- Removed FlatAngle. This will come back hopefully in another commit sometime in the future.

This commit is contained in:
MajorCooke 2016-05-01 17:19:39 -05:00
parent f41dcc75d1
commit 0bf7c3e362
7 changed files with 2 additions and 41 deletions

View file

@ -976,7 +976,6 @@ public:
DVector3 OldRenderPos;
DRotator Angles;
DAngle FlatAngle;
DVector3 Vel;
double Speed;
double FloatSpeed;

View file

@ -263,10 +263,6 @@ void AActor::Serialize(FArchive &arc)
<< Vel
<< tics
<< state;
if (SaveVersion >= 4546)
{
arc << FlatAngle;
}
if (arc.IsStoring())
{
int dmg;

View file

@ -6882,24 +6882,3 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_FaceMovementDirection)
ACTION_RETURN_BOOL(true);
}
//===========================================================================
//
// A_SetFlatAngle
//
// Set actor's flat angle (in degrees). GZDoom only. Requires the
// (PITCH)FLATSPRITE flag to have any visible effect.
//
//===========================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SetFlatAngle)
{
PARAM_ACTION_PROLOGUE;
PARAM_FLOAT_OPT(flatangle) { flatangle = 0; }
PARAM_INT_OPT(ptr) { ptr = AAPTR_DEFAULT; }
AActor *ref = COPY_AAPTR(self, ptr);
if (ref != NULL)
{
ref->FlatAngle = flatangle;
}
return 0;
}

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@ -627,7 +627,6 @@ void InitThingdef()
PType *array5 = NewArray(TypeSInt32, 5);
symt.AddSymbol(new PField(NAME_Alpha, TypeFloat64, VARF_Native, myoffsetof(AActor,Alpha)));
symt.AddSymbol(new PField(NAME_Angle, TypeFloat64, VARF_Native, myoffsetof(AActor,Angles.Yaw)));
symt.AddSymbol(new PField(NAME_FlatAngle, TypeFloat64, VARF_Native, myoffsetof(AActor,FlatAngle)));
symt.AddSymbol(new PField(NAME_Args, array5, VARF_Native, myoffsetof(AActor,args)));
symt.AddSymbol(new PField(NAME_CeilingZ, TypeFloat64, VARF_Native, myoffsetof(AActor,ceilingz)));
symt.AddSymbol(new PField(NAME_FloorZ, TypeFloat64, VARF_Native, myoffsetof(AActor,floorz)));

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@ -682,15 +682,6 @@ DEFINE_PROPERTY(scale, F, Actor)
defaults->Scale.X = defaults->Scale.Y = id;
}
//==========================================================================
//
//==========================================================================
DEFINE_PROPERTY(flatangle, F, Actor)
{
PROP_DOUBLE_PARM(id, 0);
defaults->FlatAngle = id;
}
//==========================================================================
//
//==========================================================================

View file

@ -76,7 +76,7 @@ const char *GetVersionString();
// Use 4500 as the base git save version, since it's higher than the
// SVN revision ever got.
#define SAVEVER 4546
#define SAVEVER 4545
#define SAVEVERSTRINGIFY2(x) #x
#define SAVEVERSTRINGIFY(x) SAVEVERSTRINGIFY2(x)

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@ -34,9 +34,7 @@ ACTOR Actor native //: Thinker
DefThreshold 100
BloodType "Blood", "BloodSplatter", "AxeBlood"
ExplosionDamage 128
MissileHeight 32
FlatAngle 0
MissileHeight 32
// Functions
native bool CheckClass(class<Actor> checkclass, int ptr_select = AAPTR_DEFAULT, bool match_superclass = false);
@ -326,7 +324,6 @@ ACTOR Actor native //: Thinker
native state A_CheckSightOrRange(float distance, state label, bool two_dimension = false);
native state A_CheckRange(float distance, state label, bool two_dimension = false);
action native bool A_FaceMovementDirection(float offset = 0, float anglelimit = 0, float pitchlimit = 0, int flags = 0, int ptr = AAPTR_DEFAULT);
action native A_SetFlatAngle(float flatangle = 0, int ptr = AAPTR_DEFAULT);
native void A_RearrangePointers(int newtarget, int newmaster = AAPTR_DEFAULT, int newtracer = AAPTR_DEFAULT, int flags=0);
native void A_TransferPointer(int ptr_source, int ptr_recepient, int sourcefield, int recepientfield=AAPTR_DEFAULT, int flags=0);