mirror of
https://github.com/DrBeef/Raze.git
synced 2025-02-21 11:11:16 +00:00
- Change out PlayerAngle::settarget()
's input from binangle
to DAngle
.
This commit is contained in:
parent
a090f31bc4
commit
dbc46e2a75
7 changed files with 19 additions and 19 deletions
|
@ -156,7 +156,7 @@ struct PlayerAngle
|
|||
|
||||
// Ticrate playsim adjustment helpers.
|
||||
void resetadjustment() { adjustment = 0; }
|
||||
bool targetset() { return target.asbam(); }
|
||||
bool targetset() { return target.BAMs(); }
|
||||
|
||||
// Input locking helpers.
|
||||
void lockinput() { inputdisabled = true; }
|
||||
|
@ -180,15 +180,15 @@ struct PlayerAngle
|
|||
}
|
||||
}
|
||||
|
||||
void settarget(binangle const value, bool const backup = false)
|
||||
void settarget(const DAngle value, bool const backup = false)
|
||||
{
|
||||
if (!SyncInput() && !backup)
|
||||
{
|
||||
target = value.asbam() ? value : bamang(1);
|
||||
target = value.BAMs() ? value : DAngle::fromBam(1);
|
||||
}
|
||||
else
|
||||
{
|
||||
ang = value;
|
||||
ang = bamang(value.BAMs());
|
||||
if (backup) oang = ang;
|
||||
}
|
||||
}
|
||||
|
@ -197,16 +197,16 @@ struct PlayerAngle
|
|||
{
|
||||
if (targetset())
|
||||
{
|
||||
auto delta = getincanglebam(ang, target).signedbuildf();
|
||||
auto delta = deltaangle(DAngle::fromBam(ang.asbam()), target).Degrees();
|
||||
|
||||
if (abs(delta) > 1)
|
||||
{
|
||||
ang += buildfang(scaleAdjust * delta);
|
||||
ang += degang(scaleAdjust * delta);
|
||||
}
|
||||
else
|
||||
{
|
||||
ang = target;
|
||||
target = bamang(0);
|
||||
ang = bamang(target.BAMs());
|
||||
target = DAngle::fromBam(0);
|
||||
}
|
||||
}
|
||||
else if (adjustment)
|
||||
|
@ -216,7 +216,7 @@ struct PlayerAngle
|
|||
}
|
||||
|
||||
private:
|
||||
binangle target;
|
||||
DAngle target;
|
||||
double adjustment;
|
||||
bool inputdisabled;
|
||||
};
|
||||
|
|
|
@ -3281,7 +3281,7 @@ void useTeleportTarget(DBloodActor* sourceactor, DBloodActor* actor)
|
|||
{
|
||||
if (pPlayer)
|
||||
{
|
||||
pPlayer->angle.settarget(buildang(sourceactor->spr.angle));
|
||||
pPlayer->angle.settarget(DAngle::fromBuild(sourceactor->int_ang()));
|
||||
pPlayer->angle.lockinput();
|
||||
}
|
||||
else if (isDude) sourceactor->xspr.goalAng = actor->spr.angle = sourceactor->spr.angle;
|
||||
|
@ -6099,12 +6099,12 @@ bool modernTypeOperateSprite(DBloodActor* actor, EVENT& event)
|
|||
if (actor->xspr.data4 != 0) break;
|
||||
else if (actor->spr.flags & kModernTypeFlag1)
|
||||
{
|
||||
pPlayer->angle.settarget(buildang(actor->int_ang()));
|
||||
pPlayer->angle.settarget(DAngle::fromBuild(actor->int_ang()));
|
||||
pPlayer->angle.lockinput();
|
||||
}
|
||||
else if (valueIsBetween(actor->xspr.data2, -kAng360, kAng360))
|
||||
{
|
||||
pPlayer->angle.settarget(buildang(actor->xspr.data2));
|
||||
pPlayer->angle.settarget(DAngle::fromBuild(actor->xspr.data2));
|
||||
pPlayer->angle.lockinput();
|
||||
}
|
||||
break;
|
||||
|
|
|
@ -1646,7 +1646,7 @@ void OperateTeleport(sectortype* pSector)
|
|||
{
|
||||
playerResetInertia(pPlayer);
|
||||
pPlayer->zViewVel = pPlayer->zWeaponVel = 0;
|
||||
pPlayer->angle.settarget(buildang(actor->int_ang()), true);
|
||||
pPlayer->angle.settarget(DAngle::fromBuild(actor->int_ang()), true);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -704,7 +704,7 @@ void movecrane(DDukeActor *actor, int crane)
|
|||
actor->SetActiveCrane(true);
|
||||
ps[p].on_crane = actor;
|
||||
S_PlayActorSound(isRR() ? 390 : DUKE_GRUNT, ps[p].GetActor());
|
||||
ps[p].angle.settarget(buildang(actor->int_ang() + 1024));
|
||||
ps[p].angle.settarget(DAngle::fromBuild(actor->int_ang() + 1024));
|
||||
}
|
||||
else
|
||||
{
|
||||
|
|
|
@ -472,7 +472,7 @@ void DoPlayer(bool bSet, int lVar1, int lLabelID, int lVar2, DDukeActor* sActor,
|
|||
break;
|
||||
|
||||
case PLAYER_ANG:
|
||||
if (bSet) ps[iPlayer].angle.settarget(buildang(lValue));
|
||||
if (bSet) ps[iPlayer].angle.settarget(DAngle::fromBuild(lValue));
|
||||
else SetGameVarID(lVar2, ps[iPlayer].angle.ang.asbuild(), sActor, sPlayer);
|
||||
break;
|
||||
|
||||
|
|
|
@ -923,7 +923,7 @@ void AIPlayer::Tick(RunListEvent* ev)
|
|||
if (nTotalPlayers <= 1)
|
||||
{
|
||||
auto ang = GetAngleToSprite(pPlayerActor, pSpiritSprite) & kAngleMask;
|
||||
PlayerList[nPlayer].angle.settarget(buildang(ang), true);
|
||||
PlayerList[nPlayer].angle.settarget(DAngle::fromBuild(ang), true);
|
||||
pPlayerActor->set_int_ang(ang);
|
||||
|
||||
PlayerList[nPlayer].horizon.settarget(buildhoriz(0), true);
|
||||
|
|
|
@ -3349,7 +3349,7 @@ void DoPlayerClimb(PLAYER* pp)
|
|||
pp->LadderPosition.X = lActor->int_pos().X + nx * 5;
|
||||
pp->LadderPosition.Y = lActor->int_pos().Y + ny * 5;
|
||||
|
||||
pp->angle.settarget(buildang(lActor->int_ang() + 1024));
|
||||
pp->angle.settarget(DAngle::fromBuild(lActor->int_ang() + 1024));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -3731,7 +3731,7 @@ bool PlayerOnLadder(PLAYER* pp)
|
|||
pp->LadderPosition.X = lActor->int_pos().X + nx * 5;
|
||||
pp->LadderPosition.Y = lActor->int_pos().Y + ny * 5;
|
||||
|
||||
pp->angle.settarget(buildang(lActor->int_ang() + 1024));
|
||||
pp->angle.settarget(DAngle::fromBuild(lActor->int_ang() + 1024));
|
||||
|
||||
return true;
|
||||
}
|
||||
|
@ -6641,7 +6641,7 @@ void domovethings(void)
|
|||
{
|
||||
int deltax = Player[myconnectindex].pos.X - Player[screenpeek].pos.X;
|
||||
int deltay = Player[myconnectindex].pos.Y - Player[screenpeek].pos.Y;
|
||||
Player[screenpeek].angle.settarget(bvectangbam(deltax, deltay));
|
||||
Player[screenpeek].angle.settarget(VecToAngle(deltax, deltay));
|
||||
}
|
||||
|
||||
if (!(pp->Flags & PF_DEAD))
|
||||
|
|
Loading…
Reference in a new issue