mirror of
https://github.com/DrBeef/Raze.git
synced 2025-01-21 00:20:59 +00:00
- use ToVector where appropriate
This commit is contained in:
parent
0c757ff96a
commit
cceecb4ab6
9 changed files with 16 additions and 23 deletions
|
@ -103,8 +103,7 @@ tspritetype* viewInsertTSprite(tspriteArray& tsprites, sectortype* pSector, int
|
|||
pTSprite->ownerActor = parentTSprite->ownerActor;
|
||||
pTSprite->angle = parentTSprite->angle;
|
||||
}
|
||||
pos.X += gCameraAng.Cos() * 2;
|
||||
pos.Y += gCameraAng.Sin() * 2;
|
||||
pos.XY() += gCameraAng.ToVector() * 2;
|
||||
pTSprite->pos = pos;
|
||||
return pTSprite;
|
||||
}
|
||||
|
|
|
@ -790,8 +790,7 @@ void movecrane(DDukeActor *actor, int crane)
|
|||
{
|
||||
auto ang = ps[p].angle.ang;
|
||||
ps[p].backupxyz();
|
||||
ps[p].pos.X = actor->spr.pos.X - CRANE_STEP * ang.Cos();
|
||||
ps[p].pos.Y = actor->spr.pos.Y - CRANE_STEP * ang.Sin();
|
||||
ps[p].pos.XY() = actor->spr.pos.XY() - CRANE_STEP * ang.ToVector();
|
||||
ps[p].pos.Z = actor->spr.pos.Z + 2;
|
||||
SetActor(ps[p].GetActor(), ps[p].pos);
|
||||
ps[p].setCursector(ps[p].GetActor()->sector());
|
||||
|
@ -4244,7 +4243,7 @@ void handle_se26(DDukeActor* actor)
|
|||
double zvel = actor->spr.zvel * zinttoworld;
|
||||
|
||||
actor->spr.xvel = 32;
|
||||
DVector2 vect = { 2 * actor->spr.angle.Cos(), 2 * actor->spr.angle.Sin() }; // was: (32 * bsin) >> 14
|
||||
DVector2 vect = 2 * actor->spr.angle.ToVector(); // was: (32 * bsin) >> 14
|
||||
|
||||
actor->spr.shade++;
|
||||
if (actor->spr.shade > 7)
|
||||
|
|
|
@ -872,7 +872,7 @@ static void movetripbomb(DDukeActor *actor)
|
|||
actor->spr.angle = actor->temp_angle;
|
||||
|
||||
actor->temp_data[3] = actor->int_pos().X; actor->temp_data[4] = actor->int_pos().Y;
|
||||
actor->spr.pos += actor->temp_angle.ToVector(2);
|
||||
actor->spr.pos += actor->temp_angle.ToVector() * 2;
|
||||
actor->spr.pos.Z -= 3;
|
||||
|
||||
// Laser fix from EDuke32.
|
||||
|
@ -908,7 +908,7 @@ static void movetripbomb(DDukeActor *actor)
|
|||
}
|
||||
x -= 1024;
|
||||
|
||||
actor->spr.pos += actor->temp_angle.ToVector(64);
|
||||
actor->spr.pos += actor->temp_angle.ToVector() * 64;
|
||||
updatesectorneighbor(actor->spr.pos, &curSect, 128);
|
||||
|
||||
if (curSect == nullptr)
|
||||
|
@ -941,7 +941,7 @@ static void movetripbomb(DDukeActor *actor)
|
|||
|
||||
actor->temp_data[3] = actor->int_pos().X;
|
||||
actor->temp_data[4] = actor->int_pos().Y;
|
||||
actor->spr.pos += actor->temp_angle.ToVector(2);
|
||||
actor->spr.pos += actor->temp_angle.ToVector() * 2;
|
||||
actor->spr.pos.Z -= 3;
|
||||
SetActor(actor, actor->spr.pos);
|
||||
|
||||
|
@ -2222,8 +2222,7 @@ static void greenslime(DDukeActor *actor)
|
|||
|
||||
actor->spr.xrepeat = 20 + bsin(actor->temp_data[1], -13);
|
||||
actor->spr.yrepeat = 15 + bsin(actor->temp_data[1], -13);
|
||||
actor->spr.pos.X = ps[p].pos.X + ps[p].angle.ang.Cos() * 8;
|
||||
actor->spr.pos.Y = ps[p].pos.Y + ps[p].angle.ang.Sin() * 8;
|
||||
actor->spr.pos.XY() = ps[p].pos.XY() + ps[p].angle.ang.ToVector() * 8;
|
||||
return;
|
||||
}
|
||||
|
||||
|
|
|
@ -221,8 +221,7 @@ void animatesprites_d(tspriteArray& tsprites, int x, int y, int a, int smoothrat
|
|||
else
|
||||
{
|
||||
t->angle = VecToAngle(viewVec - t->pos.XY());
|
||||
t->pos.X = OwnerAc->spr.pos.X + t->angle.Cos();
|
||||
t->pos.Y = OwnerAc->spr.pos.Y + t->angle.Sin();
|
||||
t->pos.XY() = OwnerAc->spr.pos.XY() + t->angle.ToVector();
|
||||
}
|
||||
}
|
||||
break;
|
||||
|
@ -597,8 +596,7 @@ void animatesprites_d(tspriteArray& tsprites, int x, int y, int a, int smoothrat
|
|||
{
|
||||
// Alter the shadow's position so that it appears behind the sprite itself.
|
||||
auto look = VecToAngle(shadowspr->pos.XY() - ps[screenpeek].pos.XY());
|
||||
shadowspr->pos.X += look.Cos() * 2;
|
||||
shadowspr->pos.Y += look.Sin() * 2;
|
||||
shadowspr->pos.XY() += look.ToVector() * 2;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -215,8 +215,7 @@ void animatesprites_r(tspriteArray& tsprites, int x, int y, int a, int smoothrat
|
|||
else
|
||||
{
|
||||
t->angle = VecToAngle(viewVec - t->pos.XY());
|
||||
t->pos.X = OwnerAc->spr.pos.X + t->angle.Cos();
|
||||
t->pos.Y = OwnerAc->spr.pos.Y + t->angle.Sin();
|
||||
t->pos.XY() = OwnerAc->spr.pos.XY() + t->angle.ToVector();
|
||||
}
|
||||
}
|
||||
break;
|
||||
|
@ -752,8 +751,7 @@ void animatesprites_r(tspriteArray& tsprites, int x, int y, int a, int smoothrat
|
|||
{
|
||||
// Alter the shadow's position so that it appears behind the sprite itself.
|
||||
auto look = VecToAngle(shadowspr->pos.XY() - ps[screenpeek].pos.XY());
|
||||
shadowspr->pos.X += look.Cos() * 2;
|
||||
shadowspr->pos.Y += look.Sin() * 2;
|
||||
shadowspr->pos.XY() += look.ToVector() * 2;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -921,12 +921,12 @@ void checkplayerhurt_d(player_struct* p, const Collision& coll)
|
|||
p->vel.Y = -p->angle.ang.Sin() * (1 << 22);
|
||||
S_PlayActorSound(DUKE_LONGTERM_PAIN, p->GetActor());
|
||||
|
||||
fi.checkhitwall(p->GetActor(), wal, p->pos + DVector2(p->angle.ang.Cos() * 2, p->angle.ang.Sin() * 2), -1);
|
||||
fi.checkhitwall(p->GetActor(), wal, p->pos + p->angle.ang.ToVector() * 2, -1);
|
||||
break;
|
||||
|
||||
case BIGFORCE:
|
||||
p->hurt_delay = 26;
|
||||
fi.checkhitwall(p->GetActor(), wal, p->pos + DVector2(p->angle.ang.Cos() * 2, p->angle.ang.Sin() * 2), -1);
|
||||
fi.checkhitwall(p->GetActor(), wal, p->pos + p->angle.ang.ToVector() * 2, -1);
|
||||
break;
|
||||
|
||||
}
|
||||
|
|
|
@ -1412,7 +1412,7 @@ void checkplayerhurt_r(player_struct* p, const Collision &coll)
|
|||
{
|
||||
case BIGFORCE:
|
||||
p->hurt_delay = 26;
|
||||
fi.checkhitwall(p->GetActor(), wal, p->pos + DVector2(p->angle.ang.Cos() * 2, p->angle.ang.Sin() * 2), -1);
|
||||
fi.checkhitwall(p->GetActor(), wal, p->pos + p->angle.ang.ToVector() * 2, -1);
|
||||
break;
|
||||
|
||||
}
|
||||
|
|
|
@ -447,7 +447,7 @@ void initshell(DDukeActor* actj, DDukeActor* act, bool isshell)
|
|||
act->spr.pos.Z = actj->spr.pos.Z - gs.playerheight + 3;
|
||||
}
|
||||
|
||||
act->spr.pos.XY() = actj->spr.pos.XY() + ang.ToVector(8);
|
||||
act->spr.pos.XY() = actj->spr.pos.XY() + ang.ToVector() * 8;
|
||||
|
||||
act->spr.shade = -8;
|
||||
|
||||
|
|
|
@ -413,7 +413,7 @@ int DoActorDebris(DSWActor* actor)
|
|||
else
|
||||
{
|
||||
// todo: check correctness
|
||||
DVector2 nvec(ACTORMOVETICS * maptoworld * actor->spr.angle.Cos(), ACTORMOVETICS * maptoworld * actor->spr.angle.Sin());
|
||||
DVector2 nvec = ACTORMOVETICS * maptoworld * actor->spr.angle.ToVector();
|
||||
|
||||
if (!move_debris(actor, nvec))
|
||||
{
|
||||
|
|
Loading…
Reference in a new issue