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https://github.com/ZDoom/qzdoom-gpl.git
synced 2024-11-16 09:11:17 +00:00
- fixed some minor issues found during reviewing the code.
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parent
671291227e
commit
29a7fe33f3
12 changed files with 51 additions and 32 deletions
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@ -2348,7 +2348,7 @@ void Net_DoCommand (int type, BYTE **stream, int player)
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}
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if (type >= DEM_SUMMON2 && type <= DEM_SUMMONFOE2)
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{
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spawned->Angles.Yaw -= angle;
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spawned->Angles.Yaw = source->Angles.Yaw - angle;
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spawned->tid = tid;
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spawned->special = special;
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for(i = 0; i < 5; i++) {
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@ -1053,8 +1053,7 @@ void FParser::SF_ObjAngle(void)
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mo = Script->trigger;
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}
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t_return.type = svt_fixed; // haleyjd: fixed-point -- SoM again :)
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t_return.value.f = mo ? (fixed_t)AngleToFixed(mo->_f_angle()) : 0; // null ptr check
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t_return.setDouble(mo ? mo->Angles.Yaw.Degrees : 0.);
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}
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@ -3118,7 +3117,7 @@ void FParser::SF_MoveCamera(void)
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quad1 == quad2)
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{
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angledist = bigangle - smallangle;
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angledir = targetangle > cam->_f_angle() ? 1 : -1;
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angledir = targetangle > camangle ? 1 : -1;
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}
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else
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{
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@ -106,6 +106,24 @@ struct svalue_t
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string = other.string;
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value = other.value;
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}
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void setInt(int ip)
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{
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value.i = ip;
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type = svt_int;
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}
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void setFixed(fixed_t fp)
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{
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value.f = fp;
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type = svt_fixed;
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}
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void setDouble(double dp)
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{
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value.f = FLOAT2FIXED(dp);
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type = svt_fixed;
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}
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};
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int intvalue(const svalue_t & v);
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@ -33,9 +33,7 @@ void A_SkullAttack(AActor *self, fixed_t speed)
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S_Sound (self, CHAN_VOICE, self->AttackSound, 1, ATTN_NORM);
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A_FaceTarget (self);
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an = self->_f_angle() >> ANGLETOFINESHIFT;
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self->vel.x = FixedMul (speed, finecosine[an]);
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self->vel.y = FixedMul (speed, finesine[an]);
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self->VelFromAngle(speed);
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dist = self->AproxDistance (dest);
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dist = dist / speed;
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@ -10,8 +10,6 @@
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#include "doomstat.h"
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*/
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DECLARE_ACTION(A_SkullAttack)
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enum PA_Flags
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{
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PAF_NOSKULLATTACK = 1,
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@ -100,7 +100,7 @@ bool AArtiPoisonBag3::Use (bool pickup)
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mo = Spawn("ThrowingBomb", Owner->PosPlusZ(-Owner->floorclip+35*FRACUNIT + (Owner->player? Owner->player->crouchoffset : 0)), ALLOW_REPLACE);
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if (mo)
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{
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mo->Angles.Yaw = Owner->Angles.Yaw + (((pr_poisonbag() & 7) - 4) * 22.5f);
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mo->Angles.Yaw = Owner->Angles.Yaw + (((pr_poisonbag() & 7) - 4) * (360./256.));
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/* Original flight code from Hexen
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* mo->momz = 4*FRACUNIT+((player->lookdir)<<(FRACBITS-4));
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@ -94,9 +94,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_FogMove)
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self->special2 = (weaveindex + 1) & 63;
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}
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angle = self->_f_angle()>>ANGLETOFINESHIFT;
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self->vel.x = FixedMul(speed, finecosine[angle]);
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self->vel.y = FixedMul(speed, finesine[angle]);
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self->VelFromAngle(speed);
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return 0;
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}
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@ -512,7 +512,7 @@ AActor *P_SpawnKoraxMissile (fixed_t x, fixed_t y, fixed_t z,
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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_missile.Random2() * (45/256.);
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an += pr_kmissile.Random2() * (45/256.);
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}
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th->Angles.Yaw = an;
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th->VelFromAngle();
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@ -40,24 +40,37 @@
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class AHateTarget : public AActor
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{
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DECLARE_CLASS (AHateTarget, AActor)
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DECLARE_CLASS(AHateTarget, AActor)
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public:
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void BeginPlay ();
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void BeginPlay();
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int TakeSpecialDamage(AActor *inflictor, AActor *source, int damage, FName damagetype);
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};
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IMPLEMENT_CLASS (AHateTarget)
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IMPLEMENT_CLASS(AHateTarget)
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void AHateTarget::BeginPlay ()
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void AHateTarget::BeginPlay()
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{
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Super::BeginPlay ();
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Super::BeginPlay();
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if (SpawnAngle != 0)
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{ // Each degree translates into 10 units of health
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health = SpawnAngle * 10;
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}
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else
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{
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flags5 |= MF5_NODAMAGE;
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special2 = 1;
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health = 1000001;
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}
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}
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int AHateTarget::TakeSpecialDamage(AActor *inflictor, AActor *source, int damage, FName damagetype)
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{
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if (special2 != 0)
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{
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return 0;
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}
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else
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{
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return damage;
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}
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}
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@ -266,7 +266,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_FireArrow)
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if (ti)
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{
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savedangle = self->_f_angle();
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self->Angles.Yaw += ANGLE2DBL(pr_electric.Random2() * (1 << (18 - self->player->mo->accuracy * 5 / 100)));
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self->Angles.Yaw += ANGLE2DBL(pr_electric.Random2() << (18 - self->player->mo->accuracy * 5 / 100));
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self->player->mo->PlayAttacking2 ();
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P_SpawnPlayerMissile (self, ti);
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self->Angles.Yaw = savedangle;
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@ -3006,7 +3006,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_MonsterRail)
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}
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// Let the aim trail behind the player
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self->Angles.Yaw = ANGLE2DBL(self->AngleTo(self->target, -self->target->vel.x * 3, -self->target->vel.y * 3));
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self->Angles.Yaw = self->_f_AngleTo(self->target, -self->target->vel.x * 3, -self->target->vel.y * 3);
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if (self->target->flags & MF_SHADOW && !(self->flags6 & MF6_SEEINVISIBLE))
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{
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@ -80,9 +80,6 @@ struct TVector2
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{
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}
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TVector2(const TRotator<vec_t> &rot);
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void Zero()
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{
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Y = X = 0;
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@ -1002,6 +999,11 @@ struct TAngle
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return FLOAT2ANGLE(Degrees);
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}
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TVector2<vec_t> ToDirection(vec_t length) const
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{
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return TVector2(length * Cos(), length * Sin());
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}
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int FixedAngle() // for ACS. This must be normalized so it just converts to BAM first and then shifts 16 bits right.
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{
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return FLOAT2ANGLE(Degrees) >> 16;
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@ -1258,13 +1260,6 @@ inline TVector3<T>::TVector3 (const TRotator<T> &rot)
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Z = rot.Pitch.Sin();
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}
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template<class T>
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inline TVector2<T>::TVector2(const TRotator<T> &rot)
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: X(rot.Yaw.Cos()), Y(rot.Yaw.Sin())
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{
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}
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template<class T>
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inline TMatrix3x3<T>::TMatrix3x3(const TVector3<T> &axis, TAngle<T> degrees)
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{
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