- floatified angle assignments in skull.cpp

This commit is contained in:
Christoph Oelckers 2022-09-08 16:37:51 +02:00
parent 31eb2e5f10
commit ca7488672f

View file

@ -299,7 +299,7 @@ int DoSkullBeginDeath(DSWActor* actor)
if (num_ord > 3) num_ord = 3;
for (i=0; i<num_ord; i++)
{
actor->set_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; i<num_ord; i++)
{
actor->set_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; i<num_ord; i++)
{
actor->set_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; i<num_ord; i++)
{
actor->set_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; i<num_ord; i++)
{
actor->set_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; i<num_ord; i++)
{
actor->set_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);