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- floatified DExhumedActor::angle2
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4 changed files with 9 additions and 9 deletions
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@ -32,7 +32,7 @@ public:
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union { int16_t nIndex2; int16_t nAngle2; }; // index2 is for scorpion, angle2 is for wasp.
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union { int16_t nChannel; int16_t nVel; }; // channel is for scorpion, vel is for wasp.
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union { int16_t nDamage; int16_t nAction2; }; // nAction2 is for the queen.
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int/*DAngle*/ angle2; // used by the queen
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DAngle angle2; // used by AngleChase
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// for the grenade.
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int nTurn;
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@ -924,7 +924,7 @@ Collision AngleChase(DExhumedActor* pActor, DExhumedActor* pActor2, int ebx, int
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if (pActor2 == nullptr)
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{
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pActor->angle2 = 0;
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pActor->angle2 = nullAngle;
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nAngle = pActor->int_ang();
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}
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else
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@ -963,14 +963,14 @@ Collision AngleChase(DExhumedActor* pActor, DExhumedActor* pActor2, int ebx, int
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}
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nAngle = (nAngDelta + pActor->int_ang()) & kAngleMask;
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int nAngDeltaD = AngleDelta(pActor->angle2, var_18, 24);
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int nAngDeltaD = AngleDelta(pActor->angle2.Buildang(), var_18, 24);
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pActor->angle2 = (pActor->angle2 + nAngDeltaD) & kAngleMask;
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pActor->angle2 = DAngle::fromBuild((pActor->angle2.Buildang() + nAngDeltaD) & kAngleMask);
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}
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pActor->set_int_ang(nAngle);
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int eax = abs(bcos(pActor->angle2));
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int eax = abs(bcos(pActor->angle2.Buildang()));
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int x = ((bcos(nAngle) * ebx) >> 14) * eax;
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int y = ((bsin(nAngle) * ebx) >> 14) * eax;
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@ -287,7 +287,7 @@ Collision QueenAngleChase(DExhumedActor* pActor, DExhumedActor* pActor2, int val
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if (pActor2 == nullptr)
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{
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pActor->angle2 = 0;
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pActor->angle2 = nullAngle;
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nAngle = pActor->int_ang();
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}
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else
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@ -322,12 +322,12 @@ Collision QueenAngleChase(DExhumedActor* pActor, DExhumedActor* pActor2, int val
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nAngle = (nAngDelta + pActor->int_ang()) & kAngleMask;
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pActor->angle2 = (AngleDelta(pActor->angle2, var_14, 24) + pActor->angle2) & kAngleMask;
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pActor->angle2 = DAngle::fromBuild((AngleDelta(pActor->angle2.Buildang(), var_14, 24) + pActor->angle2.Buildang()) & kAngleMask);
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}
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pActor->set_int_ang(nAngle);
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int da = pActor->angle2;
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int da = pActor->angle2.Buildang();
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int x = abs(bcos(da));
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int v26 = x * ((val1 * bcos(nAngle)) >> 14);
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@ -241,7 +241,7 @@ void AIWasp::Tick(RunListEvent* ev)
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}
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else
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{
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pActor->angle2 = 0;
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pActor->angle2 = nullAngle;
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pActor->vel.Z = 0;
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pActor->nAction = 1;
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pActor->nFrame = 0;
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