mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-11-24 21:21:04 +00:00
- renamed some functions and fixed a few more conversion errors.
This commit is contained in:
parent
ec3be2531a
commit
aa09cbdada
33 changed files with 83 additions and 83 deletions
18
src/actor.h
18
src/actor.h
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@ -818,12 +818,12 @@ public:
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return P_AproxDistance(X() - otherx, Y() - othery);
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}
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fixed_t AngleTo(fixed_t otherx, fixed_t othery)
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fixed_t __f_AngleTo(fixed_t otherx, fixed_t othery)
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{
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return R_PointToAngle2(X(), Y(), otherx, othery);
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}
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fixed_t AngleTo(fixedvec2 other)
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fixed_t __f_AngleTo(fixedvec2 other)
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{
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return R_PointToAngle2(X(), Y(), other.x, other.y);
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}
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@ -861,27 +861,27 @@ public:
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return xs_RoundToInt(DVector3(X() - otherpos.x, Y() - otherpos.y, Z() - otherpos.z).Length());
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}
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angle_t AngleTo(AActor *other, bool absolute = false)
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angle_t __f_AngleTo(AActor *other, bool absolute = false)
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{
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fixedvec3 otherpos = absolute ? other->Pos() : other->PosRelative(this);
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return R_PointToAngle2(X(), Y(), otherpos.x, otherpos.y);
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}
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angle_t AngleTo(AActor *other, fixed_t oxofs, fixed_t oyofs, bool absolute = false) const
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angle_t __f_AngleTo(AActor *other, fixed_t oxofs, fixed_t oyofs, bool absolute = false) const
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{
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return R_PointToAngle2(X(), Y(), other->X() + oxofs, other->Y() + oyofs);
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}
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DAngle _f_AngleTo(AActor *other, bool absolute = false)
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DAngle AngleTo(AActor *other, bool absolute = false)
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{
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fixedvec3 otherpos = absolute ? other->Pos() : other->PosRelative(this);
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return vectoyaw(otherpos.x - X(), otherpos.y - Y());
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return VecToAngle(otherpos.x - X(), otherpos.y - Y());
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}
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DAngle _f_AngleTo(AActor *other, fixed_t oxofs, fixed_t oyofs, bool absolute = false) const
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DAngle AngleTo(AActor *other, fixed_t oxofs, fixed_t oyofs, bool absolute = false) const
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{
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fixedvec3 otherpos = absolute ? other->Pos() : other->PosRelative(this);
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return vectoyaw(otherpos.y + oxofs - Y(), otherpos.x + oyofs - X());
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return VecToAngle(otherpos.y + oxofs - Y(), otherpos.x + oyofs - X());
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}
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fixedvec2 Vec2To(AActor *other) const
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@ -1321,7 +1321,7 @@ public:
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void AngleFromVel()
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{
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Angles.Yaw = vectoyaw(vel.x, vel.y);
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Angles.Yaw = VecToAngle(vel.x, vel.y);
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}
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void VelFromAngle()
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@ -127,7 +127,7 @@ bool DBot::Check_LOS (AActor *to, angle_t vangle)
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if (vangle == 0)
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return false; //Looker seems to be blind.
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return absangle(player->mo->AngleTo(to) - player->mo->_f_angle()) <= vangle/2;
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return absangle(player->mo->__f_AngleTo(to) - player->mo->_f_angle()) <= vangle/2;
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}
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//-------------------------------------
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@ -224,14 +224,14 @@ shootmissile:
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dist = player->mo->AproxDistance (enemy);
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m = dist / GetDefaultByType (player->ReadyWeapon->ProjectileType)->Speed;
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bglobal.SetBodyAt (enemy->X() + enemy->vel.x*m*2, enemy->Y() + enemy->vel.y*m*2, enemy->Z(), 1);
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angle = player->mo->AngleTo(bglobal.body1);
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angle = player->mo->__f_AngleTo(bglobal.body1);
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if (Check_LOS (enemy, SHOOTFOV))
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no_fire = false;
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}
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else
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{
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//Other weapons, mostly instant hit stuff.
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angle = player->mo->AngleTo(enemy);
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angle = player->mo->__f_AngleTo(enemy);
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aiming_penalty = 0;
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if (enemy->flags & MF_SHADOW)
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aiming_penalty += (pr_botdofire()%25)+10;
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@ -519,7 +519,7 @@ angle_t DBot::FireRox (AActor *enemy, ticcmd_t *cmd)
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{
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if (bglobal.FakeFire (actor, bglobal.body1, cmd) >= SAFE_SELF_MISDIST)
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{
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ang = actor->AngleTo(bglobal.body1);
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ang = actor->__f_AngleTo(bglobal.body1);
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return ang;
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}
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}
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@ -529,7 +529,7 @@ angle_t DBot::FireRox (AActor *enemy, ticcmd_t *cmd)
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{
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if (bglobal.FakeFire (player->mo, enemy, cmd) >= SAFE_SELF_MISDIST)
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{
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ang = player->mo->AngleTo(enemy);
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ang = player->mo->__f_AngleTo(enemy);
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return ang;
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}
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}
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@ -39,7 +39,7 @@ void DBot::Roam (ticcmd_t *cmd)
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if (Reachable(dest))
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{ // Straight towards it.
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angle = player->mo->AngleTo(dest);
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angle = player->mo->__f_AngleTo(dest);
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}
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else if (player->mo->movedir < 8) // turn towards movement direction if not there yet
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{
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@ -102,7 +102,7 @@ void DBot::ThinkForMove (ticcmd_t *cmd)
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if (missile && (player->mo->AproxDistance(missile)<AVOID_DIST)) //try avoid missile got from P_Mobj.c thinking part.
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{
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Pitch (missile);
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angle = player->mo->AngleTo(missile);
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angle = player->mo->__f_AngleTo(missile);
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cmd->ucmd.sidemove = sleft ? -SIDERUN : SIDERUN;
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cmd->ucmd.forwardmove = -FORWARDRUN; //Back IS best.
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@ -168,7 +168,7 @@ void DBot::ThinkForMove (ticcmd_t *cmd)
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sleft = !sleft;
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}
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angle = player->mo->AngleTo(enemy);
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angle = player->mo->__f_AngleTo(enemy);
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if (player->ReadyWeapon == NULL ||
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player->mo->AproxDistance(enemy) >
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@ -209,7 +209,7 @@ void DBot::ThinkForMove (ticcmd_t *cmd)
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goto roam;
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}
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angle = player->mo->AngleTo(mate);
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angle = player->mo->__f_AngleTo(mate);
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matedist = player->mo->AproxDistance(mate);
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if (matedist > (FRIEND_DIST*2))
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@ -244,7 +244,7 @@ void DBot::ThinkForMove (ticcmd_t *cmd)
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(pr_botmove()%100)>skill.isp) && player->ReadyWeapon != NULL && !(player->ReadyWeapon->WeaponFlags & WIF_WIMPY_WEAPON))
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dest = enemy;//Dont let enemy kill the bot by supressive fire. So charge enemy.
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else //hide while t_fight, but keep view at enemy.
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angle = player->mo->AngleTo(enemy);
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angle = player->mo->__f_AngleTo(enemy);
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} //Just a monster, so kill it.
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else
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dest = enemy;
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@ -3147,7 +3147,7 @@ void FParser::SF_MoveCamera(void)
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}
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// set step variables based on distance and speed
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mobjangle = cam->AngleTo(target);
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mobjangle = cam->__f_AngleTo(target);
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xydist = cam->Distance2D(target);
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xstep = FixedMul(finecosine[mobjangle >> ANGLETOFINESHIFT], movespeed);
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@ -79,7 +79,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_Tracer)
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return 0;
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// change angle
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DAngle exact = self->_f_AngleTo(dest);
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DAngle exact = self->AngleTo(dest);
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DAngle diff = deltaangle(self->Angles.Yaw, exact);
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if (diff < 0)
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@ -658,7 +658,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_DeathBallImpact)
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}
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else
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{ // Seek
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angle = self->_f_AngleTo(target);
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angle = self->AngleTo(target);
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newAngle = true;
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}
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}
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@ -33,13 +33,13 @@ void BlastActor (AActor *victim, fixed_t strength, fixed_t speed, AActor *Owner,
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return;
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}
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angle = Owner->AngleTo(victim);
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angle = Owner->__f_AngleTo(victim);
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angle >>= ANGLETOFINESHIFT;
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victim->vel.x = FixedMul (speed, finecosine[angle]);
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victim->vel.y = FixedMul (speed, finesine[angle]);
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// Spawn blast puff
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ang = victim->AngleTo(Owner);
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ang = victim->__f_AngleTo(Owner);
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ang >>= ANGLETOFINESHIFT;
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pos = victim->Vec3Offset(
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FixedMul (victim->radius+FRACUNIT, finecosine[ang]),
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@ -274,7 +274,7 @@ static void CHolyTailFollow (AActor *actor, fixed_t dist)
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child = actor->tracer;
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if (child)
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{
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an = actor->AngleTo(child) >> ANGLETOFINESHIFT;
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an = actor->__f_AngleTo(child) >> ANGLETOFINESHIFT;
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oldDistance = child->AproxDistance (actor);
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if (P_TryMove (child, actor->X()+FixedMul(dist, finecosine[an]),
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actor->Y()+FixedMul(dist, finesine[an]), true))
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@ -71,7 +71,7 @@ static void DragonSeek (AActor *actor, DAngle thresh, DAngle turnMax)
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{ // attack the destination mobj if it's attackable
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AActor *oldTarget;
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if (absangle(actor->_f_angle() - actor->AngleTo(target)) < ANGLE_45/2)
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if (absangle(actor->_f_angle() - actor->__f_AngleTo(target)) < ANGLE_45/2)
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{
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oldTarget = actor->target;
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actor->target = target;
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@ -96,7 +96,7 @@ static void DragonSeek (AActor *actor, DAngle thresh, DAngle turnMax)
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{
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AActor *bestActor = NULL;
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bestAngle = ANGLE_MAX;
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angleToTarget = actor->AngleTo(actor->target);
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angleToTarget = actor->__f_AngleTo(actor->target);
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for (i = 0; i < 5; i++)
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{
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if (!target->args[i])
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@ -109,7 +109,7 @@ static void DragonSeek (AActor *actor, DAngle thresh, DAngle turnMax)
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{
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continue;
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}
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angleToSpot = actor->AngleTo(mo);
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angleToSpot = actor->__f_AngleTo(mo);
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if (absangle(angleToSpot-angleToTarget) < bestAngle)
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{
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bestAngle = absangle(angleToSpot-angleToTarget);
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@ -190,7 +190,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_DragonFlight)
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self->target = NULL;
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return 0;
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}
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angle = self->AngleTo(self->target);
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angle = self->__f_AngleTo(self->target);
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if (absangle(self->_f_angle()-angle) < ANGLE_45/2 && self->CheckMeleeRange())
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{
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int damage = pr_dragonflight.HitDice (8);
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@ -27,7 +27,7 @@ static FRandom pr_fpatk ("FPunchAttack");
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void AdjustPlayerAngle (AActor *pmo, FTranslatedLineTarget *t)
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{
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DAngle difference = deltaangle(pmo->Angles.Yaw, pmo->_f_AngleTo(t->linetarget););
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DAngle difference = deltaangle(pmo->Angles.Yaw, pmo->AngleTo(t->linetarget));
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if (fabs(difference) > MAX_ANGLE_ADJUST)
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{
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if (difference > 0)
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@ -173,7 +173,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_FiredChase)
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{
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if (pr_firedemonchase() < 30)
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{
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ang = self->AngleTo(target);
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ang = self->__f_AngleTo(target);
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if (pr_firedemonchase() < 128)
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ang += ANGLE_90;
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else
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@ -84,9 +84,9 @@ DEFINE_ACTION_FUNCTION(AActor, A_FlyBuzz)
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return 0;
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}
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self->Angles.Yaw = self->_f_AngleTo(targ);
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self->Angles.Yaw = self->AngleTo(targ);
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self->args[0]++;
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angle_t ang = self->AngleTo(targ);
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angle_t ang = self->__f_AngleTo(targ);
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ang >>= ANGLETOFINESHIFT;
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if (!P_TryMove(self, self->X() + 6 * finecosine[ang], self->Y() + 6 * finesine[ang], true))
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{
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@ -117,7 +117,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_PotteryCheck)
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if (playeringame[i])
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{
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AActor *pmo = players[i].mo;
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if (P_CheckSight (self, pmo) && (absangle(pmo->AngleTo(self) - pmo->_f_angle()) <= ANGLE_45))
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if (P_CheckSight (self, pmo) && (absangle(pmo->__f_AngleTo(self) - pmo->_f_angle()) <= ANGLE_45))
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{ // Previous state (pottery bit waiting state)
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self->SetState (self->state - 1);
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return 0;
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@ -509,7 +509,7 @@ AActor *P_SpawnKoraxMissile (fixed_t x, fixed_t y, fixed_t z,
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z -= source->floorclip;
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th = Spawn (type, x, y, z, ALLOW_REPLACE);
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th->target = source; // Originator
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an = th->_f_AngleTo(dest);
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an = th->AngleTo(dest);
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if (dest->flags & MF_SHADOW)
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{ // Invisible target
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an += pr_kmissile.Random2() * (45/256.);
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@ -195,7 +195,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_LightningClip)
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}
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else
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{
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self->Angles.Yaw = self->_f_AngleTo(target);
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self->Angles.Yaw = self->AngleTo(target);
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self->vel.x = 0;
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self->vel.y = 0;
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P_ThrustMobj (self, self->Angles.Yaw, self->Speed>>1);
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@ -415,7 +415,7 @@ void P_MinotaurSlam (AActor *source, AActor *target)
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fixed_t thrust;
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int damage;
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angle = source->AngleTo(target);
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angle = source->__f_AngleTo(target);
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angle >>= ANGLETOFINESHIFT;
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thrust = 16*FRACUNIT+(pr_minotaurslam()<<10);
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target->vel.x += FixedMul (thrust, finecosine[angle]);
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@ -112,7 +112,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_BridgeOrbit)
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if (self->target->args[4]) rotationradius = ((self->target->args[4] * self->target->radius) / 100);
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self->Angles.Yaw += rotationspeed;
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self->SetOrigin(self->target->Vec3Angle(rotationradius, self->_f_angle(), 0), true);
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self->SetOrigin(self->target->Vec3Angle(rotationradius*FRACUNIT, self->_f_angle(), 0), true);
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self->floorz = self->target->floorz;
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self->ceilingz = self->target->ceilingz;
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return 0;
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@ -177,7 +177,7 @@ void AAimingCamera::Tick ()
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DVector2 vect(fv3.x, fv3.y);
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double dz = Z() - tracer->Z() - tracer->height/2;
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double dist = vect.Length();
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DAngle desiredPitch = dist != 0.f ? vectoyaw(dist, dz) : 0.;
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DAngle desiredPitch = dist != 0.f ? VecToAngle(dist, dz) : 0.;
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DAngle diff = deltaangle(Angles.Pitch, desiredPitch);
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if (fabs (diff) < MaxPitchChange)
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{
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@ -422,7 +422,7 @@ bool APathFollower::Interpolate ()
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}
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if (args[2] & 2)
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{ // adjust yaw
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Angles.Yaw = vectoyaw(dx, dy);
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Angles.Yaw = VecToAngle(dx, dy);
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}
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if (args[2] & 4)
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{ // adjust pitch; use floats for precision
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@ -430,7 +430,7 @@ bool APathFollower::Interpolate ()
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double fdy = FIXED2DBL(dy);
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double fdz = FIXED2DBL(-dz);
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double dist = g_sqrt (fdx*fdx + fdy*fdy);
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Angles.Pitch = dist != 0.f ? vectoyaw(dist, fdz) : 0.;
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Angles.Pitch = dist != 0.f ? VecToAngle(dist, fdz) : 0.;
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}
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}
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else
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@ -633,7 +633,7 @@ bool AMovingCamera::Interpolate ()
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if (Super::Interpolate ())
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{
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Angles.Yaw = _f_AngleTo(tracer, true);
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Angles.Yaw = AngleTo(tracer, true);
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if (args[2] & 4)
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{ // Also aim camera's pitch; use floats for precision
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@ -641,7 +641,7 @@ bool AMovingCamera::Interpolate ()
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double dy = FIXED2DBL(Y() - tracer->Y());
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double dz = FIXED2DBL(Z() - tracer->Z() - tracer->height/2);
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double dist = g_sqrt (dx*dx + dy*dy);
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Angles.Pitch = dist != 0.f ? vectoyaw(dist, dz) : 0.;
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Angles.Pitch = dist != 0.f ? VecToAngle(dist, dz) : 0.;
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}
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return true;
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@ -366,7 +366,7 @@ int FMugShot::UpdateState(player_t *player, StateFlags stateflags)
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if (player->mo != NULL)
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{
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// The next 12 lines are from the Doom statusbar code.
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badguyangle = player->mo->AngleTo(player->attacker);
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badguyangle = player->mo->__f_AngleTo(player->attacker);
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if (badguyangle > player->mo->_f_angle())
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{
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// whether right or left
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@ -102,7 +102,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_Tracer2)
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if (!dest || dest->health <= 0 || self->Speed == 0 || !self->CanSeek(dest))
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return 0;
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DAngle exact = self->_f_AngleTo(dest);
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DAngle exact = self->AngleTo(dest);
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DAngle diff = deltaangle(self->Angles.Yaw, exact);
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if (diff < 0)
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@ -1117,7 +1117,7 @@ void P_StartConversation (AActor *npc, AActor *pc, bool facetalker, bool saveang
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if (facetalker)
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{
|
||||
A_FaceTarget (npc);
|
||||
pc->Angles.Yaw = pc->_f_AngleTo(npc);
|
||||
pc->Angles.Yaw = pc->AngleTo(npc);
|
||||
}
|
||||
if ((npc->flags & MF_FRIENDLY) || (npc->flags4 & MF4_NOHATEPLAYERS))
|
||||
{
|
||||
|
|
|
@ -430,7 +430,7 @@ bool P_HitFriend(AActor * self)
|
|||
|
||||
if (self->flags&MF_FRIENDLY && self->target != NULL)
|
||||
{
|
||||
angle_t angle = self->AngleTo(self->target);
|
||||
angle_t angle = self->__f_AngleTo(self->target);
|
||||
fixed_t dist = self->AproxDistance (self->target);
|
||||
P_AimLineAttack (self, angle, dist, &t, 0, true);
|
||||
if (t.linetarget != NULL && t.linetarget != self->target)
|
||||
|
@ -1191,7 +1191,7 @@ bool P_IsVisible(AActor *lookee, AActor *other, INTBOOL allaround, FLookExParams
|
|||
|
||||
if (fov && fov < ANGLE_MAX)
|
||||
{
|
||||
angle_t an = lookee->AngleTo(other) - lookee->_f_angle();
|
||||
angle_t an = lookee->__f_AngleTo(other) - lookee->_f_angle();
|
||||
|
||||
if (an > (fov / 2) && an < (ANGLE_MAX - (fov / 2)))
|
||||
{
|
||||
|
@ -2462,7 +2462,7 @@ void A_DoChase (VMFrameStack *stack, AActor *actor, bool fastchase, FState *mele
|
|||
{
|
||||
if (pr_chase() < 100)
|
||||
{
|
||||
angle_t ang = actor->AngleTo(actor->target);
|
||||
angle_t ang = actor->__f_AngleTo(actor->target);
|
||||
if (pr_chase() < 128) ang += ANGLE_90;
|
||||
else ang -= ANGLE_90;
|
||||
actor->vel.x = 13 * finecosine[ang>>ANGLETOFINESHIFT];
|
||||
|
@ -2836,7 +2836,7 @@ void A_Face (AActor *self, AActor *other, angle_t _max_turn, angle_t _max_pitch,
|
|||
DAngle ang_offset = ANGLE2DBL(_ang_offset);
|
||||
DAngle max_pitch = ANGLE2DBL(_max_pitch);
|
||||
DAngle pitch_offset = ANGLE2DBL(_pitch_offset);
|
||||
DAngle other_angle = self->_f_AngleTo(other);
|
||||
DAngle other_angle = self->AngleTo(other);
|
||||
|
||||
DAngle delta = deltaangle(self->Angles.Yaw, other_angle);
|
||||
|
||||
|
@ -2993,7 +2993,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_MonsterRail)
|
|||
|
||||
self->flags &= ~MF_AMBUSH;
|
||||
|
||||
self->Angles.Yaw = self->_f_AngleTo(self->target);
|
||||
self->Angles.Yaw = self->AngleTo(self->target);
|
||||
|
||||
self->Angles.Pitch = ANGLE2DBL(P_AimLineAttack (self, self->_f_angle(), MISSILERANGE, &t, ANGLE_1*60, 0, self->target));
|
||||
if (t.linetarget == NULL)
|
||||
|
@ -3002,11 +3002,11 @@ DEFINE_ACTION_FUNCTION(AActor, A_MonsterRail)
|
|||
fixedvec2 pos = self->Vec2To(self->target);
|
||||
DVector2 xydiff(pos.x, pos.y);
|
||||
double zdiff = (self->target->Z() + (self->target->height>>1)) - (self->Z() + (self->height>>1) - self->floorclip);
|
||||
self->Angles.Pitch = -vectoyaw(xydiff.Length(), zdiff);
|
||||
self->Angles.Pitch = -VecToAngle(xydiff.Length(), zdiff);
|
||||
}
|
||||
|
||||
// Let the aim trail behind the player
|
||||
self->Angles.Yaw = self->_f_AngleTo(self->target, -self->target->vel.x * 3, -self->target->vel.y * 3);
|
||||
self->Angles.Yaw = self->AngleTo(self->target, -self->target->vel.x * 3, -self->target->vel.y * 3);
|
||||
|
||||
if (self->target->flags & MF_SHADOW && !(self->flags6 & MF6_SEEINVISIBLE))
|
||||
{
|
||||
|
|
|
@ -1164,7 +1164,7 @@ int P_DamageMobj (AActor *target, AActor *inflictor, AActor *source, int damage,
|
|||
}
|
||||
else
|
||||
{
|
||||
ang = origin->AngleTo(target);
|
||||
ang = origin->__f_AngleTo(target);
|
||||
}
|
||||
|
||||
// Calculate this as float to avoid overflows so that the
|
||||
|
|
|
@ -3379,7 +3379,7 @@ bool P_BounceActor(AActor *mo, AActor *BlockingMobj, bool ontop)
|
|||
if (!ontop)
|
||||
{
|
||||
fixed_t speed;
|
||||
DAngle angle = BlockingMobj->_f_AngleTo(mo) + ((pr_bounce() % 16) - 8);
|
||||
DAngle angle = BlockingMobj->AngleTo(mo) + ((pr_bounce() % 16) - 8);
|
||||
speed = P_AproxDistance(mo->vel.x, mo->vel.y);
|
||||
speed = FixedMul(speed, mo->wallbouncefactor); // [GZ] was 0.75, using wallbouncefactor seems more consistent
|
||||
mo->Angles.Yaw = ANGLE2DBL(angle);
|
||||
|
@ -3531,7 +3531,7 @@ struct aim_t
|
|||
{
|
||||
res.linetarget = th;
|
||||
res.pitch = pitch;
|
||||
res.angleFromSource = vectoyaw(th->X() - startpos.x, th->Y() - startpos.y);
|
||||
res.angleFromSource = VecToAngle(th->X() - startpos.x, th->Y() - startpos.y);
|
||||
res.unlinked = unlinked;
|
||||
res.frac = frac;
|
||||
}
|
||||
|
@ -4604,7 +4604,7 @@ void P_TraceBleed(int damage, AActor *target, AActor *missile)
|
|||
pitch = 0;
|
||||
}
|
||||
P_TraceBleed(damage, target->X(), target->Y(), target->Z() + target->height / 2,
|
||||
target, missile->AngleTo(target),
|
||||
target, missile->__f_AngleTo(target),
|
||||
pitch);
|
||||
}
|
||||
|
||||
|
@ -5400,7 +5400,7 @@ void P_RadiusAttack(AActor *bombspot, AActor *bombsource, int bombdamage, int bo
|
|||
{
|
||||
vz *= 0.8f;
|
||||
}
|
||||
angle_t ang = bombspot->AngleTo(thing) >> ANGLETOFINESHIFT;
|
||||
angle_t ang = bombspot->__f_AngleTo(thing) >> ANGLETOFINESHIFT;
|
||||
thing->vel.x += fixed_t(finecosine[ang] * thrust);
|
||||
thing->vel.y += fixed_t(finesine[ang] * thrust);
|
||||
if (!(flags & RADF_NODAMAGE))
|
||||
|
|
|
@ -1654,16 +1654,16 @@ int P_FaceMobj (AActor *source, AActor *target, DAngle *delta)
|
|||
{
|
||||
DAngle diff;
|
||||
|
||||
diff = deltaangle(source->Angles.Yaw, source->_f_AngleTo(target));
|
||||
diff = deltaangle(source->Angles.Yaw, source->AngleTo(target));
|
||||
if (diff > 0)
|
||||
{
|
||||
*delta = diff;
|
||||
return 0;
|
||||
return 1;
|
||||
}
|
||||
else
|
||||
{
|
||||
*delta = -diff;
|
||||
return 1;
|
||||
return 0;
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -2094,7 +2094,7 @@ fixed_t P_XYMovement (AActor *mo, fixed_t scrollx, fixed_t scrolly)
|
|||
// Don't change the angle if there's THRUREFLECT on the monster.
|
||||
if (!(BlockingMobj->flags7 & MF7_THRUREFLECT))
|
||||
{
|
||||
DAngle angle = BlockingMobj->_f_AngleTo(mo);
|
||||
DAngle angle = BlockingMobj->AngleTo(mo);
|
||||
bool dontReflect = (mo->AdjustReflectionAngle(BlockingMobj, angle));
|
||||
// Change angle for deflection/reflection
|
||||
|
||||
|
@ -3188,7 +3188,7 @@ bool AActor::IsOkayToAttack (AActor *link)
|
|||
// to only allow the check to succeed if the enemy was in a ~84<38> FOV of the player
|
||||
if (flags3 & MF3_SCREENSEEKER)
|
||||
{
|
||||
angle_t angle = Friend->AngleTo(link) - Friend->_f_angle();
|
||||
angle_t angle = Friend->__f_AngleTo(link) - Friend->_f_angle();
|
||||
angle >>= 24;
|
||||
if (angle>226 || angle<30)
|
||||
{
|
||||
|
@ -5432,7 +5432,7 @@ void P_BloodSplatter (fixedvec3 pos, AActor *originator)
|
|||
}
|
||||
if (bloodtype >= 1)
|
||||
{
|
||||
P_DrawSplash2 (40, pos.x, pos.y, pos.z, 0u - originator->AngleTo(pos), 2, bloodcolor);
|
||||
P_DrawSplash2 (40, pos.x, pos.y, pos.z, 0u - originator->__f_AngleTo(pos), 2, bloodcolor);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -5472,7 +5472,7 @@ void P_BloodSplatter2 (fixedvec3 pos, AActor *originator)
|
|||
}
|
||||
if (bloodtype >= 1)
|
||||
{
|
||||
P_DrawSplash2 (100, pos.x, pos.y, pos.z, 0u - originator->AngleTo(pos), 2, bloodcolor);
|
||||
P_DrawSplash2 (100, pos.x, pos.y, pos.z, 0u - originator->__f_AngleTo(pos), 2, bloodcolor);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -6013,7 +6013,7 @@ AActor *P_OldSpawnMissile(AActor *source, AActor *owner, AActor *dest, PClassAct
|
|||
P_PlaySpawnSound(th, source);
|
||||
th->target = owner; // record missile's originator
|
||||
|
||||
th->Angles.Yaw = source->_f_AngleTo(dest);
|
||||
th->Angles.Yaw = source->AngleTo(dest);
|
||||
th->VelFromAngle();
|
||||
|
||||
dist = source->AproxDistance (dest);
|
||||
|
|
|
@ -2279,7 +2279,7 @@ void DPusher::Tick ()
|
|||
|
||||
if ((speed > 0) && (P_CheckSight (thing, m_Source, SF_IGNOREVISIBILITY)))
|
||||
{
|
||||
angle_t pushangle = thing->AngleTo(sx, sy);
|
||||
angle_t pushangle = thing->__f_AngleTo(sx, sy);
|
||||
if (m_Source->GetClass()->TypeName == NAME_PointPusher)
|
||||
pushangle += ANG180; // away
|
||||
pushangle >>= ANGLETOFINESHIFT;
|
||||
|
|
|
@ -356,7 +356,7 @@ bool EV_Teleport (int tid, int tag, line_t *line, int side, AActor *thing, int f
|
|||
// Rotate 90 degrees, so that walking perpendicularly across
|
||||
// teleporter linedef causes thing to exit in the direction
|
||||
// indicated by the exit thing.
|
||||
angle = vectoyaw(line->dx, line->dy) - searcher->Angles.Yaw + 90;
|
||||
angle = VecToAngle(line->dx, line->dy) - searcher->Angles.Yaw + 90;
|
||||
|
||||
// Sine, cosine of angle adjustment
|
||||
s = FLOAT2FIXED(angle.Sin());
|
||||
|
|
|
@ -308,7 +308,7 @@ bool P_Thing_Projectile (int tid, AActor *source, int type, const char *type_nam
|
|||
else
|
||||
{
|
||||
nolead:
|
||||
mobj->Angles.Yaw = mobj->_f_AngleTo(targ);
|
||||
mobj->Angles.Yaw = mobj->AngleTo(targ);
|
||||
aim.Resize (fspeed);
|
||||
mobj->vel.x = fixed_t(aim[0]);
|
||||
mobj->vel.y = fixed_t(aim[1]);
|
||||
|
|
|
@ -1043,7 +1043,7 @@ static void RotatePt (DAngle an, fixed_t *x, fixed_t *y, fixed_t startSpotX, fix
|
|||
double c = an.Cos();
|
||||
|
||||
*x = (xs_CRoundToInt(tr_x * c - tr_y*s) & 0xfffffe00) + startSpotX;
|
||||
*y = (xs_CRoundToInt(tr_x * s + tr_y*c) & 0xfffffe00) + startSpotX;
|
||||
*y = (xs_CRoundToInt(tr_x * s + tr_y*c) & 0xfffffe00) + startSpotY;
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
|
|
|
@ -1262,7 +1262,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CustomMissile)
|
|||
if (CMF_OFFSETPITCH & flags)
|
||||
{
|
||||
DVector2 velocity (missile->vel.x, missile->vel.y);
|
||||
Pitch += vectoyaw(velocity.Length(), missile->vel.z);
|
||||
Pitch += VecToAngle(velocity.Length(), missile->vel.z);
|
||||
}
|
||||
missilespeed = abs(fixed_t(Pitch.Cos() * missile->Speed));
|
||||
missile->vel.z = fixed_t(Pitch.Sin() * missile->Speed);
|
||||
|
@ -1921,7 +1921,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CustomRailgun)
|
|||
|
||||
if (aim)
|
||||
{
|
||||
self->Angles.Yaw = self->_f_AngleTo(self->target);
|
||||
self->Angles.Yaw = self->AngleTo(self->target);
|
||||
}
|
||||
self->Angles.Pitch = ANGLE2DBL(P_AimLineAttack (self, self->_f_angle(), MISSILERANGE, &t, ANGLE_1*60, 0, aim ? self->target : NULL));
|
||||
if (t.linetarget == NULL && aim)
|
||||
|
@ -1931,12 +1931,12 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CustomRailgun)
|
|||
DVector2 xydiff(pos.x, pos.y);
|
||||
double zdiff = (self->target->Z() + (self->target->height>>1)) -
|
||||
(self->Z() + (self->height>>1) - self->floorclip);
|
||||
self->Angles.Pitch = vectoyaw(xydiff.Length(), zdiff);
|
||||
self->Angles.Pitch = VecToAngle(xydiff.Length(), zdiff);
|
||||
}
|
||||
// Let the aim trail behind the player
|
||||
if (aim)
|
||||
{
|
||||
saved_angle = self->Angles.Yaw = self->_f_AngleTo(self->target, -self->target->vel.x * 3, -self->target->vel.y * 3);
|
||||
saved_angle = self->Angles.Yaw = self->AngleTo(self->target, -self->target->vel.x * 3, -self->target->vel.y * 3);
|
||||
|
||||
if (aim == CRF_AIMDIRECT)
|
||||
{
|
||||
|
@ -1946,7 +1946,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CustomRailgun)
|
|||
FLOAT2FIXED(spawnofs_xy * self->Angles.Yaw.Cos()),
|
||||
FLOAT2FIXED(spawnofs_xy * self->Angles.Yaw.Sin())));
|
||||
spawnofs_xy = 0;
|
||||
self->Angles.Yaw = self->_f_AngleTo(self->target,- self->target->vel.x * 3, -self->target->vel.y * 3);
|
||||
self->Angles.Yaw = self->AngleTo(self->target,- self->target->vel.x * 3, -self->target->vel.y * 3);
|
||||
}
|
||||
|
||||
if (self->target->flags & MF_SHADOW)
|
||||
|
@ -3792,7 +3792,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CheckLOF)
|
|||
{
|
||||
ang = self->_f_angle();
|
||||
}
|
||||
else ang = self->AngleTo (target);
|
||||
else ang = self->__f_AngleTo (target);
|
||||
|
||||
angle += ang;
|
||||
|
||||
|
@ -4041,7 +4041,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_JumpIfTargetInLOS)
|
|||
|
||||
if (fov && (fov < ANGLE_MAX))
|
||||
{
|
||||
an = viewport->AngleTo(target) - viewport->_f_angle();
|
||||
an = viewport->__f_AngleTo(target) - viewport->_f_angle();
|
||||
|
||||
if (an > (fov / 2) && an < (ANGLE_MAX - (fov / 2)))
|
||||
{
|
||||
|
@ -4121,7 +4121,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_JumpIfInTargetLOS)
|
|||
|
||||
if (fov && (fov < ANGLE_MAX))
|
||||
{
|
||||
an = target->AngleTo(self) - target->_f_angle();
|
||||
an = target->__f_AngleTo(self) - target->_f_angle();
|
||||
|
||||
if (an > (fov / 2) && an < (ANGLE_MAX - (fov / 2)))
|
||||
{
|
||||
|
@ -5097,7 +5097,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_WolfAttack)
|
|||
A_FaceTarget (self);
|
||||
|
||||
// Target can dodge if it can see enemy
|
||||
angle_t angle = self->target->AngleTo(self) - self->target->_f_angle();
|
||||
angle_t angle = self->target->__f_AngleTo(self) - self->target->_f_angle();
|
||||
angle >>= 24;
|
||||
bool dodge = (P_CheckSight(self->target, self) && (angle>226 || angle<30));
|
||||
|
||||
|
@ -5133,7 +5133,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_WolfAttack)
|
|||
if (pr_cabullet() < hitchance)
|
||||
{
|
||||
// Compute position for spawning blood/puff
|
||||
angle = self->target->AngleTo(self);
|
||||
angle = self->target->__f_AngleTo(self);
|
||||
|
||||
fixedvec3 bloodpos = self->target->Vec3Angle(self->target->radius, angle, self->target->height >> 1);
|
||||
|
||||
|
|
|
@ -1087,19 +1087,19 @@ inline TAngle<T> diffangle(const TAngle<T> &a1, double a2)
|
|||
return fabs((a1 - a2).Normalize180());
|
||||
}
|
||||
|
||||
inline TAngle<double> vectoyaw(double x, double y)
|
||||
inline TAngle<double> VecToAngle(double x, double y)
|
||||
{
|
||||
return g_atan2(y, x) * (180.0 / M_PI);
|
||||
}
|
||||
|
||||
template<class T>
|
||||
inline TAngle<T> vectoyaw (const TVector2<T> &vec)
|
||||
inline TAngle<T> VecToAngle (const TVector2<T> &vec)
|
||||
{
|
||||
return (T)g_atan2(vec.Y, vec.X) * (180.0 / M_PI);
|
||||
}
|
||||
|
||||
template<class T>
|
||||
inline TAngle<T> vectoyaw (const TVector3<T> &vec)
|
||||
inline TAngle<T> VecToAngle (const TVector3<T> &vec)
|
||||
{
|
||||
return (T)g_atan2(vec.Y, vec.X) * (180.0 / M_PI);
|
||||
}
|
||||
|
|
Loading…
Reference in a new issue