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https://github.com/ZDoom/gzdoom.git
synced 2024-11-26 14:01:45 +00:00
- block direct comparisons of TAngle with floats
This commit is contained in:
parent
f0fbdba593
commit
3d2578820b
19 changed files with 64 additions and 60 deletions
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@ -2075,7 +2075,7 @@ void DAutomap::drawSubsectors()
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}
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// Apply the floor's rotation to the texture origin.
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if (rotation != 0)
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if (rotation != nullAngle)
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{
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rotate(&originpt.x, &originpt.y, rotation);
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}
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@ -2704,7 +2704,7 @@ void DAutomap::drawLineCharacter(const mline_t *lineguy, size_t lineguylines, do
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l.a.y *= scale;
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}
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if (angle != 0)
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if (angle != nullAngle)
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rotate(&l.a.x, &l.a.y, angle);
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l.a.x += x;
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@ -2719,7 +2719,7 @@ void DAutomap::drawLineCharacter(const mline_t *lineguy, size_t lineguylines, do
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l.b.y *= scale;
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}
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if (angle != 0)
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if (angle != nullAngle)
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rotate(&l.b.x, &l.b.y, angle);
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l.b.x += x;
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@ -739,7 +739,7 @@ void F2DDrawer::AddPoly(FGameTexture *texture, FVector2 *points, int npoints,
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poly.mColor1.g = uint8_t(colormap.FadeColor.g * fadelevel);
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poly.mColor1.b = uint8_t(colormap.FadeColor.b * fadelevel);
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bool dorotate = rotation != 0;
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bool dorotate = rotation != nullAngle;
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float cosrot = (float)cos(rotation.Radians());
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float sinrot = (float)sin(rotation.Radians());
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@ -2596,7 +2596,7 @@ FxExpression *FxMultiAssign::Resolve(FCompileContext &ctx)
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auto rets = VMRight->GetReturnTypes();
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if (Base.Size() == 1)
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{
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Right->ScriptPosition.Message(MSG_ERROR, "Multi-assignment with only one element", VMRight->Function->SymbolName.GetChars());
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Right->ScriptPosition.Message(MSG_ERROR, "Multi-assignment with only one element in function %s", VMRight->Function->SymbolName.GetChars());
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delete this;
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return nullptr;
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}
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@ -1260,6 +1260,7 @@ public:
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return Degrees - other.Degrees;
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}
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/*
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constexpr TAngle operator* (TAngle other) const
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{
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return Degrees * other.Degrees;
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@ -1269,6 +1270,7 @@ public:
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{
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return Degrees / other.Degrees;
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}
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*/
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/*
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TAngle &operator+= (vec_t other)
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@ -1356,6 +1358,7 @@ public:
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return Degrees != other.Degrees;
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}
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/*
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constexpr bool operator< (vec_t other) const
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{
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return Degrees < other;
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@ -1385,6 +1388,7 @@ public:
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{
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return Degrees != other;
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}
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*/
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// Ensure the angle is between [0.0,360.0) degrees
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TAngle Normalized360() const
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@ -355,11 +355,11 @@ int FMugShot::UpdateState(player_t *player, StateFlags stateflags)
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// The next 12 lines are from the Doom statusbar code.
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DAngle badguyangle = player->mo->AngleTo(player->attacker);
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DAngle diffang = deltaangle(player->mo->Angles.Yaw, badguyangle);
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if (diffang > 45.)
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if (diffang > DAngle::fromDeg(45.))
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{ // turn face right
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damage_angle = 2;
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}
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else if (diffang < -45.)
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else if (diffang < DAngle::fromDeg(-45.))
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{ // turn face left
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damage_angle = 0;
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}
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@ -914,7 +914,7 @@ bool MapLoader::LoadSegs (MapData * map)
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DAngle seg_angle = DAngle::fromBam(segangle << 16);
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DAngle delta_angle = absangle(ptp_angle, seg_angle);
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if (delta_angle >= 1.)
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if (delta_angle >= DAngle::fromDeg(1.))
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{
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double dis = (li->v2->fPos() - li->v1->fPos()).Length();
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DVector2 delta = seg_angle.ToVector(dis);
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@ -2022,7 +2022,7 @@ void MapLoader::LoopSidedefs (bool firstloop)
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ang = (ang2 - ang1).Normalized360();
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if (ang != 0 && ang <= bestang)
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if (ang != nullAngle && ang <= bestang)
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{
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bestright = right;
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bestang = ang;
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@ -151,9 +151,9 @@ bool DBot::Check_LOS (AActor *to, DAngle vangle)
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{
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if (!P_CheckSight (player->mo, to, SF_SEEPASTBLOCKEVERYTHING))
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return false; // out of sight
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if (vangle >= 360.)
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if (vangle >= DAngle::fromDeg(360.))
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return true;
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if (vangle == 0)
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if (vangle == nullAngle)
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return false; //Looker seems to be blind.
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return absangle(player->mo->AngleTo(to), player->mo->Angles.Yaw) <= (vangle/2);
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@ -221,11 +221,11 @@ void DBot::Dofire (ticcmd_t *cmd)
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{
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//Special rules for RL
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an = FireRox (enemy, cmd);
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if(an != 0)
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if(an != nullAngle)
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{
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Angle = an;
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//have to be somewhat precise. to avoid suicide.
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if (absangle(an, player->mo->Angles.Yaw) < 12.)
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if (absangle(an, player->mo->Angles.Yaw) < DAngle::fromDeg(12.))
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{
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t_rocket = 9;
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no_fire = false;
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@ -255,10 +255,10 @@ void DBot::Dofire (ticcmd_t *cmd)
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if (aiming_value <= 0)
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aiming_value = 1;
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m = DAngle::fromDeg(((SHOOTFOV/2)-(aiming_value*SHOOTFOV/200))); //Higher skill is more accurate
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if (m <= 0)
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if (m <= nullAngle)
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m = DAngle::fromDeg(1.); //Prevents lock.
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if (m != 0)
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if (m != nullAngle)
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{
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if (increase)
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Angle += m;
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@ -266,7 +266,7 @@ void DBot::Dofire (ticcmd_t *cmd)
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Angle -= m;
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}
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if (absangle(Angle, player->mo->Angles.Yaw) < 4.)
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if (absangle(Angle, player->mo->Angles.Yaw) < DAngle::fromDeg(4.))
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{
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increase = !increase;
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}
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@ -363,12 +363,12 @@ void DBot::TurnToAng ()
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DAngle distance = deltaangle(player->mo->Angles.Yaw, Angle);
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if (fabs (distance) < OKAYRANGE && !enemy)
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if (fabs (distance) < DAngle::fromDeg(OKAYRANGE) && !enemy)
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return;
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distance /= TURNSENS;
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if (fabs (distance) > maxturn)
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distance = DAngle::fromDeg(distance < 0 ? -maxturn : maxturn);
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if (fabs (distance) > DAngle::fromDeg(maxturn))
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distance = DAngle::fromDeg(distance < nullAngle ? -maxturn : maxturn);
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player->mo->Angles.Yaw += distance;
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}
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@ -2739,7 +2739,7 @@ void FParser::SF_MoveCamera(void)
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DAngle anglenow = targetangle;
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const DAngle diffangle = deltaangle(cam->Angles.Yaw, targetangle);
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if (movespeed > 0 && anglespeed == 0.)
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if (movespeed > 0 && anglespeed == nullAngle)
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{
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if (!finishedmove)
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{
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@ -2749,7 +2749,7 @@ void FParser::SF_MoveCamera(void)
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}
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else
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{
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if (diffangle > 0)
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if (diffangle > nullAngle)
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{
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anglenow = (cam->Angles.Yaw + anglespeed).Normalized360();
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}
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@ -119,7 +119,7 @@ void DScroller::Serialize(FSerializer &arc)
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static void RotationComp(const sector_t *sec, int which, double dx, double dy, double &tdx, double &tdy)
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{
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DAngle an = sec->GetAngle(which);
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if (an == 0)
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if (an == nullAngle)
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{
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tdx = dx;
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tdy = dy;
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@ -2495,7 +2495,7 @@ DEFINE_ACTION_FUNCTION(AActor, CheckIfTargetInLOS)
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fov = min<DAngle>(fov, DAngle::fromDeg(360.));
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if (fov > 0)
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if (fov > nullAngle)
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{
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DAngle an = absangle(viewport->AngleTo(target), viewport->Angles.Yaw);
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@ -2573,7 +2573,7 @@ DEFINE_ACTION_FUNCTION(AActor, CheckIfInTargetLOS)
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doCheckSight = false;
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}
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if (fov > 0 && (fov < 360.))
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if (fov > nullAngle && (fov < DAngle::fromDeg(360.)))
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{
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DAngle an = absangle(target->AngleTo(self), target->Angles.Yaw);
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@ -3432,7 +3432,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_WolfAttack)
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// Target can dodge if it can see enemy
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DAngle angle = absangle(self->target->Angles.Yaw, self->target->AngleTo(self));
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bool dodge = (P_CheckSight(self->target, self) && angle < 30. * 256. / 360.); // 30 byteangles ~ 21°
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bool dodge = (P_CheckSight(self->target, self) && angle < DAngle::fromDeg(30. * 256. / 360.)); // 30 byteangles ~ 21°
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// Distance check is simplistic
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DVector2 vec = self->Vec2To(self->target);
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@ -4751,16 +4751,16 @@ DEFINE_ACTION_FUNCTION(AActor, A_FaceMovementDirection)
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//Done because using anglelimit directly causes a signed/unsigned mismatch.
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//Code borrowed from A_Face*.
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if (anglelimit > 0)
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if (anglelimit > nullAngle)
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{
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DAngle delta = -deltaangle(current, angle);
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if (fabs(delta) > anglelimit)
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{
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if (delta < 0)
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if (delta < nullAngle)
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{
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current += anglelimit + offset;
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}
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else if (delta > 0)
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else if (delta > nullAngle)
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{
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current -= anglelimit + offset;
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}
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@ -4778,13 +4778,13 @@ DEFINE_ACTION_FUNCTION(AActor, A_FaceMovementDirection)
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DAngle current = mobj->Angles.Pitch;
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const DVector2 velocity = mobj->Vel.XY();
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DAngle pitch = -VecToAngle(velocity.Length(), mobj->Vel.Z);
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if (pitchlimit > 0)
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if (pitchlimit > nullAngle)
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{
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DAngle pdelta = deltaangle(current, pitch);
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if (fabs(pdelta) > pitchlimit)
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{
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if (pdelta > 0)
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if (pdelta > nullAngle)
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{
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current -= min(pitchlimit, pdelta);
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}
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@ -595,7 +595,7 @@ static int P_Move (AActor *actor)
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{
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DAngle anglediff = deltaangle(oldangle, actor->Angles.Yaw);
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if (anglediff != 0)
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if (anglediff != nullAngle)
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{
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move = move.Rotated(anglediff);
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oldangle = actor->Angles.Yaw;
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@ -1274,7 +1274,7 @@ int P_IsVisible(AActor *lookee, AActor *other, INTBOOL allaround, FLookExParams
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if (mindist && dist < mindist)
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return false; // [KS] too close
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if (fov != 0)
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if (fov != nullAngle)
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{
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DAngle an = absangle(lookee->AngleTo(other), lookee->Angles.Yaw);
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@ -2228,11 +2228,11 @@ void A_Wander(AActor *self, int flags)
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{
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self->Angles.Yaw = DAngle::fromDeg(floor(self->Angles.Yaw.Degrees / 45) * 45.);
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DAngle delta = deltaangle(self->Angles.Yaw, DAngle::fromDeg(self->movedir * 45));
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if (delta < 0)
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if (delta < nullAngle)
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{
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self->Angles.Yaw -= DAngle::fromDeg(45);
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}
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else if (delta > 0)
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else if (delta > nullAngle)
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{
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self->Angles.Yaw += DAngle::fromDeg(45);
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}
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@ -2381,11 +2381,11 @@ void A_DoChase (AActor *actor, bool fastchase, FState *meleestate, FState *missi
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{
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actor->Angles.Yaw = DAngle::fromDeg(floor(actor->Angles.Yaw.Degrees / 45) * 45.);
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DAngle delta = deltaangle(actor->Angles.Yaw, DAngle::fromDeg(actor->movedir * 45));
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if (delta < 0)
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if (delta < nullAngle)
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{
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actor->Angles.Yaw -= DAngle::fromDeg(45);
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}
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else if (delta > 0)
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else if (delta > nullAngle)
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{
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actor->Angles.Yaw += DAngle::fromDeg(45);
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}
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@ -2944,9 +2944,9 @@ void A_Face(AActor *self, AActor *other, DAngle max_turn, DAngle max_pitch, DAng
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// 0 means no limit. Also, if we turn in a single step anyways, no need to go through the algorithms.
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// It also means that there is no need to check for going past the other.
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if (max_turn != 0 && (max_turn < fabs(delta)))
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if (max_turn != nullAngle && (max_turn < fabs(delta)))
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{
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if (delta > 0)
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if (delta > nullAngle)
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{
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self->Angles.Yaw -= max_turn + ang_offset;
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}
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@ -2962,7 +2962,7 @@ void A_Face(AActor *self, AActor *other, DAngle max_turn, DAngle max_pitch, DAng
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// [DH] Now set pitch. In order to maintain compatibility, this can be
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// disabled and is so by default.
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if (max_pitch <= 180.)
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if (max_pitch <= DAngle::fromDeg(180.))
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{
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DVector2 dist = self->Vec2To(other);
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@ -2997,7 +2997,7 @@ void A_Face(AActor *self, AActor *other, DAngle max_turn, DAngle max_pitch, DAng
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DAngle other_pitch = -DAngle::ToDegrees(g_asin(dist_z / ddist)).Normalized180();
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if (max_pitch != 0)
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if (max_pitch != nullAngle)
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{
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if (self->Angles.Pitch > other_pitch)
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{
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@ -3020,7 +3020,7 @@ void A_Face(AActor *self, AActor *other, DAngle max_turn, DAngle max_pitch, DAng
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// This will never work well if the turn angle is limited.
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if (max_turn == 0 && (self->Angles.Yaw == other_angle) && other->flags & MF_SHADOW && !(self->flags6 & MF6_SEEINVISIBLE) )
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if (max_turn == nullAngle && (self->Angles.Yaw == other_angle) && other->flags & MF_SHADOW && !(self->flags6 & MF6_SEEINVISIBLE) )
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{
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self->Angles.Yaw += DAngle::fromDeg(pr_facetarget.Random2() * (45 / 256.));
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}
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@ -2970,7 +2970,7 @@ void FSlide::HitSlideLine(line_t* ld)
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deltaangle = ::deltaangle(lineangle, moveangle); // V
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movelen = tmmove.Length();
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if (icyfloor && (deltaangle > 45) && (deltaangle < 135))
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if (icyfloor && (deltaangle > DAngle::fromDeg(45)) && (deltaangle < DAngle::fromDeg(135)))
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{
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moveangle = ::deltaangle(deltaangle, lineangle);
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movelen /= 2; // absorb
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@ -4050,8 +4050,8 @@ struct aim_t
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lastfloorplane = lastceilingplane = NULL;
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// check the initial sector for 3D-floors and portals
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bool ceilingportalstate = (aimdir & aim_t::aim_up) && toppitch < 0 && !lastsector->PortalBlocksMovement(sector_t::ceiling);
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bool floorportalstate = (aimdir & aim_t::aim_down) && bottompitch > 0 && !lastsector->PortalBlocksMovement(sector_t::floor);
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bool ceilingportalstate = (aimdir & aim_t::aim_up) && toppitch < nullAngle && !lastsector->PortalBlocksMovement(sector_t::ceiling);
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bool floorportalstate = (aimdir & aim_t::aim_down) && bottompitch > nullAngle && !lastsector->PortalBlocksMovement(sector_t::floor);
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for (auto rover : lastsector->e->XFloor.ffloors)
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{
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@ -4151,11 +4151,11 @@ struct aim_t
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sector_t *exitsec = frontflag ? li->backsector : li->frontsector;
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lastsector = entersec;
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// check portal in backsector when aiming up/downward is possible, the line doesn't have portals on both sides and there's actually a portal in the backsector
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if ((planestocheck & aim_up) && toppitch < 0 && open.top != LINEOPEN_MAX && !entersec->PortalBlocksMovement(sector_t::ceiling))
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if ((planestocheck & aim_up) && toppitch < nullAngle && open.top != LINEOPEN_MAX && !entersec->PortalBlocksMovement(sector_t::ceiling))
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{
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EnterSectorPortal(sector_t::ceiling, in->frac, entersec, toppitch, min<DAngle>(nullAngle, bottompitch));
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}
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if ((planestocheck & aim_down) && bottompitch > 0 && open.bottom != LINEOPEN_MIN && !entersec->PortalBlocksMovement(sector_t::floor))
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if ((planestocheck & aim_down) && bottompitch > nullAngle && open.bottom != LINEOPEN_MIN && !entersec->PortalBlocksMovement(sector_t::floor))
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{
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EnterSectorPortal(sector_t::floor, in->frac, entersec, max<DAngle>(nullAngle, toppitch), bottompitch);
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}
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@ -4367,7 +4367,7 @@ DAngle P_AimLineAttack(AActor *t1, DAngle angle, double distance, FTranslatedLin
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double shootz = t1->Center() - t1->Floorclip + t1->AttackOffset();
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// can't shoot outside view angles
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if (vrange == 0)
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if (vrange == nullAngle)
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{
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if (t1->player == NULL || !t1->Level->IsFreelookAllowed())
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{
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@ -1686,7 +1686,7 @@ FPathTraverse::~FPathTraverse()
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//
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int P_CheckFov(AActor* t1, AActor* t2, double fov)
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{
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return absangle(t1->AngleTo(t2), t1->Angles.Yaw) <= fov;
|
||||
return absangle(t1->AngleTo(t2), t1->Angles.Yaw) <= DAngle::fromDeg(fov);
|
||||
}
|
||||
|
||||
DEFINE_ACTION_FUNCTION_NATIVE(AActor, CheckFov, P_CheckFov)
|
||||
|
|
|
@ -1692,7 +1692,7 @@ int P_FaceMobj (AActor *source, AActor *target, DAngle *delta)
|
|||
DAngle diff;
|
||||
|
||||
diff = deltaangle(source->Angles.Yaw, source->AngleTo(target));
|
||||
if (diff > 0)
|
||||
if (diff > nullAngle)
|
||||
{
|
||||
*delta = diff;
|
||||
return 1;
|
||||
|
@ -2237,7 +2237,7 @@ explode:
|
|||
// For that we need to adjust the start point, and the movement vector.
|
||||
DAngle anglediff = deltaangle(oldangle, mo->Angles.Yaw);
|
||||
|
||||
if (anglediff != 0)
|
||||
if (anglediff != nullAngle)
|
||||
{
|
||||
move = move.Rotated(anglediff);
|
||||
oldangle = mo->Angles.Yaw;
|
||||
|
@ -3250,7 +3250,7 @@ bool AActor::AdjustReflectionAngle (AActor *thing, DAngle &angle)
|
|||
if (thing->flags4&MF4_SHIELDREFLECT)
|
||||
{
|
||||
// Shield reflection (from the Centaur)
|
||||
if (absangle(angle, thing->Angles.Yaw) > 45)
|
||||
if (absangle(angle, thing->Angles.Yaw) > DAngle::fromDeg(45))
|
||||
return true; // Let missile explode
|
||||
|
||||
if (thing->flags7 & MF7_NOSHIELDREFLECT) return true;
|
||||
|
@ -3378,7 +3378,7 @@ bool AActor::IsOkayToAttack (AActor *link)
|
|||
if (flags3 & MF3_SCREENSEEKER)
|
||||
{
|
||||
DAngle angle = absangle(Friend->AngleTo(link), Friend->Angles.Yaw);
|
||||
if (angle < 30 * (256./360.))
|
||||
if (angle < DAngle::fromDeg(30 * (256./360.)))
|
||||
{
|
||||
return true;
|
||||
}
|
||||
|
@ -6965,7 +6965,7 @@ DEFINE_ACTION_FUNCTION(AActor, SpawnPlayerMissile)
|
|||
PARAM_BOOL(noautoaim);
|
||||
PARAM_INT(aimflags);
|
||||
AActor *missileactor;
|
||||
if (angle == 1e37) angle = self->Angles.Yaw;
|
||||
if (angle == DAngle::fromDeg(1e37)) angle = self->Angles.Yaw;
|
||||
AActor *misl = P_SpawnPlayerMissile(self, x, y, z, type, angle, lt, &missileactor, nofreeaim, noautoaim, aimflags);
|
||||
if (numret > 0) ret[0].SetObject(misl);
|
||||
if (numret > 1) ret[1].SetObject(missileactor), numret = 2;
|
||||
|
|
|
@ -87,7 +87,7 @@ bool FLevelLocals::EV_Thing_Spawn (int tid, AActor *source, int type, DAngle ang
|
|||
if (P_TestMobjLocation (mobj))
|
||||
{
|
||||
rtn++;
|
||||
mobj->Angles.Yaw = (angle != 1000000. ? angle : spot->Angles.Yaw);
|
||||
mobj->Angles.Yaw = (angle != DAngle::fromDeg(1000000.) ? angle : spot->Angles.Yaw);
|
||||
if (fog)
|
||||
{
|
||||
P_SpawnTeleportFog(mobj, spot->Pos(), false, true);
|
||||
|
@ -776,7 +776,7 @@ int P_Thing_Warp(AActor *caller, AActor *reference, double xofs, double yofs, do
|
|||
if (flags & WARPF_COPYPITCH)
|
||||
caller->SetPitch(reference->Angles.Pitch, false);
|
||||
|
||||
if (pitch != 0)
|
||||
if (pitch != nullAngle)
|
||||
caller->SetPitch(caller->Angles.Pitch + pitch, false);
|
||||
|
||||
if (flags & WARPF_COPYVELOCITY)
|
||||
|
|
|
@ -415,7 +415,7 @@ void HWScenePortalBase::ClearClipper(HWDrawInfo *di, Clipper *clipper)
|
|||
DAngle startAngle = (DVector2(lines[i].glseg.x2, lines[i].glseg.y2) - outer_di->Viewpoint.Pos).Angle() + angleOffset;
|
||||
DAngle endAngle = (DVector2(lines[i].glseg.x1, lines[i].glseg.y1) - outer_di->Viewpoint.Pos).Angle() + angleOffset;
|
||||
|
||||
if (deltaangle(endAngle, startAngle) < 0)
|
||||
if (deltaangle(endAngle, startAngle) < nullAngle)
|
||||
{
|
||||
clipper->SafeRemoveClipRangeRealAngles(startAngle.BAMs(), endAngle.BAMs());
|
||||
}
|
||||
|
|
|
@ -486,7 +486,7 @@ bool HUDSprite::GetWeaponRect(HWDrawInfo *di, DPSprite *psp, float sx, float sy,
|
|||
const float cx = (flip) ? -psp->Coord[i].X : psp->Coord[i].X;
|
||||
Vert.v[i] += FVector2(cx * scalex, psp->Coord[i].Y * scale);
|
||||
}
|
||||
if (psp->rotation != 0.0 || !psp->scale.isZero())
|
||||
if (psp->rotation != nullAngle || !psp->scale.isZero())
|
||||
{
|
||||
// [MC] Sets up the alignment for starting the pivot at, in a corner.
|
||||
float anchorx, anchory;
|
||||
|
|
|
@ -180,8 +180,8 @@ DEFINE_GLOBAL(LocalViewPitch);
|
|||
void R_SetFOV (FRenderViewpoint &viewpoint, DAngle fov)
|
||||
{
|
||||
|
||||
if (fov < 5.) fov = DAngle::fromDeg(5.);
|
||||
else if (fov > 170.) fov = DAngle::fromDeg(170.);
|
||||
if (fov < DAngle::fromDeg(5.)) fov = DAngle::fromDeg(5.);
|
||||
else if (fov > DAngle::fromDeg(170.)) fov = DAngle::fromDeg(170.);
|
||||
if (fov != viewpoint.FieldOfView)
|
||||
{
|
||||
viewpoint.FieldOfView = fov;
|
||||
|
@ -263,7 +263,7 @@ void R_SetWindow (FRenderViewpoint &viewpoint, FViewWindow &viewwindow, int wind
|
|||
if (viewwindow.centerxwide != viewwindow.centerx)
|
||||
{ // centerxwide is what centerx would be if the display was not widescreen
|
||||
fov = DAngle::ToDegrees(2 * atan(viewwindow.centerx * tan(fov.Radians()/2) / double(viewwindow.centerxwide)));
|
||||
if (fov > 170.) fov = DAngle::fromDeg(170.);
|
||||
if (fov > DAngle::fromDeg(170.)) fov = DAngle::fromDeg(170.);
|
||||
}
|
||||
viewwindow.FocalTangent = tan(fov.Radians() / 2);
|
||||
}
|
||||
|
|
Loading…
Reference in a new issue