diff --git a/source/common/utility/vectors.h b/source/common/utility/vectors.h index 538a1d8e4..019eb9db1 100644 --- a/source/common/utility/vectors.h +++ b/source/common/utility/vectors.h @@ -1364,7 +1364,7 @@ public: return Degrees_ / other; } - constexpr TAngle operator/ (TAngle other) const + constexpr double operator/ (TAngle other) const { return Degrees_ / other.Degrees_; } diff --git a/source/games/blood/src/view.cpp b/source/games/blood/src/view.cpp index 8e9ab69ea..4d43289f3 100644 --- a/source/games/blood/src/view.cpp +++ b/source/games/blood/src/view.cpp @@ -526,7 +526,7 @@ static void SetupView(PLAYER* pPlayer, DVector3& cPos, DAngle& cA, DAngle& cH, s { cPos.Z += bobHeight; } - cPos.Z -= lerp(-10., 10., ((cH.Normalized180() + DAngle90) / DAngle180).Degrees()); + cPos.Z -= lerp(-10., 10., (cH.Normalized180() + DAngle90) / DAngle180); } else { diff --git a/source/games/duke/src/hudweapon_d.cpp b/source/games/duke/src/hudweapon_d.cpp index 9801cd5e4..015c51970 100644 --- a/source/games/duke/src/hudweapon_d.cpp +++ b/source/games/duke/src/hudweapon_d.cpp @@ -232,7 +232,7 @@ void displayweapon_d(int snum, double interpfrac) plravel = getavel(snum) * (1. / 16.); auto horiz = !SyncInput() ? p->horizon.sum() : p->horizon.interpolatedsum(interpfrac); - horiz16th = lerp(-16., 16., ((horiz.Normalized180() + DAngle90) / DAngle180).Degrees()); + horiz16th = lerp(-16., 16., (horiz.Normalized180() + DAngle90) / DAngle180); look_anghalf = p->angle.look_anghalf(interpfrac); looking_arc = p->angle.looking_arc(interpfrac); hard_landing *= 8.; diff --git a/source/games/duke/src/player_d.cpp b/source/games/duke/src/player_d.cpp index 5ef8d3d6d..a1b4dee46 100644 --- a/source/games/duke/src/player_d.cpp +++ b/source/games/duke/src/player_d.cpp @@ -180,7 +180,7 @@ static void shootflamethrowerflame(DDukeActor* actor, int p, DVector3 spos, DAng // WTF??? DAngle myang = DAngle90 - (DAngle180 - abs(abs((spos.XY() - ps[p].pos.XY()).Angle() - sang) - DAngle180)); if (ps[p].GetActor()->vel.X != 0) - vel = ((myang / DAngle90).Degrees() * ps[p].GetActor()->vel.X) + 25; + vel = ((myang / DAngle90) * ps[p].GetActor()->vel.X) + 25; if (actor->sector()->lotag == 2 && (krand() % 5) == 0) spawned = spawn(actor, WATERBUBBLE); }