diff --git a/src/fragglescript/t_func.cpp b/src/fragglescript/t_func.cpp index cd1172812..7cebb6148 100644 --- a/src/fragglescript/t_func.cpp +++ b/src/fragglescript/t_func.cpp @@ -1401,7 +1401,7 @@ void FParser::SF_PointToAngle(void) double x2 = floatvalue(t_argv[2]); double y2 = floatvalue(t_argv[3]); - t_return.setDouble(DVector2(x2 - x1, y2 - y1).Angle().BAMs); + t_return.setDouble(DVector2(x2 - x1, y2 - y1).Angle().Normalized360().Degrees); } } diff --git a/src/g_raven/a_minotaur.cpp b/src/g_raven/a_minotaur.cpp index c6c4e233f..1e7cf6674 100644 --- a/src/g_raven/a_minotaur.cpp +++ b/src/g_raven/a_minotaur.cpp @@ -183,7 +183,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_MinotaurDecide) bool friendly = !!(self->flags5 & MF5_SUMMONEDMONSTER); AActor *target; - int dist; + double dist; target = self->target; if (!target) @@ -194,11 +194,11 @@ DEFINE_ACTION_FUNCTION(AActor, A_MinotaurDecide) { S_Sound (self, CHAN_WEAPON, "minotaur/sight", 1, ATTN_NORM); } - dist = self->AproxDistance (target); + dist = self->Distance2D(target); if (target->Top() > self->Z() && target->Top() < self->Top() - && dist < (friendly ? 16*64*FRACUNIT : 8*64*FRACUNIT) - && dist > 1*64*FRACUNIT + && dist < (friendly ? 16*64. : 8*64.) + && dist > 1*64. && pr_minotaurdecide() < 150) { // Charge attack // Don't call the state function right away @@ -213,7 +213,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_MinotaurDecide) self->special1 = TICRATE/2; // Charge duration } else if (target->Z() == target->floorz - && dist < 9*64*FRACUNIT + && dist < 9*64. && pr_minotaurdecide() < (friendly ? 100 : 220)) { // Floor fire attack self->SetState (self->FindState ("Hammer")); @@ -282,9 +282,9 @@ DEFINE_ACTION_FUNCTION(AActor, A_MinotaurAtk2) PARAM_ACTION_PROLOGUE; AActor *mo; - angle_t angle; - fixed_t vz; - fixed_t z; + DAngle angle; + double vz; + double z; bool friendly = !!(self->flags5 & MF5_SUMMONEDMONSTER); if (self->target == NULL) @@ -300,7 +300,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_MinotaurAtk2) P_TraceBleed (newdam > 0 ? newdam : damage, self->target, self); return 0; } - z = self->_f_Z() + 40*FRACUNIT; + z = self->Z() + 40; PClassActor *fx = PClass::FindActor("MinotaurFX1"); if (fx) { @@ -308,12 +308,12 @@ DEFINE_ACTION_FUNCTION(AActor, A_MinotaurAtk2) if (mo != NULL) { // S_Sound (mo, CHAN_WEAPON, "minotaur/attack2", 1, ATTN_NORM); - vz = mo->_f_velz(); - angle = mo->_f_angle(); - P_SpawnMissileAngleZ (self, z, fx, angle-(ANG45/8), vz); - P_SpawnMissileAngleZ (self, z, fx, angle+(ANG45/8), vz); - P_SpawnMissileAngleZ (self, z, fx, angle-(ANG45/16), vz); - P_SpawnMissileAngleZ (self, z, fx, angle+(ANG45/16), vz); + vz = mo->Vel.Z; + angle = mo->Angles.Yaw; + P_SpawnMissileAngleZ (self, z, fx, angle-(45./8), vz); + P_SpawnMissileAngleZ (self, z, fx, angle+(45./8), vz); + P_SpawnMissileAngleZ (self, z, fx, angle-(45./16), vz); + P_SpawnMissileAngleZ (self, z, fx, angle+(45./16), vz); } } return 0; @@ -486,7 +486,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_MinotaurRoam) // // Look for enemy of player //---------------------------------------------------------------------------- -#define MINOTAUR_LOOK_DIST (16*54*FRACUNIT) +#define MINOTAUR_LOOK_DIST (16*54.) DEFINE_ACTION_FUNCTION(AActor, A_MinotaurLook) { @@ -500,7 +500,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_MinotaurLook) AActor *mo = NULL; player_t *player; - fixed_t dist; + double dist; int i; AActor *master = self->tracer; @@ -514,7 +514,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_MinotaurLook) mo = player->mo; if (mo == master) continue; if (mo->health <= 0) continue; - dist = self->AproxDistance(mo); + dist = self->Distance2D(mo); if (dist > MINOTAUR_LOOK_DIST) continue; self->target = mo; break; @@ -539,7 +539,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_MinotaurLook) if (!(mo->flags3 & MF3_ISMONSTER)) continue; if (mo->health <= 0) continue; if (!(mo->flags & MF_SHOOTABLE)) continue; - dist = self->AproxDistance(mo); + dist = self->Distance2D(mo); if (dist > MINOTAUR_LOOK_DIST) continue; if ((mo == master) || (mo == self)) continue; if ((mo->flags5 & MF5_SUMMONEDMONSTER) && (mo->tracer == master)) continue; diff --git a/src/g_strife/a_spectral.cpp b/src/g_strife/a_spectral.cpp index 9e06433a1..00b19055c 100644 --- a/src/g_strife/a_spectral.cpp +++ b/src/g_strife/a_spectral.cpp @@ -28,7 +28,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_SpectralLightningTail) { PARAM_ACTION_PROLOGUE; - AActor *foo = Spawn("SpectralLightningHTail", self->Vec3Offset(-self->_f_velx(), -self->_f_vely(), 0), ALLOW_REPLACE); + AActor *foo = Spawn("SpectralLightningHTail", self->Vec3Offset(-self->Vel.X, -self->Vel.Y, 0.), ALLOW_REPLACE); foo->Angles.Yaw = self->Angles.Yaw; foo->FriendPlayer = self->FriendPlayer; @@ -66,21 +66,20 @@ DEFINE_ACTION_FUNCTION(AActor, A_SpectralLightning) self->Vel.X += pr_zap5.Random2(3); self->Vel.Y += pr_zap5.Random2(3); - fixedvec2 pos = self->Vec2Offset( - pr_zap5.Random2(3) * FRACUNIT * 50, - pr_zap5.Random2(3) * FRACUNIT * 50); + double xo = pr_zap5.Random2(3) * 50.; + double yo = pr_zap5.Random2(3) * 50.; flash = Spawn (self->threshold > 25 ? PClass::FindActor(NAME_SpectralLightningV2) : - PClass::FindActor(NAME_SpectralLightningV1), pos.x, pos.y, ONCEILINGZ, ALLOW_REPLACE); + PClass::FindActor(NAME_SpectralLightningV1), self->Vec2OffsetZ(xo, yo, ONCEILINGZ), ALLOW_REPLACE); flash->target = self->target; - flash->Vel.Z = -18*FRACUNIT; + flash->Vel.Z = -18; flash->FriendPlayer = self->FriendPlayer; - flash = Spawn(NAME_SpectralLightningV2, self->_f_X(), self->_f_Y(), ONCEILINGZ, ALLOW_REPLACE); + flash = Spawn(NAME_SpectralLightningV2, self->PosAtZ(ONCEILINGZ), ALLOW_REPLACE); flash->target = self->target; - flash->Vel.Z = -18 * FRACUNIT; + flash->Vel.Z = -18; flash->FriendPlayer = self->FriendPlayer; return 0; } @@ -94,8 +93,8 @@ DEFINE_ACTION_FUNCTION(AActor, A_Tracer2) PARAM_ACTION_PROLOGUE; AActor *dest; - fixed_t dist; - fixed_t slope; + double dist; + double slope; dest = self->tracer; @@ -123,21 +122,16 @@ DEFINE_ACTION_FUNCTION(AActor, A_Tracer2) if (!(self->flags3 & (MF3_FLOORHUGGER|MF3_CEILINGHUGGER))) { // change slope - dist = self->AproxDistance (dest) / self->_f_speed(); - - if (dist < 1) + dist = self->DistanceBySpeed (dest, self->Speed); + if (dest->Height >= 56) { - dist = 1; - } - if (dest->_f_height() >= 56*FRACUNIT) - { - slope = (dest->_f_Z()+40*FRACUNIT - self->_f_Z()) / dist; + slope = (dest->Z()+40 - self->Z()) / dist; } else { - slope = (dest->_f_Z() + self->_f_height()*2/3 - self->_f_Z()) / dist; + slope = (dest->Z() + self->Height*(2./3) - self->Z()) / dist; } - if (slope < self->_f_velz()) + if (slope < self->Vel.Z) { self->Vel.Z -= 1 / 8.; } diff --git a/src/g_strife/a_strifeweapons.cpp b/src/g_strife/a_strifeweapons.cpp index 0fb4c2cb4..f13102010 100644 --- a/src/g_strife/a_strifeweapons.cpp +++ b/src/g_strife/a_strifeweapons.cpp @@ -568,7 +568,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_MaulerTorpedoWave) AActor *P_SpawnSubMissile (AActor *source, PClassActor *type, AActor *target) { - AActor *other = Spawn (type, source->_f_Pos(), ALLOW_REPLACE); + AActor *other = Spawn (type, source->Pos(), ALLOW_REPLACE); if (other == NULL) { @@ -594,7 +594,7 @@ AActor *P_SpawnSubMissile (AActor *source, PClassActor *type, AActor *target) if (P_CheckMissileSpawn (other, source->radius)) { DAngle pitch = P_AimLineAttack (source, source->Angles.Yaw, 1024.); - other->Vel.Z = -other->Speed * pitch.Cos(); + other->Vel.Z = -other->Speed * pitch.Sin(); return other; } return NULL; @@ -1058,7 +1058,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_FireSigil3) spot = P_SpawnSubMissile (self, PClass::FindActor("SpectralLightningBall1"), self); if (spot != NULL) { - spot->_f_SetZ(self->_f_Z() + 32*FRACUNIT); + spot->SetZ(self->Z() + 32); } } self->Angles.Yaw -= 90.;