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- floatified angle assignments in skull.cpp
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31eb2e5f10
commit
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1 changed files with 12 additions and 12 deletions
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@ -299,7 +299,7 @@ int DoSkullBeginDeath(DSWActor* actor)
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if (num_ord > 3) num_ord = 3;
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for (i=0; i<num_ord; i++)
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{
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actor->set_int_ang(NORM_ANGLE(actor->int_ang() + (i*1024)));
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actor->spr.angle += DAngle180 * (i & 1);
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InitSpriteChemBomb(actor);
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}
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break;
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@ -311,7 +311,7 @@ int DoSkullBeginDeath(DSWActor* actor)
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if (num_ord > 10) num_ord = 10;
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for (i=0; i<num_ord; i++)
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{
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actor->set_int_ang(NORM_ANGLE(RandomRange(2048)));
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actor->spr.angle = RandomAngle();
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InitCaltrops(actor);
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}
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break;
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@ -328,7 +328,7 @@ int DoSkullBeginDeath(DSWActor* actor)
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if (num_ord > 10) num_ord = 10;
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for (i=0; i<num_ord; i++)
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{
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actor->set_int_ang(NORM_ANGLE(actor->spr.int_ang() + (i * (2048 / num_ord))));
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actor->spr.angle += DAngle360 * i / num_ord;
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InitSpriteGrenade(actor);
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}
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break;
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@ -336,7 +336,7 @@ int DoSkullBeginDeath(DSWActor* actor)
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SpawnMineExp(actor);
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for (i=0; i<3; i++)
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{
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actor->set_int_ang(NORM_ANGLE(RandomRange(2048)));
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actor->spr.angle = RandomAngle();
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InitPhosphorus(actor);
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}
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break;
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@ -368,7 +368,7 @@ int DoSkullJump(DSWActor* actor)
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if(actor->vel.X != 0)
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DoSkullMove(actor);
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else
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actor->set_int_ang(NORM_ANGLE(actor->int_ang() + (64 * ACTORMOVETICS)));
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actor->spr.angle += DAngle22_5 * 0.5 * ACTORMOVETICS;
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if (actor->user.Flags & (SPR_JUMPING))
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{
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@ -491,7 +491,7 @@ int DoSkullWait(DSWActor* actor)
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else
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// above the floor type
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{
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actor->set_int_ang(NORM_ANGLE(actor->int_ang() + (48 * ACTORMOVETICS)));
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actor->spr.angle += DAngle22_5 * 0.375 * ACTORMOVETICS;
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DoSkullBob(actor);
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@ -711,7 +711,7 @@ int DoBettyBeginDeath(DSWActor* actor)
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if (num_ord > 3) num_ord = 3;
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for (i=0; i<num_ord; i++)
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{
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actor->set_int_ang(NORM_ANGLE(actor->int_ang() + (i*1024)));
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actor->spr.angle += DAngle180 * (i & 1);
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InitSpriteChemBomb(actor);
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}
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break;
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@ -723,7 +723,7 @@ int DoBettyBeginDeath(DSWActor* actor)
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if (num_ord > 10) num_ord = 10;
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for (i=0; i<num_ord; i++)
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{
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actor->set_int_ang(NORM_ANGLE(RandomRange(2048)));
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actor->spr.angle = RandomAngle();
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InitCaltrops(actor);
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}
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break;
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@ -739,14 +739,14 @@ int DoBettyBeginDeath(DSWActor* actor)
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if (num_ord > 10) num_ord = 10;
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for (i=0; i<num_ord; i++)
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{
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actor->set_int_ang(NORM_ANGLE(actor->int_ang() + (i*(2048/num_ord))));
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actor->spr.angle += DAngle360 * i / num_ord;
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InitSpriteGrenade(actor);
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}
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break;
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default:
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for (i=0; i<5; i++)
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{
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actor->set_int_ang(NORM_ANGLE(RandomRange(2048)));
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actor->spr.angle = RandomAngle();
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InitPhosphorus(actor);
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SpawnMineExp(actor);
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}
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@ -778,7 +778,7 @@ int DoBettyJump(DSWActor* actor)
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if(actor->vel.X != 0)
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DoBettyMove(actor);
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else
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actor->set_int_ang(NORM_ANGLE(actor->int_ang() + (64 * ACTORMOVETICS)));
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actor->spr.angle += DAngle22_5 * 0.5 * ACTORMOVETICS;
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if (actor->user.Flags & (SPR_JUMPING))
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{
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@ -894,7 +894,7 @@ int DoBettyWait(DSWActor* actor)
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else
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// above the floor type
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{
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actor->set_int_ang(NORM_ANGLE(actor->int_ang() + (48 * ACTORMOVETICS)));
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actor->spr.angle += DAngle22_5 * 0.375 * ACTORMOVETICS;
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DoBettyBob(actor);
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