angle.ang.asbuild() - (krand() & 63) + 8; //Fine tune
a = ps[snum].angle.ang.Buildang() - (krand() & 63) + 8; //Fine tune
act->temp_data[0] = krand() & 1;
act->set_int_z((3 << 8) + ps[snum].pyoff + ps[snum].player_int_pos().Z - (ps[snum].horizon.sum().asq16() >> 12) + (!isshell ? (3 << 8) : 0));

View file

@ -380,7 +380,7 @@ DEFINE_ACTION_FUNCTION(_DukePlayer, GetGameVar)
DEFINE_ACTION_FUNCTION(_DukePlayer, angleAsBuild)
{
PARAM_SELF_STRUCT_PROLOGUE(player_struct);
ACTION_RETURN_INT(self->angle.ang.asbuild());
ACTION_RETURN_INT(self->angle.ang.Buildang());
}
void dukeplayer_backuppos(player_struct* self)

View file

@ -52,7 +52,7 @@ void DrawMap(double const smoothratio)
int x = pPlayerActor->__interpolatedx(smoothratio);
int y = pPlayerActor->__interpolatedy(smoothratio);
int ang = (!SyncInput() ? PlayerList[nLocalPlayer].angle.sum() : PlayerList[nLocalPlayer].angle.interpolatedsum(smoothratio)).asbuild();
int ang = (!SyncInput() ? PlayerList[nLocalPlayer].angle.sum() : PlayerList[nLocalPlayer].angle.interpolatedsum(smoothratio)).Buildang();
DrawOverheadMap(x, y, ang, smoothratio);
}
}

View file

@ -42,7 +42,7 @@ void GameInterface::WarpToCoords(int x, int y, int z, int ang, int horz)
if (ang != INT_MIN)
{
nPlayer->angle.oang = nPlayer->angle.ang = buildang(ang);
nPlayer->angle.oang = nPlayer->angle.ang = DAngle::fromBuild(ang);
}
if (horz != INT_MIN)

View file

@ -265,8 +265,8 @@ void RestartPlayer(int nPlayer)
pActor->set_int_pos(nNStartSprite->int_pos());
ChangeActorSect(pActor, nNStartSprite->sector());
plr->angle.ang = buildang(nNStartSprite->int_ang() & kAngleMask);
pActor->set_int_ang(plr->angle.ang.asbuild());
plr->angle.ang = DAngle::fromBuild(nNStartSprite->int_ang() & kAngleMask);
pActor->set_int_ang(plr->angle.ang.Buildang());
floorsprt = insertActor(pActor->sector(), 0);
@ -279,8 +279,8 @@ void RestartPlayer(int nPlayer)
else
{
pActor->set_int_pos({ plr->sPlayerSave.x, plr->sPlayerSave.y, plr->sPlayerSave.pSector->int_floorz() });
plr->angle.ang = buildang(plr->sPlayerSave.nAngle&kAngleMask);
pActor->set_int_ang(plr->angle.ang.asbuild());
plr->angle.ang = DAngle::fromBuild(plr->sPlayerSave.nAngle&kAngleMask);
pActor->set_int_ang(plr->angle.ang.Buildang());
floorsprt = nullptr;
}
@ -592,7 +592,7 @@ static void pickupMessage(int no)
void UpdatePlayerSpriteAngle(Player* pPlayer)
{
inita = pPlayer->angle.ang.asbuild();
inita = pPlayer->angle.ang.Buildang();
if (pPlayer->pActor) pPlayer->pActor->set_int_ang(inita);
}

View file

@ -384,7 +384,7 @@ void seq_DrawPilotLightSeq(double xOffset, double yOffset)
double x = ChunkXpos[nFrameBase] + (160 + xOffset);
double y = ChunkYpos[nFrameBase] + (100 + yOffset);
hud_drawsprite(x, y, 65536, fmod(-2 * PlayerList[nLocalPlayer].angle.ang.asbuildf(), kAngleMask + 1), nTile, 0, 0, 1);
hud_drawsprite(x, y, 65536, fmod(-2 * PlayerList[nLocalPlayer].angle.ang.Buildfang(), kAngleMask + 1), nTile, 0, 0, 1);
nFrameBase++;
}
}

View file

@ -241,13 +241,13 @@ void DrawView(double smoothRatio, bool sceneonly)
if (!SyncInput())
{
pan = PlayerList[nLocalPlayer].horizon.sum();
nAngle = DAngle::fromBam(PlayerList[nLocalPlayer].angle.sum().asbam());
nAngle = PlayerList[nLocalPlayer].angle.sum();
rotscrnang = PlayerList[nLocalPlayer].angle.rotscrnang;
}
else
{
pan = PlayerList[nLocalPlayer].horizon.interpolatedsum(smoothRatio);
nAngle = DAngle::fromBam(PlayerList[nLocalPlayer].angle.interpolatedsum(smoothRatio).asbam());
nAngle = PlayerList[nLocalPlayer].angle.interpolatedsum(smoothRatio);
rotscrnang = PlayerList[nLocalPlayer].angle.interpolatedrotscrn(smoothRatio);
}

View file

@ -792,7 +792,7 @@ void analyzesprites(tspriteArray& tsprites, int viewx, int viewy, int viewz, int
tsp->add_int_x(-MulScale(pp->pos.X - pp->opos.X, sr, 16));
tsp->add_int_y(-MulScale(pp->pos.Y - pp->opos.Y, sr, 16));
tsp->add_int_z(-MulScale(pp->pos.Z - pp->opos.Z, sr, 16));
tsp->add_int_ang(-MulScale(pp->angle.ang.asbuild() - pp->angle.oang.asbuild(), sr, 16));
tsp->ang -= MulScale(pp->angle.ang.Buildang() - pp->angle.oang.Buildang(), sr, 16);
}
}
@ -1035,7 +1035,7 @@ FString GameInterface::GetCoordString()
out.AppendFormat("POSX:%d ", pp->pos.X);
out.AppendFormat("POSY:%d ", pp->pos.Y);
out.AppendFormat("POSZ:%d ", pp->pos.Z);
out.AppendFormat("ANG:%d\n", pp->angle.ang.asbuild());
out.AppendFormat("ANG:%d\n", pp->angle.ang.Buildang());
return out;
}
@ -1400,13 +1400,13 @@ void drawscreen(PLAYER* pp, double smoothratio, bool sceneonly)
// This isn't needed for the turret as it was fixable, but moving sector objects are problematic.
if (SyncInput() || pp != Player+myconnectindex)
{
tang = DAngle::fromBam(camerapp->angle.interpolatedsum(smoothratio).asbam());
tang = camerapp->angle.interpolatedsum(smoothratio);
thoriz = camerapp->horizon.interpolatedsum(smoothratio);
trotscrnang = camerapp->angle.interpolatedrotscrn(smoothratio);
}
else
{
tang = DAngle::fromBam(pp->angle.sum().asbam());
tang = pp->angle.sum();
thoriz = pp->horizon.sum();
trotscrnang = pp->angle.rotscrnang;
}
@ -1422,7 +1422,7 @@ void drawscreen(PLAYER* pp, double smoothratio, bool sceneonly)
tx = pp->pos.X;
ty = pp->pos.Y;
tz = pp->pos.Z;
tang = DAngle::fromBam(pp->angle.ang.asbam());
tang = pp->angle.ang;
}
tsect = pp->cursector;
updatesectorz(tx, ty, tz, &tsect);

View file

@ -410,7 +410,7 @@ void InitLevel(MapRecord *maprec)
SECRET_SetMapName(currentLevel->DisplayName(), currentLevel->name);
STAT_NewLevel(currentLevel->fileName);
TITLE_InformName(currentLevel->name);
Player[0].angle.ang = buildang(ang);
Player[0].angle.ang = DAngle::fromBuild(ang);
auto vissect = &sector[0]; // hack alert!
if (vissect->extra != -1)

View file

@ -1951,7 +1951,7 @@ inline bool SectorIsUnderwaterArea(sectortype* sect)
inline bool PlayerFacingRange(PLAYER* pp, DSWActor* a, int range)
{
return (abs(getincangle(getangle(a->int_pos().X - (pp)->pos.X, a->int_pos().Y - (pp)->pos.Y), (pp)->angle.ang.asbuild())) < (range));
return (abs(getincangle(getangle(a->int_pos().X - (pp)->pos.X, a->int_pos().Y - (pp)->pos.Y), (pp)->angle.ang.Buildang())) < (range));
}
inline bool FacingRange(DSWActor* a1, DSWActor* a2, int range)

View file

@ -626,7 +626,7 @@ void JS_DrawCameras(PLAYER* pp, int tx, int ty, int tz, double smoothratio)
if (TEST_BOOL11(camactor) && numplayers > 1)
{
drawroomstotile(cp->pos.X, cp->pos.Y, cp->pos.Z, DAngle::fromBam(cp->angle.ang.asbam()), cp->horizon.horiz, cp->cursector, mirror[cnt].campic, smoothratio);
drawroomstotile(cp->pos.X, cp->pos.Y, cp->pos.Z, cp->angle.ang, cp->horizon.horiz, cp->cursector, mirror[cnt].campic, smoothratio);
}
else
{

View file

@ -1249,7 +1249,7 @@ int PlayerInitChemBomb(PLAYER* pp)
// Spawn a shot
// Inserting and setting up variables
auto actorNew = SpawnActor(STAT_MISSILE, CHEMBOMB, s_ChemBomb, pp->cursector,
nx, ny, nz, pp->angle.ang.asbuild(), CHEMBOMB_VELOCITY);
nx, ny, nz, pp->angle.ang.Buildang(), CHEMBOMB_VELOCITY);
// don't throw it as far if crawling
if (pp->Flags & (PF_CRAWLING))
@ -1620,7 +1620,7 @@ int PlayerInitCaltrops(PLAYER* pp)
nz = pp->pos.Z + pp->bob_z + Z(8);
auto actorNew = SpawnActor(STAT_DEAD_ACTOR, CALTROPS, s_Caltrops, pp->cursector,
nx, ny, nz, pp->angle.ang.asbuild(), (CHEMBOMB_VELOCITY + RandomRange(CHEMBOMB_VELOCITY)) / 2);
nx, ny, nz, pp->angle.ang.Buildang(), (CHEMBOMB_VELOCITY + RandomRange(CHEMBOMB_VELOCITY)) / 2);
// don't throw it as far if crawling
if (pp->Flags & (PF_CRAWLING))
@ -1645,7 +1645,7 @@ int PlayerInitCaltrops(PLAYER* pp)
actorNew->user.Flags |= (SPR_UNDERWATER);
// They go out at different angles
// spawnedActor->spr.angle = NORM_ANGLE(pp->angle.ang.asbuild() + (RandomRange(50) - 25));
// spawnedActor->spr.ang = NORM_ANGLE(pp->angle.ang.Buildang() + (RandomRange(50) - 25));
actorNew->spr.zvel = -pp->horizon.horiz.asq16() >> 9;

View file

@ -56,7 +56,7 @@ Collision MultiClipMove(PLAYER* pp, int z, int floor_dist)
{
// move the box to position instead of using offset- this prevents small rounding errors
// allowing you to move through wall
ang = NORM_ANGLE(pp->angle.ang.asbuild() + sop->clipbox_ang[i]);
ang = NORM_ANGLE(pp->angle.ang.Buildang() + sop->clipbox_ang[i]);
vec3_t spos = { pp->pos.X, pp->pos.Y, z };

View file

@ -2325,7 +2325,7 @@ void InitPlayerSprite(PLAYER* pp)
COVER_SetReverb(0); // Turn off any echoing that may have been going before
pp->Reverb = 0;
auto actor = SpawnActor(STAT_PLAYER0 + pnum, NINJA_RUN_R0, nullptr, pp->cursector, pp->pos.X,
pp->pos.Y, pp->pos.Z, pp->angle.ang.asbuild(), 0);
pp->pos.Y, pp->pos.Z, pp->angle.ang.Buildang(), 0);
pp->actor = actor;
pp->pnum = pnum;
@ -2393,7 +2393,7 @@ void SpawnPlayerUnderSprite(PLAYER* pp)
int pnum = int(pp - Player);
pp->PlayerUnderActor = SpawnActor(STAT_PLAYER_UNDER0 + pnum,
NINJA_RUN_R0, nullptr, pp->cursector, pp->pos.X, pp->pos.Y, pp->pos.Z, pp->angle.ang.asbuild(), 0);
NINJA_RUN_R0, nullptr, pp->cursector, pp->pos.X, pp->pos.Y, pp->pos.Z, pp->angle.ang.Buildang(), 0);
DSWActor* actor = pp->PlayerUnderActor;

View file

@ -56,7 +56,7 @@ void GameInterface::WarpToCoords(int x, int y, int z, int ang, int horz)
if (ang != INT_MIN)
{
Player->angle.oang = Player->angle.ang = buildang(ang);
Player->angle.oang = Player->angle.ang = DAngle::fromBuild(ang);
}
if (horz != INT_MIN)

View file

@ -1177,7 +1177,7 @@ DSWActor* DoPickTarget(DSWActor* actor, uint32_t max_delta_ang, int skip_targets
angle2 = NORM_ANGLE(getangle(itActor->int_pos().X - actor->int_pos().X, itActor->int_pos().Y - actor->int_pos().Y));
// Get the angle difference
// delta_ang = labs(pp->angle.ang.asbuild() - angle2);
// delta_ang = labs(pp->angle.ang.Buildang() - angle2);
delta_ang = short(abs(getincangle(angle2, actor->int_ang())));
@ -1270,7 +1270,7 @@ void DoPlayerTeleportPause(PLAYER* pp)
void DoPlayerTeleportToSprite(PLAYER* pp, vec3_t* pos, int ang)
{
pp->angle.ang = pp->angle.oang = buildang(ang);
pp->angle.ang = pp->angle.oang = DAngle::fromBuild(ang);
pp->pos.X = pp->opos.X = pp->oldpos.X = pos->X;
pp->pos.Y = pp->opos.Y = pp->oldpos.Y = pos->Y;
@ -1456,14 +1456,14 @@ void UpdatePlayerSpriteAngle(PLAYER* pp)
{
DSWActor* plActor = pp->actor;
plActor->backupang();
plActor->set_int_ang(pp->angle.ang.asbuild());
plActor->set_int_ang(pp->angle.ang.Buildang());
plActor = pp->PlayerUnderActor;
if (!Prediction && plActor)
{
plActor->backupang();
plActor->set_int_ang(pp->angle.ang.asbuild());
plActor->set_int_ang(pp->angle.ang.Buildang());
}
}
@ -1491,11 +1491,11 @@ void DoPlayerTurnVehicle(PLAYER* pp, float avel, int z, int floor_dist)
if (avel != 0)
{
auto sum = pp->angle.ang + degang(avel);
if (MultiClipTurn(pp, NORM_ANGLE(sum.asbuild()), z, floor_dist))
auto sum = pp->angle.ang + DAngle::fromDeg(avel);
if (MultiClipTurn(pp, NORM_ANGLE(sum.Buildang()), z, floor_dist))
{
pp->angle.ang = sum;
pp->actor->set_int_ang(pp->angle.ang.asbuild());
pp->actor->set_int_ang(pp->angle.ang.Buildang());
}
}
}
@ -1519,11 +1519,11 @@ void DoPlayerTurnVehicleRect(PLAYER* pp, int *x, int *y, int *ox, int *oy)
if (avel != 0)
{
auto sum = pp->angle.ang + degang(avel);
if (RectClipTurn(pp, NORM_ANGLE(sum.asbuild()), x, y, ox, oy))
auto sum = pp->angle.ang + DAngle::fromDeg(avel);
if (RectClipTurn(pp, NORM_ANGLE(sum.Buildang()), x, y, ox, oy))
{
pp->angle.ang = sum;
pp->actor->set_int_ang(pp->angle.ang.asbuild());
pp->actor->set_int_ang(pp->angle.ang.Buildang());
}
}
}
@ -1547,7 +1547,7 @@ void DoPlayerTurnTurret(PLAYER* pp, float avel)
if (fabs(avel) >= FLT_EPSILON)
{
new_ang = DAngle::fromBam(pp->angle.ang.asbam()) + DAngle::fromDeg(avel);
new_ang = pp->angle.ang + DAngle::fromDeg(avel);
if (sop->limit_ang_center >= nullAngle)
{
@ -1562,11 +1562,11 @@ void DoPlayerTurnTurret(PLAYER* pp, float avel)
}
}
pp->angle.ang = bamang(new_ang.BAMs());
pp->actor->set_int_ang(pp->angle.ang.asbuild());
pp->angle.ang = new_ang;
pp->actor->set_int_ang(pp->angle.ang.Buildang());
}
OperateSectorObject(pp->sop, pp->angle.ang.asbuild(), pp->sop->pmid.X, pp->sop->pmid.Y);
OperateSectorObject(pp->sop, pp->angle.ang.Buildang(), pp->sop->pmid.X, pp->sop->pmid.Y);
}
void SlipSlope(PLAYER* pp)
@ -1592,7 +1592,7 @@ void SlipSlope(PLAYER* pp)
void DoPlayerHorizon(PLAYER* pp, float const horz, double const scaleAdjust)
{
bool const canslopetilt = !(pp->Flags & (PF_FLYING|PF_SWIMMING|PF_DIVING|PF_CLIMBING|PF_JUMPING|PF_FALLING)) && pp->cursector && (pp->cursector->floorstat & CSTAT_SECTOR_SLOPE);
pp->horizon.calcviewpitch(pp->pos.vec2, DAngle::fromBam(pp->angle.ang.asbam()), pp->input.actions & SB_AIMMODE, canslopetilt, pp->cursector, scaleAdjust, (pp->Flags & PF_CLIMBING));
pp->horizon.calcviewpitch(pp->pos.vec2, pp->angle.ang, pp->input.actions & SB_AIMMODE, canslopetilt, pp->cursector, scaleAdjust, (pp->Flags & PF_CLIMBING));
pp->horizon.applyinput(horz, &pp->input.actions, scaleAdjust);
}
@ -1748,7 +1748,7 @@ void UpdatePlayerSprite(PLAYER* pp)
if (pp->Flags & (PF_DEAD))
{
ChangeActorSect(pp->actor, pp->cursector);
actor->set_int_ang(pp->angle.ang.asbuild());
actor->set_int_ang(pp->angle.ang.Buildang());
UpdatePlayerUnderSprite(pp);
return;
}
@ -1819,7 +1819,7 @@ void UpdatePlayerSprite(PLAYER* pp)
UpdatePlayerUnderSprite(pp);
actor->set_int_ang(pp->angle.ang.asbuild());
actor->set_int_ang(pp->angle.ang.Buildang());
}
void DoPlayerZrange(PLAYER* pp)
@ -2465,7 +2465,7 @@ void DriveCrush(PLAYER* pp, int *x, int *y)
continue;
damage = -(actor->user.Health + 100);
PlayerDamageSlide(actor->user.PlayerP, damage, pp->angle.ang.asbuild());
PlayerDamageSlide(actor->user.PlayerP, damage, pp->angle.ang.Buildang());
PlayerUpdateHealth(actor->user.PlayerP, damage);
PlayerCheckDeath(actor->user.PlayerP, pp->actor);
}
@ -2589,7 +2589,7 @@ void DoPlayerMoveVehicle(PLAYER* pp)
}
auto save_sect = pp->cursector;
OperateSectorObject(pp->sop, pp->angle.ang.asbuild(), MAXSO, MAXSO);
OperateSectorObject(pp->sop, pp->angle.ang.Buildang(), MAXSO, MAXSO);
pp->setcursector(pp->sop->op_main_sector); // for speed
floor_dist = labs(z - pp->sop->floor_loz);
@ -2618,7 +2618,7 @@ void DoPlayerMoveVehicle(PLAYER* pp)
vec3_t hit_pos = { (x[0] + x[1]) >> 1, (y[0] + y[1]) >> 1, pp->cursector->int_floorz() - Z(10) };
hitscan(hit_pos, pp->cursector,
{ MOVEx(256, pp->angle.ang.asbuild()), MOVEy(256, pp->angle.ang.asbuild()), 0 },
{ MOVEx(256, pp->angle.ang.Buildang()), MOVEy(256, pp->angle.ang.Buildang()), 0 },
hit, CLIPMASK_PLAYER);
if (FindDistance2D(hit.hitpos.vec2 - hit_pos.vec2) < 800)
@ -2694,7 +2694,7 @@ void DoPlayerMoveVehicle(PLAYER* pp)
}
}
OperateSectorObject(pp->sop, pp->angle.ang.asbuild(), pp->pos.X, pp->pos.Y);
OperateSectorObject(pp->sop, pp->angle.ang.Buildang(), pp->pos.X, pp->pos.Y);
pp->cursector = save_sect; // for speed
if (!SyncInput())
@ -3328,7 +3328,7 @@ void DoPlayerClimb(PLAYER* pp)
HitInfo near;
// constantly look for new ladder sector because of warping at any time
neartag(pp->pos, pp->cursector, pp->angle.ang.asbuild(), near, 800, NTAG_SEARCH_LO_HI);
neartag(pp->pos, pp->cursector, pp->angle.ang.Buildang(), near, 800, NTAG_SEARCH_LO_HI);
if (near.hitWall)
{
@ -3368,8 +3368,8 @@ int DoPlayerWadeSuperJump(PLAYER* pp)
for (i = 0; i < SIZ(angs); i++)
{
FAFhitscan(pp->pos.X, pp->pos.Y, zh, pp->cursector, // Start position
bcos(pp->angle.ang.asbuild() + angs[i]), // X vector of 3D ang
bsin(pp->angle.ang.asbuild() + angs[i]), // Y vector of 3D ang
bcos(pp->angle.ang.Buildang() + angs[i]), // X vector of 3D ang
bsin(pp->angle.ang.Buildang() + angs[i]), // Y vector of 3D ang
0, hit, CLIPMASK_MISSILE); // Z vector of 3D ang
if (hit.hitWall != nullptr && hit.hitSector != nullptr)
@ -3668,7 +3668,7 @@ bool PlayerOnLadder(PLAYER* pp)
if (Prediction)
return false;
neartag(pp->pos, pp->cursector, pp->angle.ang.asbuild(), near, 1024 + 768, NTAG_SEARCH_LO_HI);
neartag(pp->pos, pp->cursector, pp->angle.ang.Buildang(), near, 1024 + 768, NTAG_SEARCH_LO_HI);
dir = DOT_PRODUCT_2D(pp->vect.X, pp->vect.Y, pp->angle.ang.bcos(), pp->angle.ang.bsin());
@ -3680,14 +3680,14 @@ bool PlayerOnLadder(PLAYER* pp)
for (i = 0; i < SIZ(angles); i++)
{
neartag(pp->pos, pp->cursector, NORM_ANGLE(pp->angle.ang.asbuild() + angles[i]), near, 600, NTAG_SEARCH_LO_HI);
neartag(pp->pos, pp->cursector, NORM_ANGLE(pp->angle.ang.Buildang() + angles[i]), near, 600, NTAG_SEARCH_LO_HI);
if (near.hitWall == nullptr || near.hitpos.X < 100 || near.hitWall->lotag != TAG_WALL_CLIMB)
return false;
FAFhitscan(pp->pos.X, pp->pos.Y, pp->pos.Z, pp->cursector,
bcos(pp->angle.ang.asbuild() + angles[i]),
bsin(pp->angle.ang.asbuild() + angles[i]),
bcos(pp->angle.ang.Buildang() + angles[i]),
bsin(pp->angle.ang.Buildang() + angles[i]),
0,
hit, CLIPMASK_MISSILE);
@ -4909,7 +4909,7 @@ void DoPlayerBeginOperate(PLAYER* pp)
pp->sop = pp->sop_control = sop;
sop->controller = pp->actor;
pp->angle.oang = pp->angle.ang = buildang(sop->ang);
pp->angle.oang = pp->angle.ang = DAngle::fromBuild(sop->ang);
pp->pos.X = sop->pmid.X;
pp->pos.Y = sop->pmid.Y;
updatesector(pp->pos.X, pp->pos.Y, &pp->cursector);
@ -4994,7 +4994,7 @@ void DoPlayerBeginRemoteOperate(PLAYER* pp, SECTOR_OBJECT* sop)
auto save_sect = pp->cursector;
pp->angle.oang = pp->angle.ang = buildang(sop->ang);
pp->angle.oang = pp->angle.ang = DAngle::fromBuild(sop->ang);
pp->pos.X = sop->pmid.X;
pp->pos.Y = sop->pmid.Y;
updatesector(pp->pos.X, pp->pos.Y, &pp->cursector);
@ -5117,9 +5117,9 @@ void DoPlayerStopOperate(PLAYER* pp)
{
DSWActor* rsp = pp->remoteActor;
if (TEST_BOOL1(rsp))
pp->angle.ang = pp->angle.oang = buildang(rsp->int_ang());
pp->angle.ang = pp->angle.oang = DAngle::fromBuild(rsp->int_ang());
else
pp->angle.ang = pp->angle.oang = bvectangbam(pp->sop_remote->pmid.X - pp->pos.X, pp->sop_remote->pmid.Y - pp->pos.Y);
pp->angle.ang = pp->angle.oang = VecToAngle(pp->sop_remote->pmid.X - pp->pos.X, pp->sop_remote->pmid.Y - pp->pos.Y);
}
if (pp->sop_control)
@ -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(deltaangle(DAngle::fromBam(pp->angle.ang.asbam()), VecToAngle(killer->int_pos().X - pp->pos.X, killer->int_pos().Y - pp->pos.Y)) * (1. / 16.));
pp->angle.addadjustment(deltaangle(pp->angle.ang, VecToAngle(killer->int_pos().X - pp->pos.X, killer->int_pos().Y - pp->pos.Y)) * (1. / 16.));
}
}
}
@ -5750,7 +5750,7 @@ void DoPlayerDeathCheckKeys(PLAYER* pp)
plActor->spr.xrepeat = plActor->spr.yrepeat = PLAYER_NINJA_XREPEAT;
plActor->spr.cstat &= ~(CSTAT_SPRITE_YCENTER);
plActor->set_int_pos({ pp->pos.X, pp->pos.Y, pp->pos.Z + PLAYER_HEIGHT });
plActor->set_int_ang(pp->angle.ang.asbuild());
plActor->set_int_ang(pp->angle.ang.Buildang());
DoSpawnTeleporterEffect(plActor);
PlaySound(DIGI_TELEPORT, pp, v3df_none);
@ -6861,7 +6861,7 @@ void PlayerSpawnPosition(PLAYER* pp)
ASSERT(spawn_sprite != nullptr);
pp->pos = pp->opos = spawn_sprite->int_pos();
pp->angle.ang = pp->angle.oang = buildang(spawn_sprite->int_ang());
pp->angle.ang = pp->angle.oang = DAngle::fromBuild(spawn_sprite->int_ang());
pp->setcursector(spawn_sprite->sector());
getzsofslopeptr(pp->cursector, pp->pos.X, pp->pos.Y, &cz, &fz);
@ -6918,7 +6918,7 @@ void InitMultiPlayerInfo(void)
continue;
}
auto start0 = SpawnActor(MultiStatList[stat], ST1, nullptr, pp->cursector, pp->pos.X, pp->pos.Y, pp->pos.Z, pp->angle.ang.asbuild(), 0);
auto start0 = SpawnActor(MultiStatList[stat], ST1, nullptr, pp->cursector, pp->pos.X, pp->pos.Y, pp->pos.Z, pp->angle.ang.Buildang(), 0);
start0->clearUser();
start0->spr.picnum = ST1;
}
@ -7204,7 +7204,7 @@ DEFINE_ACTION_FUNCTION(_SWPlayer, MaxUserHealth)
DEFINE_ACTION_FUNCTION(_SWPlayer, GetBuildAngle)
{
PARAM_SELF_STRUCT_PROLOGUE(PLAYER);
ACTION_RETURN_INT(self->angle.ang.asbuild());
ACTION_RETURN_INT(self->angle.ang.Buildang());
}
DEFINE_ACTION_FUNCTION(_SW, WeaponMaxAmmo)

View file

@ -1934,7 +1934,7 @@ bool NearThings(PLAYER* pp)
return false;
}
neartag(pp->pos, pp->cursector, pp->angle.ang.asbuild(), near, 1024, NTAG_SEARCH_LO_HI);
neartag(pp->pos, pp->cursector, pp->angle.ang.Buildang(), near, 1024, NTAG_SEARCH_LO_HI);
// hit a sprite? Check to see if it has sound info in it!
@ -1966,7 +1966,7 @@ bool NearThings(PLAYER* pp)
// This only gets called if nothing else worked, check for nearness to a wall
{
HitInfo hit{};
short dang = pp->angle.ang.asbuild();
short dang = pp->angle.ang.Buildang();
FAFhitscan(pp->pos.X, pp->pos.Y, pp->pos.Z - Z(30), pp->cursector, // Start position
bcos(dang), // X vector of 3D ang
@ -2014,7 +2014,7 @@ void NearTagList(NEAR_TAG_INFO* ntip, PLAYER* pp, int z, int dist, int type, int
HitInfo near;
neartag({ pp->pos.X, pp->pos.Y, z }, pp->cursector, pp->angle.ang.asbuild(), near, dist, type);
neartag({ pp->pos.X, pp->pos.Y, z }, pp->cursector, pp->angle.ang.Buildang(), near, dist, type);
if (near.hitSector != nullptr)
{

View file

@ -607,7 +607,7 @@ void GameInterface::UpdateSounds(void)
else
tang = VecToAngle(pp->sop_remote->pmid.X - pp->pos.X, pp->sop_remote->pmid.Y - pp->pos.Y);
}
else tang = DAngle::fromBam(pp->angle.ang.asbam());
else tang = pp->angle.ang;
listener.angle = float(-tang.Radians());
listener.velocity.Zero();

View file

@ -723,7 +723,7 @@ void SectorObjectSetupBounds(SECTOR_OBJECT* sop)
if (pp->posx > xlow && pp->posx < xhigh && pp->posy > ylow && pp->posy < yhigh)
{
pp->RevolveAng = DAngle::fromBam(pp->angle.ang.asbam());
pp->RevolveAng = pp->angle.ang;
pp->Revolve.X = pp->pos.X;
pp->Revolve.Y = pp->pos.Y;
pp->RevolveDeltaAng = DAngle::fromDeg(0.);
@ -1514,7 +1514,7 @@ void MovePlayer(PLAYER* pp, SECTOR_OBJECT* sop, int nx, int ny)
{
pp->Flags |= (PF_PLAYER_RIDING);
pp->RevolveAng = DAngle::fromBam(pp->angle.ang.asbam());
pp->RevolveAng = pp->angle.ang;
pp->Revolve.X = pp->pos.X;
pp->Revolve.Y = pp->pos.Y;
@ -1538,7 +1538,7 @@ void MovePlayer(PLAYER* pp, SECTOR_OBJECT* sop, int nx, int ny)
// save the current information so when Player stops
// moving then you
// know where he was last
pp->RevolveAng = DAngle::fromBam(pp->angle.ang.asbam());
pp->RevolveAng = pp->angle.ang;
pp->Revolve.X = pp->pos.X;
pp->Revolve.Y = pp->pos.Y;
@ -1554,7 +1554,7 @@ void MovePlayer(PLAYER* pp, SECTOR_OBJECT* sop, int nx, int ny)
pp->Revolve.Y += ny;
// Last known angle is now adjusted by the delta angle
pp->RevolveAng = DAngle::fromBam(pp->angle.ang.asbam()) - pp->RevolveDeltaAng;
pp->RevolveAng = deltaangle(pp->RevolveDeltaAng, pp->angle.ang);
}
// increment Players delta angle
@ -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(deltaangle(pp->RevolveAng + pp->RevolveDeltaAng, DAngle::fromBam(pp->angle.ang.asbam())));
pp->angle.addadjustment(deltaangle(pp->RevolveAng + pp->RevolveDeltaAng, pp->angle.ang));
UpdatePlayerSprite(pp);
}

View file

@ -11221,7 +11221,7 @@ void InitSpellRing(PLAYER* pp)
ang_diff = 2048 / max_missiles;
ang_start = NORM_ANGLE(pp->angle.ang.asbuild() - (2048 / 2));
ang_start = NORM_ANGLE(pp->angle.ang.Buildang() - (2048 / 2));
if (!SW_SHAREWARE)
PlaySound(DIGI_RFWIZ, pp, v3df_none);
@ -11578,7 +11578,7 @@ void InitSpellNapalm(PLAYER* pp)
for (i = 0; i < SIZ(mp); i++)
{
auto actor = SpawnActor(STAT_MISSILE, FIREBALL1, s_Napalm, pp->cursector,
pp->pos.X, pp->pos.Y, pp->pos.Z + Z(12), pp->angle.ang.asbuild(), NAPALM_VELOCITY*2);
pp->pos.X, pp->pos.Y, pp->pos.Z + Z(12), pp->angle.ang.Buildang(), NAPALM_VELOCITY*2);
actor->spr.hitag = LUMINOUS; //Always full brightness
@ -11712,7 +11712,7 @@ int InitSpellMirv(PLAYER* pp)
return 0;
auto actorNew = SpawnActor(STAT_MISSILE, FIREBALL1, s_Mirv, pp->cursector,
pp->pos.X, pp->pos.Y, pp->pos.Z + Z(12), pp->angle.ang.asbuild(), MIRV_VELOCITY);
pp->pos.X, pp->pos.Y, pp->pos.Z + Z(12), pp->angle.ang.Buildang(), MIRV_VELOCITY);
PlaySound(DIGI_MIRVWIZ, actorNew, v3df_follow);
@ -11809,7 +11809,7 @@ int InitSwordAttack(PLAYER* pp)
bubble = SpawnBubble(pp->actor);
if (bubble != nullptr)
{
bubble->set_int_ang(pp->angle.ang.asbuild());
bubble->set_int_ang(pp->angle.ang.Buildang());
random_amt = (RANDOM_P2(32 << 8) >> 8) - 16;
@ -11858,7 +11858,7 @@ int InitSwordAttack(PLAYER* pp)
short daang;
int daz;
daang = pp->angle.ang.asbuild();
daang = pp->angle.ang.Buildang();
daz = -MulScale(pp->horizon.horiz.asq16(), 2000, 16) + (RandomRange(24000) - 12000);
FAFhitscan(pp->pos.X, pp->pos.Y, pp->pos.Z, pp->cursector, // Start position
@ -11980,7 +11980,7 @@ int InitFistAttack(PLAYER* pp)
bubble = SpawnBubble(pp->actor);
if (bubble != nullptr)
{
bubble->set_int_ang(pp->angle.ang.asbuild());
bubble->set_int_ang(pp->angle.ang.Buildang());
random_amt = (RANDOM_P2(32<<8)>>8) - 16;
@ -12039,7 +12039,7 @@ int InitFistAttack(PLAYER* pp)
short daang;
int daz;
daang = pp->angle.ang.asbuild();
daang = pp->angle.ang.Buildang();
daz = -MulScale(pp->horizon.horiz.asq16(), 2000, 16) + (RandomRange(24000) - 12000);
FAFhitscan(pp->pos.X, pp->pos.Y, pp->pos.Z, pp->cursector, // Start position
@ -12600,7 +12600,7 @@ int InitStar(PLAYER* pp)
// Spawn a shot
// Inserting and setting up variables
auto actorNew = SpawnActor(STAT_MISSILE, STAR1, s_Star, pp->cursector, nx, ny, nz, pp->angle.ang.asbuild(), STAR_VELOCITY);
auto actorNew = SpawnActor(STAT_MISSILE, STAR1, s_Star, pp->cursector, nx, ny, nz, pp->angle.ang.Buildang(), STAR_VELOCITY);
SetOwner(pp->actor, actorNew);
actorNew->spr.yrepeat = actorNew->spr.xrepeat = STAR_REPEAT;
@ -12698,7 +12698,7 @@ void InitHeartAttack(PLAYER* pp)
return;
auto actorNew = SpawnActor(STAT_MISSILE_SKIP4, BLOOD_WORM, s_BloodWorm, pp->cursector,
pp->pos.X, pp->pos.Y, pp->pos.Z + Z(12), pp->angle.ang.asbuild(), BLOOD_WORM_VELOCITY*2);
pp->pos.X, pp->pos.Y, pp->pos.Z + Z(12), pp->angle.ang.Buildang(), BLOOD_WORM_VELOCITY*2);
actorNew->spr.hitag = LUMINOUS; //Always full brightness
@ -12849,7 +12849,7 @@ int InitShotgun(PLAYER* pp)
else
{
daz = -MulScale(pp->horizon.horiz.asq16(), 2000, 16);
daang = pp->angle.ang.asbuild();
daang = pp->angle.ang.Buildang();
}
for (i = 0; i < 12; i++)
@ -13001,7 +13001,7 @@ int InitLaser(PLAYER* pp)
// Inserting and setting up variables
auto actorNew = SpawnActor(STAT_MISSILE, BOLT_THINMAN_R0, s_Laser, pp->cursector,
nx, ny, nz, pp->angle.ang.asbuild(), 300);
nx, ny, nz, pp->angle.ang.Buildang(), 300);
actorNew->spr.hitag = LUMINOUS; //Always full brightness
SetOwner(pp->actor, actorNew);
@ -13104,7 +13104,7 @@ int InitRail(PLAYER* pp)
// Inserting and setting up variables
auto actorNew = SpawnActor(STAT_MISSILE, BOLT_THINMAN_R1, &s_Rail[0][0], pp->cursector,
nx, ny, nz, pp->angle.ang.asbuild(), 1200);
nx, ny, nz, pp->angle.ang.Buildang(), 1200);
SetOwner(pp->actor, actorNew);
@ -13272,7 +13272,7 @@ int InitRocket(PLAYER* pp)
nz = pp->pos.Z + pp->bob_z + Z(8);
auto actorNew = SpawnActor(STAT_MISSILE, BOLT_THINMAN_R0, &s_Rocket[0][0], pp->cursector,
nx, ny, nz, pp->angle.ang.asbuild(), ROCKET_VELOCITY);
nx, ny, nz, pp->angle.ang.Buildang(), ROCKET_VELOCITY);
SetOwner(pp->actor, actorNew);
actorNew->spr.yrepeat = 90;
@ -13380,7 +13380,7 @@ int InitBunnyRocket(PLAYER* pp)
//nz = pp->posz + pp->bob_z + Z(12);
nz = pp->pos.Z + pp->bob_z + Z(8);
auto actorNew = SpawnActor(STAT_MISSILE, BOLT_THINMAN_R4, &s_BunnyRocket[0][0], pp->cursector,
nx, ny, nz, pp->angle.ang.asbuild(), ROCKET_VELOCITY);
nx, ny, nz, pp->angle.ang.Buildang(), ROCKET_VELOCITY);
SetOwner(pp->actor, actorNew);
actorNew->spr.yrepeat = 64;
@ -13482,7 +13482,7 @@ int InitNuke(PLAYER* pp)
nz = pp->pos.Z + pp->bob_z + Z(8);
auto actorNew = SpawnActor(STAT_MISSILE, BOLT_THINMAN_R0, &s_Rocket[0][0], pp->cursector,
nx, ny, nz, pp->angle.ang.asbuild(), 700);
nx, ny, nz, pp->angle.ang.Buildang(), 700);
SetOwner(pp->actor, actorNew);
actorNew->spr.yrepeat = 128;
@ -13541,7 +13541,7 @@ int InitNuke(PLAYER* pp)
actorNew->user.change.Y = MOVEy(actorNew->spr.xvel, actorNew->int_ang());
actorNew->user.change.Z = zvel;
PlayerDamageSlide(pp, -40, NORM_ANGLE(pp->angle.ang.asbuild()+1024)); // Recoil slide
PlayerDamageSlide(pp, -40, NORM_ANGLE(pp->angle.ang.Buildang()+1024)); // Recoil slide
return 0;
}
@ -13655,7 +13655,7 @@ int InitMicro(PLAYER* pp)
else
{
picked = nullptr;
ang = pp->angle.ang.asbuild();
ang = pp->angle.ang.Buildang();
}
nz = pp->pos.Z + pp->bob_z + Z(14);
@ -14858,7 +14858,7 @@ int InitTracerUzi(PLAYER* pp)
// Inserting and setting up variables
auto actorNew = SpawnActor(STAT_MISSILE, 0, s_Tracer, pp->cursector,
nx, ny, nz, pp->angle.ang.asbuild(), TRACER_VELOCITY);
nx, ny, nz, pp->angle.ang.Buildang(), TRACER_VELOCITY);
actorNew->spr.hitag = LUMINOUS; //Always full brightness
SetOwner(pp->actor, actorNew);
@ -15187,8 +15187,8 @@ int InitUzi(PLAYER* pp)
}
else
{
//daang = NORM_ANGLE(pp->angle.ang.asbuild() + (RandomRange(50) - 25));
daang = NORM_ANGLE(pp->angle.ang.asbuild() + (RandomRange(24) - 12));
//daang = NORM_ANGLE(pp->angle.ang.Buildang() + (RandomRange(50) - 25));
daang = NORM_ANGLE(pp->angle.ang.Buildang() + (RandomRange(24) - 12));
daz = -MulScale(pp->horizon.horiz.asq16(), 2000, 16) + (RandomRange(24000) - 12000);
}
@ -16337,7 +16337,7 @@ int InitGrenade(PLAYER* pp)
// Inserting and setting up variables
auto actorNew = SpawnActor(STAT_MISSILE, GRENADE, &s_Grenade[0][0], pp->cursector,
nx, ny, nz, pp->angle.ang.asbuild(), GRENADE_VELOCITY);
nx, ny, nz, pp->angle.ang.Buildang(), GRENADE_VELOCITY);
// don't throw it as far if crawling
if (pp->Flags & (PF_CRAWLING))
@ -16482,7 +16482,7 @@ int InitMine(PLAYER* pp)
// Inserting and setting up variables
auto actorNew = SpawnActor(STAT_MISSILE, MINE, s_Mine, pp->cursector,
nx, ny, nz, pp->angle.ang.asbuild(), MINE_VELOCITY);
nx, ny, nz, pp->angle.ang.Buildang(), MINE_VELOCITY);
SetOwner(pp->actor, actorNew);
actorNew->spr.yrepeat = 32;
@ -16610,7 +16610,7 @@ int InitFireball(PLAYER* pp)
nz = pp->pos.Z + pp->bob_z + Z(15);
auto actorNew = SpawnActor(STAT_MISSILE, FIREBALL1, s_Fireball, pp->cursector, nx, ny, nz, pp->angle.ang.asbuild(), FIREBALL_VELOCITY);
auto actorNew = SpawnActor(STAT_MISSILE, FIREBALL1, s_Fireball, pp->cursector, nx, ny, nz, pp->angle.ang.Buildang(), FIREBALL_VELOCITY);
actorNew->spr.hitag = LUMINOUS; //Always full brightness
actorNew->spr.xrepeat = 40;

View file

@ -776,7 +776,7 @@ void SpawnZombie(PLAYER* pp, DSWActor* weaponActor)
if (ownerActor == nullptr)
return;
auto actorNew = SpawnActor(STAT_ENEMY, ZOMBIE_RUN_R0, s_ZombieRun[0], pp->cursector, pp->pos.X, pp->pos.Y, pp->pos.Z, pp->angle.ang.asbuild(), 0);
auto actorNew = SpawnActor(STAT_ENEMY, ZOMBIE_RUN_R0, s_ZombieRun[0], pp->cursector, pp->pos.X, pp->pos.Y, pp->pos.Z, pp->angle.ang.Buildang(), 0);
SetOwner(actorNew, ownerActor);
actorNew->spr.pal = actorNew->user.spal = ownerActor->user.spal;
actorNew->set_int_ang(RANDOM_P2(2048));