- Change out PlayerAngle::settarget()'s input from binangle to DAngle.

This commit is contained in:
Mitchell Richters 2022-08-27 22:20:38 +10:00 committed by Christoph Oelckers
parent a090f31bc4
commit dbc46e2a75
7 changed files with 19 additions and 19 deletions

View file

@ -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;
};

View file

@ -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;

View file

@ -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);
}
}
}

View file

@ -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
{

View file

@ -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;

View file

@ -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);

View file

@ -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))