mirror of
https://github.com/DrBeef/Raze.git
synced 2025-02-01 05:20:43 +00:00
- 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:
parent
7a6f5c0864
commit
b23e77d9c7
44 changed files with 197 additions and 198 deletions
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@ -397,7 +397,7 @@ void PlayerAngle::applyinput(float const avel, ESyncBits* actions, double const
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if (avel)
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{
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// add player's input
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ang += degang(avel);
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ang += DAngle::fromDeg(avel);
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}
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if (spin < 0)
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@ -411,7 +411,7 @@ void PlayerAngle::applyinput(float const avel, ESyncBits* actions, double const
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add -= spin;
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spin = 0;
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}
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ang += buildfang(add);
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ang += DAngle::fromBuildf(add);
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}
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}
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else
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@ -124,8 +124,7 @@ private:
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struct PlayerAngle
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{
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binangle ang, oang;
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DAngle look_ang, olook_ang, rotscrnang, orotscrnang;
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DAngle ang, oang, look_ang, olook_ang, rotscrnang, orotscrnang;
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double spin;
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friend FSerializer& Serialize(FSerializer& arc, const char* keyname, PlayerAngle& w, PlayerAngle* def);
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@ -148,9 +147,9 @@ struct PlayerAngle
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}
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// Commonly used getters.
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binangle osum() { return oang + bamang(olook_ang.BAMs()); }
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binangle sum() { return ang + bamang(look_ang.BAMs()); }
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binangle interpolatedsum(double const smoothratio) { return interpolatedangle(osum(), sum(), smoothratio); }
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DAngle osum() { return oang + olook_ang; }
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DAngle sum() { return ang + look_ang; }
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DAngle interpolatedsum(double const smoothratio) { return interpolatedangle(osum(), sum(), smoothratio); }
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DAngle interpolatedlookang(double const smoothratio) { return interpolatedangle(olook_ang, look_ang, smoothratio); }
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DAngle interpolatedrotscrn(double const smoothratio) { return interpolatedangle(orotscrnang, rotscrnang, smoothratio); }
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@ -176,7 +175,7 @@ struct PlayerAngle
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}
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else
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{
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ang += bamang(value.BAMs());
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ang += value;
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}
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}
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@ -188,7 +187,7 @@ struct PlayerAngle
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}
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else
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{
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ang = bamang(value.BAMs());
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ang = value;
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if (backup) oang = ang;
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}
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}
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@ -197,21 +196,21 @@ struct PlayerAngle
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{
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if (targetset())
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{
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auto delta = deltaangle(DAngle::fromBam(ang.asbam()), target).Degrees();
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auto delta = deltaangle(ang, target).Normalized180().Degrees();
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if (abs(delta) > 1)
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{
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ang += degang(scaleAdjust * delta);
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ang += DAngle::fromDeg(scaleAdjust * delta);
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}
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else
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{
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ang = bamang(target.BAMs());
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ang = target;
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target = DAngle::fromBam(0);
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}
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}
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else if (adjustment)
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{
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ang += degang(scaleAdjust * adjustment);
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ang += DAngle::fromDeg(scaleAdjust * adjustment);
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}
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}
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@ -9339,7 +9339,7 @@ void changeSpriteAngle(DBloodActor* pSpr, int nAng)
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{
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PLAYER* pPlayer = getPlayerById(pSpr->spr.type);
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if (pPlayer)
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pPlayer->angle.ang = buildang(nAng);
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pPlayer->angle.ang = DAngle::fromBuild(nAng);
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else
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{
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pSpr->set_int_ang(nAng);
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@ -43,7 +43,7 @@ void GameInterface::WarpToCoords(int x, int y, int z, int ang, int horz)
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if (ang != INT_MIN)
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{
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pPlayer->angle.oang = pPlayer->angle.ang = gView->angle.ang = buildang(ang);
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pPlayer->angle.oang = pPlayer->angle.ang = gView->angle.ang = DAngle::fromBuild(ang);
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pView->angle = DAngle::fromBuild(ang);
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}
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@ -810,7 +810,7 @@ void playerStart(int nPlayer, int bNewLevel)
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actor->add_int_z(-(bottom - actor->int_pos().Z));
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actor->spr.pal = 11 + (pPlayer->teamId & 3);
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actor->set_int_ang(pStartZone->ang);
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pPlayer->angle.ang = buildang(actor->int_ang());
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pPlayer->angle.ang = DAngle::fromBuild(actor->int_ang());
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actor->spr.type = kDudePlayer1 + nPlayer;
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actor->spr.clipdist = pDudeInfo->clipdist;
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actor->spr.flags = 15;
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@ -1504,7 +1504,7 @@ int ActionScan(PLAYER* pPlayer, HitInfo* out)
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void UpdatePlayerSpriteAngle(PLAYER* pPlayer)
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{
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pPlayer->actor->set_int_ang(pPlayer->angle.ang.asbuild());
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pPlayer->actor->set_int_ang(pPlayer->angle.ang.Buildang());
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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(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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pPlayer->angle.addadjustment(deltaangle(pPlayer->angle.ang, 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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@ -63,7 +63,7 @@ void viewBackupView(int nPlayer)
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{
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PLAYER* pPlayer = &gPlayer[nPlayer];
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VIEW* pView = &gPrevView[nPlayer];
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pView->angle = DAngle::fromBam(pPlayer->angle.ang.asbam());
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pView->angle = pPlayer->angle.ang;
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pView->x = pPlayer->actor->int_pos().X;
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pView->y = pPlayer->actor->int_pos().Y;
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pView->viewz = pPlayer->zView;
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@ -474,7 +474,7 @@ static void DrawMap(DBloodActor* view)
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VIEW* pView = &gPrevView[gViewIndex];
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int x = interpolatedvalue(pView->x, view->int_pos().X, gInterpolate);
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int y = interpolatedvalue(pView->y, view->int_pos().Y, gInterpolate);
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int ang = (!SyncInput() ? gView->angle.sum() : gView->angle.interpolatedsum(gInterpolate)).asbuild();
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int ang = (!SyncInput() ? gView->angle.sum() : gView->angle.interpolatedsum(gInterpolate)).Buildang();
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DrawOverheadMap(x, y, ang, gInterpolate);
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if (tm)
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setViewport(hud_size);
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@ -532,13 +532,13 @@ void SetupView(int& cX, int& cY, int& cZ, DAngle& cA, fixedhoriz& cH, sectortype
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if (!SyncInput())
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{
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cA = DAngle::fromBam(gView->angle.sum().asbam());
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cA = gView->angle.sum();
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cH = gView->horizon.sum();
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rotscrnang = gView->angle.rotscrnang;
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}
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else
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{
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cA = DAngle::fromBam(gView->angle.interpolatedsum(gInterpolate).asbam());
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cA = gView->angle.interpolatedsum(gInterpolate);
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cH = gView->horizon.interpolatedsum(gInterpolate);
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rotscrnang = gView->angle.interpolatedrotscrn(gInterpolate);
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}
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@ -360,7 +360,7 @@ void movedummyplayers(void)
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{
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act->spr.cstat = CSTAT_SPRITE_BLOCK_ALL;
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act->set_int_z(act->sector()->int_ceilingz() + (27 << 8));
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act->set_int_ang(ps[p].angle.ang.asbuild());
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act->set_int_ang(ps[p].angle.ang.Buildang());
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if (act->temp_data[0] == 8)
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act->temp_data[0] = 0;
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else act->temp_data[0]++;
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@ -400,7 +400,7 @@ void moveplayers(void)
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{
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act->spr.pos = p->opos.plusZ(gs.playerheight);
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act->backupz();
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act->set_int_ang(p->angle.oang.asbuild());
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act->set_int_ang(p->angle.oang.Buildang());
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SetActor(act, act->spr.pos);
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}
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else
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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(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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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.));
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}
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if (act->spr.extra > 0)
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@ -461,10 +461,10 @@ 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(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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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.));
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}
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}
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act->set_int_ang(p->angle.ang.asbuild());
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act->set_int_ang(p->angle.ang.Buildang());
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}
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}
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else
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@ -497,13 +497,13 @@ void moveplayers(void)
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if (act->spr.extra < 8)
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{
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act->spr.xvel = 128;
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act->set_int_ang(p->angle.ang.asbuild());
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act->set_int_ang(p->angle.ang.Buildang());
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act->spr.extra++;
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ssp(act, CLIPMASK0);
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}
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else
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{
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act->set_int_ang(2047 - (p->angle.ang.asbuild()));
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act->set_int_ang(2047 - (p->angle.ang.Buildang()));
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SetActor(act, act->spr.pos);
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}
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}
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@ -788,7 +788,7 @@ void movecrane(DDukeActor *actor, int crane)
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}
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else if (actor->IsActiveCrane())
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{
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auto ang = ps[p].angle.ang.asbuild();
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auto ang = ps[p].angle.ang.Buildang();
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ps[p].backupxyz();
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ps[p].pos.X = actor->spr.pos.X - CRANE_STEP * buildang(ang).fcos();
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ps[p].pos.Y = actor->spr.pos.Y - CRANE_STEP * buildang(ang).fsin();
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@ -1498,7 +1498,7 @@ bool queball(DDukeActor *actor, int pocket, int queball, int stripeball)
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{
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// if(actor->spr.pal == 12)
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{
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int j = getincangle(ps[p].angle.ang.asbuild(), getangle(actor->spr.pos.XY() - ps[p].pos.XY()));
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int j = getincangle(ps[p].angle.ang.Buildang()getangle(actor->spr.pos.XY() - ps[p].pos.XY()));
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if (j > -64 && j < 64 && PlayerInput(p, SB_OPEN))
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if (ps[p].toggle_key_flag == 1)
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{
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@ -1508,7 +1508,7 @@ bool queball(DDukeActor *actor, int pocket, int queball, int stripeball)
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{
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if (act2->spr.picnum == queball || act2->spr.picnum == stripeball)
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{
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j = getincangle(ps[p].angle.ang.asbuild(), getangle(act2->spr.pos.XY() - ps[p].pos.XY()));
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j = getincangle(ps[p].angle.ang.Buildang(), getangle(act2->spr.pos.XY() - ps[p].pos.XY()));
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if (j > -64 && j < 64)
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{
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int l;
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@ -1522,7 +1522,7 @@ bool queball(DDukeActor *actor, int pocket, int queball, int stripeball)
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if (actor->spr.pal == 12)
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actor->spr.xvel = 164;
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else actor->spr.xvel = 140;
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actor->set_int_ang(ps[p].angle.ang.asbuild());
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actor->set_int_ang(ps[p].angle.ang.Buildang());
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ps[p].toggle_key_flag = 2;
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}
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}
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@ -1797,7 +1797,7 @@ void movetransports_d(void)
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ps[k].GetActor()->spr.extra = 0;
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}
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ps[p].angle.ang = buildang(Owner->int_ang());
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ps[p].angle.ang = DAngle::fromBuild(Owner->int_ang());
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if (Owner->GetOwner() != Owner)
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{
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@ -2126,7 +2126,7 @@ static void greenslime(DDukeActor *actor)
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}
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else if (x < 1024 && ps[p].quick_kick == 0)
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{
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j = getincangle(ps[p].angle.ang.asbuild(), getangle(actor->spr.pos.XY() - ps[p].pos.XY()));
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j = getincangle(ps[p].angle.ang.Buildang(), getangle(actor->spr.pos.XY() - ps[p].pos.XY()));
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if (j > -128 && j < 128)
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ps[p].quick_kick = 14;
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}
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@ -2148,7 +2148,7 @@ static void greenslime(DDukeActor *actor)
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SetActor(actor, actor->spr.pos);
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actor->set_int_ang(ps[p].angle.ang.asbuild());
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actor->set_int_ang(ps[p].angle.ang.Buildang());
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if ((PlayerInput(p, SB_FIRE) || (ps[p].quick_kick > 0)) && ps[p].GetActor()->spr.extra > 0)
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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))
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@ -1447,7 +1447,7 @@ void movetransports_r(void)
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ps[k].GetActor()->spr.extra = 0;
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}
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ps[p].angle.ang = buildang(Owner->int_ang());
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ps[p].angle.ang = DAngle::fromBuild(Owner->int_ang());
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if (Owner->GetOwner() != Owner)
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{
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@ -2292,7 +2292,7 @@ void rr_specialstats()
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{
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if (act2->spr.picnum == RRTILE297)
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{
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ps[p].angle.ang = buildang(act2->int_ang());
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ps[p].angle.ang = DAngle::fromBuild(act2->int_ang());
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ps[p].getposfromactor(act2, -36);
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ps[p].backupxyz();
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ps[p].setbobpos();
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@ -120,7 +120,7 @@ void GameInterface::WarpToCoords(int x, int y, int z, int ang, int horz)
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if (ang != INT_MIN)
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{
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p->angle.oang = p->angle.ang = buildang(ang);
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p->angle.oang = p->angle.ang = DAngle::fromBuild(ang);
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}
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if (horz != INT_MIN)
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@ -61,7 +61,7 @@ FString GameInterface::GetCoordString()
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FString out;
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out.Format("pos= %2.3f, %2.3f, %2.3f - angle = %2.3f - sector = %d, lotag = %d, hitag = %d",
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ps[snum].pos.X, ps[snum].pos.Y, ps[snum].pos.Z, ps[snum].angle.ang.asdeg(), sectnum(ps[snum].cursector),
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ps[snum].pos.X, ps[snum].pos.Y, ps[snum].pos.Z, ps[snum].angle.ang.Degrees(), sectnum(ps[snum].cursector),
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ps[snum].cursector->lotag, ps[snum].cursector->hitag);
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return out;
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@ -282,14 +282,14 @@ void drawoverlays(double smoothratio)
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{
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cposx = interpolatedvalue(pp->player_int_opos().X, pp->player_int_pos().X, smoothratio);
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cposy = interpolatedvalue(pp->player_int_opos().Y, pp->player_int_pos().Y, smoothratio);
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cang = DAngle::fromBam((!SyncInput() ? pp->angle.ang : interpolatedangle(pp->angle.oang, pp->angle.ang, smoothratio)).asbam());
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cang = !SyncInput() ? pp->angle.ang : interpolatedangle(pp->angle.oang, pp->angle.ang, smoothratio);
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}
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}
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else
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{
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cposx = pp->player_int_opos().X;
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cposy = pp->player_int_opos().Y;
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cang = DAngle::fromBam(pp->angle.oang.asbam());
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cang = pp->angle.oang;
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}
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DrawOverheadMap(cposx, cposy, cang.Buildang(), smoothratio);
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RestoreInterpolations();
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@ -473,11 +473,11 @@ void DoPlayer(bool bSet, int lVar1, int lLabelID, int lVar2, DDukeActor* sActor,
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case PLAYER_ANG:
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if (bSet) ps[iPlayer].angle.settarget(DAngle::fromBuild(lValue));
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else SetGameVarID(lVar2, ps[iPlayer].angle.ang.asbuild(), sActor, sPlayer);
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else SetGameVarID(lVar2, ps[iPlayer].angle.ang.Buildang(), sActor, sPlayer);
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break;
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case PLAYER_OANG:
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if (!bSet) SetGameVarID(lVar2, ps[iPlayer].angle.oang.asbuild(), sActor, sPlayer);
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if (!bSet) SetGameVarID(lVar2, ps[iPlayer].angle.oang.Buildang(), sActor, sPlayer);
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break;
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case PLAYER_ANGVEL: // This no longer exists.
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@ -2425,9 +2425,9 @@ int ParseState::parse(void)
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else if( (l& pfacing) )
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{
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if (g_ac->isPlayer() && ud.multimode > 1)
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j = getincangle(ps[otherp].angle.ang.asbuild(), getangle(ps[g_p].pos.XY() - ps[otherp].pos.XY()));
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j = getincangle(ps[otherp].angle.ang.Buildang(), getangle(ps[g_p].pos.XY() - ps[otherp].pos.XY()));
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else
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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:
|
||||
|
|
|
@ -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);
|
||||
}
|
||||
|
||||
//---------------------------------------------------------------------------
|
||||
|
|
|
@ -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)
|
||||
|
|
|
@ -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())
|
||||
{
|
||||
|
|
|
@ -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];
|
||||
|
|
|
@ -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)
|
||||
{
|
||||
|
|
|
@ -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);
|
||||
|
|
|
@ -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();
|
||||
|
||||
|
|
|
@ -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();
|
||||
}
|
||||
}
|
||||
|
|
|
@ -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)
|
||||
|
|
|
@ -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)
|
||||
|
|
|
@ -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
|
||||
{
|
||||
|
|
|
@ -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));
|
||||
|
|
|
@ -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)
|
||||
|
|
|
@ -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);
|
||||
}
|
||||
}
|
||||
|
|
|
@ -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)
|
||||
|
|
|
@ -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);
|
||||
}
|
||||
|
||||
|
|
|
@ -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++;
|
||||
}
|
||||
}
|
||||
|
|
|
@ -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);
|
||||
}
|
||||
|
||||
|
|
|
@ -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);
|
||||
|
|
|
@ -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 = §or[0]; // hack alert!
|
||||
if (vissect->extra != -1)
|
||||
|
|
|
@ -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)
|
||||
|
|
|
@ -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
|
||||
{
|
||||
|
|
|
@ -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;
|
||||
|
||||
|
|
|
@ -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 };
|
||||
|
||||
|
|
|
@ -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;
|
||||
|
||||
|
|
|
@ -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)
|
||||
|
|
|
@ -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)
|
||||
|
|
|
@ -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)
|
||||
{
|
||||
|
|
|
@ -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();
|
||||
|
|
|
@ -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);
|
||||
}
|
||||
|
|
|
@ -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;
|
||||
|
|
|
@ -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));
|
||||
|
|
Loading…
Reference in a new issue