diff --git a/source/games/sw/src/skull.cpp b/source/games/sw/src/skull.cpp index d14db8361..cc879298b 100644 --- a/source/games/sw/src/skull.cpp +++ b/source/games/sw/src/skull.cpp @@ -299,7 +299,7 @@ int DoSkullBeginDeath(DSWActor* actor) if (num_ord > 3) num_ord = 3; for (i=0; iset_int_ang(NORM_ANGLE(actor->int_ang() + (i*1024))); + actor->spr.angle += DAngle180 * (i & 1); InitSpriteChemBomb(actor); } break; @@ -311,7 +311,7 @@ int DoSkullBeginDeath(DSWActor* actor) if (num_ord > 10) num_ord = 10; for (i=0; iset_int_ang(NORM_ANGLE(RandomRange(2048))); + actor->spr.angle = RandomAngle(); InitCaltrops(actor); } break; @@ -328,7 +328,7 @@ int DoSkullBeginDeath(DSWActor* actor) if (num_ord > 10) num_ord = 10; for (i=0; iset_int_ang(NORM_ANGLE(actor->spr.int_ang() + (i * (2048 / num_ord)))); + actor->spr.angle += DAngle360 * i / num_ord; InitSpriteGrenade(actor); } break; @@ -336,7 +336,7 @@ int DoSkullBeginDeath(DSWActor* actor) SpawnMineExp(actor); for (i=0; i<3; i++) { - actor->set_int_ang(NORM_ANGLE(RandomRange(2048))); + actor->spr.angle = RandomAngle(); InitPhosphorus(actor); } break; @@ -368,7 +368,7 @@ int DoSkullJump(DSWActor* actor) if(actor->vel.X != 0) DoSkullMove(actor); else - actor->set_int_ang(NORM_ANGLE(actor->int_ang() + (64 * ACTORMOVETICS))); + actor->spr.angle += DAngle22_5 * 0.5 * ACTORMOVETICS; if (actor->user.Flags & (SPR_JUMPING)) { @@ -491,7 +491,7 @@ int DoSkullWait(DSWActor* actor) else // above the floor type { - actor->set_int_ang(NORM_ANGLE(actor->int_ang() + (48 * ACTORMOVETICS))); + actor->spr.angle += DAngle22_5 * 0.375 * ACTORMOVETICS; DoSkullBob(actor); @@ -711,7 +711,7 @@ int DoBettyBeginDeath(DSWActor* actor) if (num_ord > 3) num_ord = 3; for (i=0; iset_int_ang(NORM_ANGLE(actor->int_ang() + (i*1024))); + actor->spr.angle += DAngle180 * (i & 1); InitSpriteChemBomb(actor); } break; @@ -723,7 +723,7 @@ int DoBettyBeginDeath(DSWActor* actor) if (num_ord > 10) num_ord = 10; for (i=0; iset_int_ang(NORM_ANGLE(RandomRange(2048))); + actor->spr.angle = RandomAngle(); InitCaltrops(actor); } break; @@ -739,14 +739,14 @@ int DoBettyBeginDeath(DSWActor* actor) if (num_ord > 10) num_ord = 10; for (i=0; iset_int_ang(NORM_ANGLE(actor->int_ang() + (i*(2048/num_ord)))); + actor->spr.angle += DAngle360 * i / num_ord; InitSpriteGrenade(actor); } break; default: for (i=0; i<5; i++) { - actor->set_int_ang(NORM_ANGLE(RandomRange(2048))); + actor->spr.angle = RandomAngle(); InitPhosphorus(actor); SpawnMineExp(actor); } @@ -778,7 +778,7 @@ int DoBettyJump(DSWActor* actor) if(actor->vel.X != 0) DoBettyMove(actor); else - actor->set_int_ang(NORM_ANGLE(actor->int_ang() + (64 * ACTORMOVETICS))); + actor->spr.angle += DAngle22_5 * 0.5 * ACTORMOVETICS; if (actor->user.Flags & (SPR_JUMPING)) { @@ -894,7 +894,7 @@ int DoBettyWait(DSWActor* actor) else // above the floor type { - actor->set_int_ang(NORM_ANGLE(actor->int_ang() + (48 * ACTORMOVETICS))); + actor->spr.angle += DAngle22_5 * 0.375 * ACTORMOVETICS; DoBettyBob(actor);