mirror of
https://github.com/ZDoom/qzdoom.git
synced 2024-11-12 23:54:35 +00:00
- disable implicit conversions from float to TAngle
This commit is contained in:
parent
8468f712e0
commit
f0fbdba593
66 changed files with 425 additions and 374 deletions
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@ -1284,7 +1284,7 @@ void DAutomap::changeWindowLoc ()
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oincy = incy = m_paninc.y * twod->GetHeight() / 200;
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if (am_rotate == 1 || (am_rotate == 2 && viewactive))
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{
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rotate(&incx, &incy, players[consoleplayer].camera->InterpolatedAngles(r_viewpoint.TicFrac).Yaw - 90.);
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rotate(&incx, &incy, players[consoleplayer].camera->InterpolatedAngles(r_viewpoint.TicFrac).Yaw - DAngle::fromDeg(90.));
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}
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m_x += incx;
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@ -1525,7 +1525,7 @@ void DAutomap::doFollowPlayer ()
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sy = (f_oldloc.y - ampos.Y);
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if (am_rotate == 1 || (am_rotate == 2 && viewactive))
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{
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rotate(&sx, &sy, cam->InterpolatedAngles(r_viewpoint.TicFrac).Yaw - 90);
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rotate(&sx, &sy, cam->InterpolatedAngles(r_viewpoint.TicFrac).Yaw - DAngle::fromDeg(90));
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}
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ScrollParchment(sx, sy);
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@ -2082,7 +2082,7 @@ void DAutomap::drawSubsectors()
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// Apply the automap's rotation to the texture origin.
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if (am_rotate == 1 || (am_rotate == 2 && viewactive))
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{
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rotation = rotation + 90. - players[consoleplayer].camera->InterpolatedAngles(r_viewpoint.TicFrac).Yaw;
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rotation = rotation + DAngle::fromDeg(90.) - players[consoleplayer].camera->InterpolatedAngles(r_viewpoint.TicFrac).Yaw;
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rotatePoint(&originpt.x, &originpt.y);
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}
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originx = f_x + ((originpt.x - m_x) * scale);
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@ -2646,7 +2646,7 @@ void DAutomap::drawWalls (bool allmap)
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void DAutomap::rotate(double *xp, double *yp, DAngle a)
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{
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static DAngle angle_saved = 0.;
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static DAngle angle_saved = nullAngle;
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static double sinrot = 0;
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static double cosrot = 1;
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@ -2678,7 +2678,7 @@ void DAutomap::rotatePoint (double *x, double *y)
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double pivoty = m_y + m_h/2;
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*x -= pivotx;
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*y -= pivoty;
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rotate (x, y, -players[consoleplayer].camera->InterpolatedAngles(r_viewpoint.TicFrac).Yaw + 90.);
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rotate (x, y, -players[consoleplayer].camera->InterpolatedAngles(r_viewpoint.TicFrac).Yaw + DAngle::fromDeg(90.));
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*x += pivotx;
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*y += pivoty;
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}
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@ -2758,7 +2758,7 @@ void DAutomap::drawPlayers ()
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pt.y = pos.Y;
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if (am_rotate == 1 || (am_rotate == 2 && viewactive))
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{
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angle = 90.;
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angle = DAngle::fromDeg(90.);
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rotatePoint (&pt.x, &pt.y);
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}
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else
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@ -2826,7 +2826,7 @@ void DAutomap::drawPlayers ()
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if (am_rotate == 1 || (am_rotate == 2 && viewactive))
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{
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rotatePoint (&pt.x, &pt.y);
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angle -= players[consoleplayer].camera->InterpolatedAngles(r_viewpoint.TicFrac).Yaw - 90.;
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angle -= players[consoleplayer].camera->InterpolatedAngles(r_viewpoint.TicFrac).Yaw - DAngle::fromDeg(90.);
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}
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drawLineCharacter(&MapArrow[0], MapArrow.Size(), 0, angle, color, pt.x, pt.y);
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@ -2860,7 +2860,7 @@ void DAutomap::drawKeys ()
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if (am_rotate == 1 || (am_rotate == 2 && viewactive))
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{
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rotatePoint (&p.x, &p.y);
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angle += -players[consoleplayer].camera->InterpolatedAngles(r_viewpoint.TicFrac).Yaw + 90.;
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angle += -players[consoleplayer].camera->InterpolatedAngles(r_viewpoint.TicFrac).Yaw + DAngle::fromDeg(90.);
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}
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if (key->flags & MF_SPECIAL)
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@ -2872,7 +2872,7 @@ void DAutomap::drawKeys ()
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if (c >= 0) color.FromRGB(RPART(c), GPART(c), BPART(c));
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else color = AMColors[AMColors.ThingColor_CountItem];
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drawLineCharacter(&EasyKey[0], EasyKey.Size(), 0, 0., color, p.x, p.y);
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drawLineCharacter(&EasyKey[0], EasyKey.Size(), 0, nullAngle, color, p.x, p.y);
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}
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}
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}
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@ -2914,11 +2914,11 @@ void DAutomap::drawThings ()
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const size_t spriteIndex = sprite.spriteframes + (show > 1 ? t->frame : 0);
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frame = &SpriteFrames[spriteIndex];
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DAngle angle = 270. + 22.5 - t->InterpolatedAngles(r_viewpoint.TicFrac).Yaw;
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if (frame->Texture[0] != frame->Texture[1]) angle += 180. / 16;
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DAngle angle = DAngle::fromDeg(270. + 22.5) - t->InterpolatedAngles(r_viewpoint.TicFrac).Yaw;
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if (frame->Texture[0] != frame->Texture[1]) angle += DAngle::fromDeg(180. / 16);
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if (am_rotate == 1 || (am_rotate == 2 && viewactive))
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{
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angle += players[consoleplayer].camera->InterpolatedAngles(r_viewpoint.TicFrac).Yaw - 90.;
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angle += players[consoleplayer].camera->InterpolatedAngles(r_viewpoint.TicFrac).Yaw - DAngle::fromDeg(90.);
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}
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rotation = int((angle.Normalized360() * (16. / 360.)).Degrees);
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@ -2944,7 +2944,7 @@ void DAutomap::drawThings ()
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if (am_rotate == 1 || (am_rotate == 2 && viewactive))
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{
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rotatePoint (&p.x, &p.y);
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angle += -players[consoleplayer].camera->InterpolatedAngles(r_viewpoint.TicFrac).Yaw + 90.;
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angle += -players[consoleplayer].camera->InterpolatedAngles(r_viewpoint.TicFrac).Yaw + DAngle::fromDeg(90.);
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}
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color = AMColors[AMColors.ThingColor];
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@ -2974,7 +2974,7 @@ void DAutomap::drawThings ()
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if (c >= 0) color.FromRGB(RPART(c), GPART(c), BPART(c));
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else color = AMColors[AMColors.ThingColor_CountItem];
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drawLineCharacter(&CheatKey[0], CheatKey.Size(), 0, 0., color, p.x, p.y);
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drawLineCharacter(&CheatKey[0], CheatKey.Size(), 0, nullAngle, color, p.x, p.y);
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color.RGB = 0;
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}
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else
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@ -15,7 +15,9 @@ enum
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struct FRemapTable
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{
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FRemapTable(int count = 256) { NumEntries = count; }
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FRemapTable(const FRemapTable& o) = default;
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FRemapTable& operator=(const FRemapTable& o) = default;
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bool operator==(const FRemapTable& o);
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void MakeIdentity();
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@ -317,7 +317,7 @@ FVoxelDef *R_LoadVoxelDef(int lumpnum, int spin)
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voxdef->Voxel = vox;
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voxdef->Scale = 1.;
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voxdef->DroppedSpin = voxdef->PlacedSpin = spin;
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voxdef->AngleOffset = 90.;
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voxdef->AngleOffset = DAngle::fromDeg(90.);
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Voxels.Push(vox);
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VoxelDefs.Push(voxdef);
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@ -147,10 +147,10 @@ FSkyVertexBuffer::~FSkyVertexBuffer()
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void FSkyVertexBuffer::SkyVertexDoom(int r, int c, bool zflip)
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{
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static const FAngle maxSideAngle = 60.f;
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static const FAngle maxSideAngle = FAngle::fromDeg(60.f);
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static const float scale = 10000.;
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FAngle topAngle = (c / (float)mColumns * 360.f);
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FAngle topAngle = FAngle::fromDeg((c / (float)mColumns * 360.f));
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FAngle sideAngle = maxSideAngle * float(mRows - r) / float(mRows);
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float height = sideAngle.Sin();
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float realRadius = scale * sideAngle.Cos();
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@ -190,10 +190,10 @@ void FSkyVertexBuffer::SkyVertexDoom(int r, int c, bool zflip)
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void FSkyVertexBuffer::SkyVertexBuild(int r, int c, bool zflip)
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{
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static const FAngle maxSideAngle = 60.f;
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static const FAngle maxSideAngle = FAngle::fromDeg(60.f);
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static const float scale = 10000.;
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FAngle topAngle = (c / (float)mColumns * 360.f);
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FAngle topAngle = FAngle::fromDeg((c / (float)mColumns * 360.f));
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FVector2 pos = topAngle.ToVector(scale);
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float z = (!zflip) ? (mRows - r) * 4000.f : -(mRows - r) * 4000.f;
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@ -511,7 +511,8 @@ bool AssertObject(void * ob);
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#define PARAM_SOUND_AT(p,x) assert((p) < numparam); assert(reginfo[p] == REGT_INT); FSoundID x = param[p].i;
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#define PARAM_COLOR_AT(p,x) assert((p) < numparam); assert(reginfo[p] == REGT_INT); PalEntry x; x.d = param[p].i;
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#define PARAM_FLOAT_AT(p,x) assert((p) < numparam); assert(reginfo[p] == REGT_FLOAT); double x = param[p].f;
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#define PARAM_ANGLE_AT(p,x) assert((p) < numparam); assert(reginfo[p] == REGT_FLOAT); DAngle x = param[p].f;
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#define PARAM_ANGLE_AT(p,x) assert((p) < numparam); assert(reginfo[p] == REGT_FLOAT); DAngle x = DAngle::fromDeg(param[p].f);
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#define PARAM_FANGLE_AT(p,x) assert((p) < numparam); assert(reginfo[p] == REGT_FLOAT); FAngle x = FAngle::fromDeg(param[p].f);
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#define PARAM_STRING_VAL_AT(p,x) assert((p) < numparam); assert(reginfo[p] == REGT_STRING); FString x = param[p].s();
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#define PARAM_STRING_AT(p,x) assert((p) < numparam); assert(reginfo[p] == REGT_STRING); const FString &x = param[p].s();
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#define PARAM_STATELABEL_AT(p,x) assert((p) < numparam); assert(reginfo[p] == REGT_INT); int x = param[p].i;
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@ -538,6 +539,7 @@ bool AssertObject(void * ob);
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#define PARAM_COLOR(x) ++paramnum; PARAM_COLOR_AT(paramnum,x)
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#define PARAM_FLOAT(x) ++paramnum; PARAM_FLOAT_AT(paramnum,x)
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#define PARAM_ANGLE(x) ++paramnum; PARAM_ANGLE_AT(paramnum,x)
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#define PARAM_FANGLE(x) ++paramnum; PARAM_FANGLE_AT(paramnum,x)
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#define PARAM_STRING(x) ++paramnum; PARAM_STRING_AT(paramnum,x)
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#define PARAM_STRING_VAL(x) ++paramnum; PARAM_STRING_VAL_AT(paramnum,x)
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#define PARAM_STATELABEL(x) ++paramnum; PARAM_STATELABEL_AT(paramnum,x)
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@ -40,20 +40,9 @@ inline unsigned FloatToAngle(double f)
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return xs_CRoundToInt((f)* (0x40000000 / 90.));
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}
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inline constexpr double AngleToFloat(unsigned f)
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{
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return f * (90. / 0x40000000);
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}
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inline constexpr double AngleToFloat(int f)
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{
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return f * (90. / 0x40000000);
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}
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#define FLOAT2FIXED(f) FloatToFixed(f)
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#define FIXED2FLOAT(f) float(FixedToFloat(f))
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#define FIXED2DBL(f) FixedToFloat(f)
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#define ANGLE2DBL(f) AngleToFloat(f)
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#endif
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@ -1158,40 +1158,85 @@ struct TAngle
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TAngle() = default;
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TAngle (vec_t amt)
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: Degrees(amt)
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private:
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// Both constructors are needed to avoid unnecessary conversions when assigning to FAngle.
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constexpr TAngle (float amt)
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: Degrees((vec_t)amt)
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{
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}
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constexpr TAngle (double amt)
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: Degrees((vec_t)amt)
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{
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}
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public:
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static constexpr TAngle fromDeg(float deg)
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{
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return TAngle(deg);
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}
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static constexpr TAngle fromDeg(double deg)
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{
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return TAngle(deg);
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}
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static constexpr TAngle fromDeg(int deg)
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{
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return TAngle((vec_t)deg);
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}
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static constexpr TAngle fromDeg(unsigned deg)
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{
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return TAngle((vec_t)deg);
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}
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static constexpr TAngle fromRad(float rad)
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{
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return TAngle(float(rad * (180.0f / pi::pif())));
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}
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static constexpr TAngle fromRad(double rad)
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{
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return TAngle(double(rad * (180.0 / pi::pi())));
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}
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static constexpr TAngle fromBam(int f)
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{
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return TAngle(f * (90. / 0x40000000));
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}
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static constexpr TAngle fromBam(unsigned f)
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{
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return TAngle(f * (90. / 0x40000000));
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}
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TAngle(const TAngle &other) = default;
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TAngle &operator= (const TAngle &other) = default;
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/*
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TAngle &operator= (double other)
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{
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Degrees = (decltype(Degrees))other;
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return *this;
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}
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*/
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// intentionally disabled so that common math functions cannot be accidentally called with a TAngle.
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//operator vec_t() const { return Degrees; }
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TAngle operator- () const
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constexpr TAngle operator- () const
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{
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return TAngle(-Degrees);
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}
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TAngle &operator+= (TAngle other)
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constexpr TAngle &operator+= (TAngle other)
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{
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Degrees += other.Degrees;
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return *this;
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}
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TAngle &operator-= (TAngle other)
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constexpr TAngle &operator-= (TAngle other)
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{
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Degrees -= other.Degrees;
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return *this;
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}
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/*
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TAngle &operator*= (TAngle other)
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{
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Degrees *= other.Degrees;
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@ -1203,27 +1248,29 @@ struct TAngle
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Degrees /= other.Degrees;
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return *this;
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}
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*/
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TAngle operator+ (TAngle other) const
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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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}
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TAngle operator- (TAngle other) const
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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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}
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TAngle operator* (TAngle other) const
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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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}
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TAngle operator/ (TAngle other) const
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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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}
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/*
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TAngle &operator+= (vec_t other)
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{
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Degrees = Degrees + other;
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@ -1235,19 +1282,21 @@ struct TAngle
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Degrees = Degrees - other;
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return *this;
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}
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*/
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TAngle &operator*= (vec_t other)
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constexpr TAngle &operator*= (vec_t other)
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{
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Degrees = Degrees * other;
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return *this;
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}
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TAngle &operator/= (vec_t other)
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constexpr TAngle &operator/= (vec_t other)
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{
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Degrees = Degrees / other;
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return *this;
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}
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/*
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TAngle operator+ (vec_t other) const
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{
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return Degrees + other;
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@ -1257,79 +1306,82 @@ struct TAngle
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{
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return Degrees - other;
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}
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*/
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/*
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friend TAngle operator- (vec_t o1, TAngle o2)
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{
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return TAngle(o1 - o2.Degrees);
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}
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*/
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TAngle operator* (vec_t other) const
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constexpr TAngle operator* (vec_t other) const
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{
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return Degrees * other;
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}
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TAngle operator/ (vec_t other) const
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constexpr TAngle operator/ (vec_t other) const
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{
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return Degrees / other;
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}
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// Should the comparisons consider an epsilon value?
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bool operator< (TAngle other) const
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constexpr bool operator< (TAngle other) const
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{
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return Degrees < other.Degrees;
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}
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bool operator> (TAngle other) const
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constexpr bool operator> (TAngle other) const
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{
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return Degrees > other.Degrees;
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}
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bool operator<= (TAngle other) const
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constexpr bool operator<= (TAngle other) const
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{
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return Degrees <= other.Degrees;
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}
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bool operator>= (TAngle other) const
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constexpr bool operator>= (TAngle other) const
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{
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return Degrees >= other.Degrees;
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}
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bool operator== (TAngle other) const
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constexpr bool operator== (TAngle other) const
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{
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return Degrees == other.Degrees;
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}
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bool operator!= (TAngle other) const
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constexpr bool operator!= (TAngle other) const
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{
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return Degrees != other.Degrees;
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}
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bool operator< (vec_t other) const
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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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}
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bool operator> (vec_t other) const
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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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}
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bool operator<= (vec_t other) const
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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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}
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|
||||
bool operator>= (vec_t other) const
|
||||
constexpr bool operator>= (vec_t other) const
|
||||
{
|
||||
return Degrees >= other;
|
||||
}
|
||||
|
||||
bool operator== (vec_t other) const
|
||||
constexpr bool operator== (vec_t other) const
|
||||
{
|
||||
return Degrees == other;
|
||||
}
|
||||
|
||||
bool operator!= (vec_t other) const
|
||||
constexpr bool operator!= (vec_t other) const
|
||||
{
|
||||
return Degrees != other;
|
||||
}
|
||||
|
@ -1348,7 +1400,7 @@ struct TAngle
|
|||
return (vec_t)(BAM_FACTOR * (signed int)BAMs());
|
||||
}
|
||||
|
||||
vec_t Radians() const
|
||||
constexpr vec_t Radians() const
|
||||
{
|
||||
return vec_t(Degrees * (pi::pi() / 180.0));
|
||||
}
|
||||
|
@ -1394,13 +1446,13 @@ struct TAngle
|
|||
// Emulates the old floatbob offset table with direct calls to trig functions.
|
||||
inline double BobSin(double fb)
|
||||
{
|
||||
return TAngle<double>(double(fb * (180.0 / 32))).Sin() * 8;
|
||||
return g_sindeg(double(fb * (180.0 / 32))) * 8;
|
||||
}
|
||||
|
||||
template<class T>
|
||||
inline TAngle<T> fabs (const TAngle<T> °)
|
||||
{
|
||||
return TAngle<T>(fabs(deg.Degrees));
|
||||
return TAngle<T>::fromDeg(fabs(deg.Degrees));
|
||||
}
|
||||
|
||||
template<class T>
|
||||
|
@ -1409,6 +1461,7 @@ inline TAngle<T> deltaangle(const TAngle<T> &a1, const TAngle<T> &a2)
|
|||
return (a2 - a1).Normalized180();
|
||||
}
|
||||
|
||||
/*
|
||||
template<class T>
|
||||
inline TAngle<T> deltaangle(const TAngle<T> &a1, double a2)
|
||||
{
|
||||
|
@ -1420,6 +1473,7 @@ inline TAngle<T> deltaangle(double a1, const TAngle<T> &a2)
|
|||
{
|
||||
return (a2 - a1).Normalized180();
|
||||
}
|
||||
*/
|
||||
|
||||
template<class T>
|
||||
inline TAngle<T> absangle(const TAngle<T> &a1, const TAngle<T> &a2)
|
||||
|
@ -1427,27 +1481,29 @@ inline TAngle<T> absangle(const TAngle<T> &a1, const TAngle<T> &a2)
|
|||
return fabs((a1 - a2).Normalized180());
|
||||
}
|
||||
|
||||
/*
|
||||
template<class T>
|
||||
inline TAngle<T> absangle(const TAngle<T> &a1, double a2)
|
||||
{
|
||||
return fabs((a1 - a2).Normalized180());
|
||||
}
|
||||
*/
|
||||
|
||||
inline TAngle<double> VecToAngle(double x, double y)
|
||||
{
|
||||
return g_atan2(y, x) * (180.0 / pi::pi());
|
||||
return TAngle<double>::fromDeg(g_atan2(y, x) * (180.0 / pi::pi()));
|
||||
}
|
||||
|
||||
template<class T>
|
||||
inline TAngle<T> VecToAngle (const TVector2<T> &vec)
|
||||
{
|
||||
return (T)g_atan2(vec.Y, vec.X) * (180.0 / pi::pi());
|
||||
return TAngle<T>::fromDeg(g_atan2(vec.Y, vec.X) * (180.0 / pi::pi()));
|
||||
}
|
||||
|
||||
template<class T>
|
||||
inline TAngle<T> VecToAngle (const TVector3<T> &vec)
|
||||
{
|
||||
return (T)g_atan2(vec.Y, vec.X) * (180.0 / pi::pi());
|
||||
return TAngle<T>::fromDeg(g_atan2(vec.Y, vec.X) * (180.0 / pi::pi()));
|
||||
}
|
||||
|
||||
template<class T>
|
||||
|
@ -1651,6 +1707,8 @@ typedef TRotator<double> DRotator;
|
|||
typedef TMatrix3x3<double> DMatrix3x3;
|
||||
typedef TAngle<double> DAngle;
|
||||
|
||||
constexpr DAngle nullAngle = DAngle::fromDeg(0.);
|
||||
constexpr FAngle nullFAngle = FAngle::fromDeg(0.);
|
||||
|
||||
class Plane
|
||||
{
|
||||
|
|
|
@ -1073,7 +1073,7 @@ CCMD(angleconvtest)
|
|||
Printf("Testing degrees to angle conversion:\n");
|
||||
for (double ang = -5 * 180.; ang < 5 * 180.; ang += 45.)
|
||||
{
|
||||
unsigned ang1 = DAngle(ang).BAMs();
|
||||
unsigned ang1 = DAngle::fromDeg(ang).BAMs();
|
||||
unsigned ang2 = (unsigned)(ang * (0x40000000 / 90.));
|
||||
unsigned ang3 = (unsigned)(int)(ang * (0x40000000 / 90.));
|
||||
Printf("Angle = %.5f: xs_RoundToInt = %08x, unsigned cast = %08x, signed cast = %08x\n",
|
||||
|
|
|
@ -52,7 +52,7 @@ void C_PrintInfo(AActor *target, bool verbose)
|
|||
|
||||
void C_AimLine(FTranslatedLineTarget *t, bool nonshootable)
|
||||
{
|
||||
P_AimLineAttack(players[consoleplayer].mo,players[consoleplayer].mo->Angles.Yaw, MISSILERANGE, t, 0.,
|
||||
P_AimLineAttack(players[consoleplayer].mo,players[consoleplayer].mo->Angles.Yaw, MISSILERANGE, t, nullAngle,
|
||||
(nonshootable) ? ALF_CHECKNONSHOOTABLE|ALF_FORCENOSMART|ALF_IGNORENOAUTOAIM : ALF_IGNORENOAUTOAIM);
|
||||
}
|
||||
|
||||
|
|
|
@ -895,13 +895,13 @@ void D_Display ()
|
|||
auto &vp = r_viewpoint;
|
||||
if (viewactive)
|
||||
{
|
||||
DAngle fov = 90.f;
|
||||
DAngle fov = DAngle::fromDeg(90.);
|
||||
AActor *cam = players[consoleplayer].camera;
|
||||
if (cam)
|
||||
{
|
||||
if (cam->player)
|
||||
fov = cam->player->FOV;
|
||||
else fov = cam->CameraFOV;
|
||||
fov = DAngle::fromDeg(cam->player->FOV);
|
||||
else fov = DAngle::fromDeg(cam->CameraFOV);
|
||||
}
|
||||
R_SetFOV(vp, fov);
|
||||
}
|
||||
|
|
|
@ -2403,7 +2403,7 @@ void Net_DoCommand (int type, uint8_t **stream, int player)
|
|||
|
||||
if (type >= DEM_SUMMON2 && type <= DEM_SUMMONFOE2)
|
||||
{
|
||||
spawned->Angles.Yaw = source->Angles.Yaw - angle;
|
||||
spawned->Angles.Yaw = source->Angles.Yaw - DAngle::fromDeg(angle);
|
||||
spawned->special = special;
|
||||
for(i = 0; i < 5; i++) {
|
||||
spawned->args[i] = args[i];
|
||||
|
@ -2693,8 +2693,8 @@ void Net_DoCommand (int type, uint8_t **stream, int player)
|
|||
break;
|
||||
|
||||
case DEM_SETPITCHLIMIT:
|
||||
players[player].MinPitch = -(double)ReadByte(stream); // up
|
||||
players[player].MaxPitch = (double)ReadByte(stream); // down
|
||||
players[player].MinPitch = DAngle::fromDeg(-ReadByte(stream)); // up
|
||||
players[player].MaxPitch = DAngle::fromDeg(ReadByte(stream)); // down
|
||||
break;
|
||||
|
||||
case DEM_REVERTCAMERA:
|
||||
|
|
|
@ -754,7 +754,7 @@ FWorldEvent EventManager::SetupWorldEvent()
|
|||
FWorldEvent e;
|
||||
e.IsSaveGame = savegamerestore;
|
||||
e.IsReopen = Level->FromSnapshot && !savegamerestore; // each one by itself isnt helpful, but with hub load we have savegamerestore==0 and level.FromSnapshot==1.
|
||||
e.DamageAngle = 0.0;
|
||||
e.DamageAngle = nullAngle;
|
||||
return e;
|
||||
}
|
||||
|
||||
|
|
|
@ -74,7 +74,7 @@ CCMD(listlights)
|
|||
|
||||
if (dl->target)
|
||||
{
|
||||
FTextureID spr = sprites[dl->target->sprite].GetSpriteFrame(dl->target->frame, 0, 0., nullptr);
|
||||
FTextureID spr = sprites[dl->target->sprite].GetSpriteFrame(dl->target->frame, 0, nullAngle, nullptr);
|
||||
Printf(", frame = %s ", TexMan.GetGameTexture(spr)->GetName().GetChars());
|
||||
}
|
||||
|
||||
|
|
|
@ -296,7 +296,7 @@ static void parseSector(FScanner &sc, TMap<int, EDSector> &EDSectors)
|
|||
{
|
||||
sc.CheckString("=");
|
||||
sc.MustGetFloat();
|
||||
sec.angle[sector_t::floor] = sc.Float;
|
||||
sec.angle[sector_t::floor] = DAngle::fromDeg(sc.Float);
|
||||
}
|
||||
else if (sc.Compare("flooroffsetx"))
|
||||
{
|
||||
|
@ -320,7 +320,7 @@ static void parseSector(FScanner &sc, TMap<int, EDSector> &EDSectors)
|
|||
{
|
||||
sc.CheckString("=");
|
||||
sc.MustGetFloat();
|
||||
sec.angle[sector_t::ceiling] = sc.Float;
|
||||
sec.angle[sector_t::ceiling] = DAngle::fromDeg(sc.Float);
|
||||
}
|
||||
else if (sc.Compare("ceilingoffsetx"))
|
||||
{
|
||||
|
|
|
@ -911,7 +911,7 @@ bool MapLoader::LoadSegs (MapData * map)
|
|||
// errors _can_ cause firelines.
|
||||
|
||||
DAngle ptp_angle = (li->v2->fPos() - li->v1->fPos()).Angle();
|
||||
DAngle seg_angle = AngleToFloat(segangle << 16);
|
||||
DAngle seg_angle = DAngle::fromBam(segangle << 16);
|
||||
DAngle delta_angle = absangle(ptp_angle, seg_angle);
|
||||
|
||||
if (delta_angle >= 1.)
|
||||
|
@ -1996,7 +1996,7 @@ void MapLoader::LoopSidedefs (bool firstloop)
|
|||
if (sidetemp[right].b.next != NO_SIDE)
|
||||
{
|
||||
int bestright = right; // Shut up, GCC
|
||||
DAngle bestang = 360.;
|
||||
DAngle bestang = DAngle::fromDeg(360.);
|
||||
line_t *leftline, *rightline;
|
||||
DAngle ang1, ang2, ang;
|
||||
|
||||
|
@ -2004,7 +2004,7 @@ void MapLoader::LoopSidedefs (bool firstloop)
|
|||
ang1 = leftline->Delta().Angle();
|
||||
if (!sidetemp[i].b.lineside)
|
||||
{
|
||||
ang1 += 180;
|
||||
ang1 += DAngle::fromDeg(180);
|
||||
}
|
||||
|
||||
while (right != NO_SIDE)
|
||||
|
@ -2017,7 +2017,7 @@ void MapLoader::LoopSidedefs (bool firstloop)
|
|||
ang2 = rightline->Delta().Angle();
|
||||
if (sidetemp[right].b.lineside)
|
||||
{
|
||||
ang2 += 180;
|
||||
ang2 += DAngle::fromDeg(180);
|
||||
}
|
||||
|
||||
ang = (ang2 - ang1).Normalized360();
|
||||
|
|
|
@ -160,22 +160,22 @@ void MapLoader::SetSlope (secplane_t *plane, bool setCeil, int xyangi, int zangi
|
|||
|
||||
if (zangi >= 180)
|
||||
{
|
||||
zang = 179.;
|
||||
zang = DAngle::fromDeg(179.);
|
||||
}
|
||||
else if (zangi <= 0)
|
||||
{
|
||||
zang = 1.;
|
||||
zang = DAngle::fromDeg(1.);
|
||||
}
|
||||
else
|
||||
{
|
||||
zang = (double)zangi;
|
||||
zang = DAngle::fromDeg(zangi);
|
||||
}
|
||||
if (setCeil)
|
||||
{
|
||||
zang += 180.;
|
||||
zang += DAngle::fromDeg(180.);
|
||||
}
|
||||
|
||||
xyang = (double)xyangi;
|
||||
xyang = DAngle::fromDeg(xyangi);
|
||||
|
||||
DVector3 norm;
|
||||
|
||||
|
|
|
@ -262,7 +262,7 @@ double UDMFParserBase::CheckCoordinate(FName key)
|
|||
|
||||
DAngle UDMFParserBase::CheckAngle(FName key)
|
||||
{
|
||||
return DAngle(CheckFloat(key)).Normalized360();
|
||||
return DAngle::fromDeg(CheckFloat(key)).Normalized360();
|
||||
}
|
||||
|
||||
bool UDMFParserBase::CheckBool(FName key)
|
||||
|
|
|
@ -166,7 +166,7 @@ static void ClearConversationStuff(player_t* player)
|
|||
player->ConversationFaceTalker = false;
|
||||
player->ConversationNPC = nullptr;
|
||||
player->ConversationPC = nullptr;
|
||||
player->ConversationNPCAngle = 0.;
|
||||
player->ConversationNPCAngle = nullAngle;
|
||||
}
|
||||
|
||||
//============================================================================
|
||||
|
|
|
@ -929,7 +929,7 @@ static void SpawnDecal(AActor *self)
|
|||
// Look for a wall within 64 units behind the actor. If none can be
|
||||
// found, then no decal is created, and this actor is destroyed
|
||||
// without effectively doing anything.
|
||||
if (!ShootDecal(self->Level, tpl, self->Sector, self->X(), self->Y(), self->Z(), self->Angles.Yaw + 180, 64., true))
|
||||
if (!ShootDecal(self->Level, tpl, self->Sector, self->X(), self->Y(), self->Z(), self->Angles.Yaw + DAngle::fromDeg(180), 64., true))
|
||||
{
|
||||
DPrintf (DMSG_WARNING, "Could not find a wall to stick decal to at (%f,%f)\n", self->X(), self->Y());
|
||||
}
|
||||
|
|
|
@ -115,7 +115,7 @@ void AttachLight(AActor *self)
|
|||
light->pPitch = &self->Angles.Pitch;
|
||||
light->pLightFlags = (LightFlags*)&self->IntVar(NAME_lightflags);
|
||||
light->pArgs = self->args;
|
||||
light->specialf1 = DAngle(double(self->SpawnAngle)).Normalized360().Degrees;
|
||||
light->specialf1 = DAngle::fromDeg(double(self->SpawnAngle)).Normalized360().Degrees;
|
||||
light->Sector = self->Sector;
|
||||
light->target = self;
|
||||
light->mShadowmapIndex = 1024;
|
||||
|
|
|
@ -78,16 +78,16 @@ public:
|
|||
void SetDontLightMap(bool on) { if (on) m_lightFlags |= LF_DONTLIGHTMAP; else m_lightFlags &= ~LF_DONTLIGHTMAP; }
|
||||
void SetNoShadowmap(bool on) { if (on) m_lightFlags |= LF_NOSHADOWMAP; else m_lightFlags &= ~LF_NOSHADOWMAP; }
|
||||
void SetSpot(bool spot) { if (spot) m_lightFlags |= LF_SPOT; else m_lightFlags &= ~LF_SPOT; }
|
||||
void SetSpotInnerAngle(double angle) { m_spotInnerAngle = angle; }
|
||||
void SetSpotOuterAngle(double angle) { m_spotOuterAngle = angle; }
|
||||
void SetSpotInnerAngle(double angle) { m_spotInnerAngle = DAngle::fromDeg(angle); }
|
||||
void SetSpotOuterAngle(double angle) { m_spotOuterAngle = DAngle::fromDeg(angle); }
|
||||
void SetSpotPitch(double pitch)
|
||||
{
|
||||
m_pitch = pitch;
|
||||
m_pitch = DAngle::fromDeg(pitch);
|
||||
m_explicitPitch = true;
|
||||
}
|
||||
void UnsetSpotPitch()
|
||||
{
|
||||
m_pitch = 0.;
|
||||
m_pitch = nullAngle;
|
||||
m_explicitPitch = false;
|
||||
}
|
||||
|
||||
|
@ -125,9 +125,9 @@ protected:
|
|||
bool m_swapped = false;
|
||||
bool m_spot = false;
|
||||
bool m_explicitPitch = false;
|
||||
DAngle m_spotInnerAngle = 10.0;
|
||||
DAngle m_spotOuterAngle = 25.0;
|
||||
DAngle m_pitch = 0.0;
|
||||
DAngle m_spotInnerAngle = DAngle::fromDeg(10.0);
|
||||
DAngle m_spotOuterAngle = DAngle::fromDeg(25.0);
|
||||
DAngle m_pitch = nullAngle;
|
||||
|
||||
friend FSerializer &Serialize(FSerializer &arc, const char *key, FLightDefaults &value, FLightDefaults *def);
|
||||
};
|
||||
|
|
|
@ -73,7 +73,7 @@ void DBot::Construct()
|
|||
void DBot::Clear ()
|
||||
{
|
||||
player = nullptr;
|
||||
Angle = 0.;
|
||||
Angle = nullAngle;
|
||||
dest = nullptr;
|
||||
prev = nullptr;
|
||||
enemy = nullptr;
|
||||
|
|
|
@ -212,7 +212,7 @@ void DBot::Dofire (ticcmd_t *cmd)
|
|||
{
|
||||
//MAKEME: This should be smarter.
|
||||
if ((pr_botdofire()%200)<=skill.reaction)
|
||||
if(Check_LOS(enemy, SHOOTFOV))
|
||||
if(Check_LOS(enemy, DAngle::fromDeg(SHOOTFOV)))
|
||||
no_fire = false;
|
||||
}
|
||||
else if (GetBotInfo(player->ReadyWeapon).projectileType != NULL)
|
||||
|
@ -237,7 +237,7 @@ void DBot::Dofire (ticcmd_t *cmd)
|
|||
fm = Dist / GetDefaultByType (GetBotInfo(player->ReadyWeapon).projectileType)->Speed;
|
||||
Level->BotInfo.SetBodyAt(Level, enemy->Pos() + enemy->Vel.XY() * fm * 2, 1);
|
||||
Angle = player->mo->AngleTo(Level->BotInfo.body1);
|
||||
if (Check_LOS (enemy, SHOOTFOV))
|
||||
if (Check_LOS (enemy, DAngle::fromDeg(SHOOTFOV)))
|
||||
no_fire = false;
|
||||
}
|
||||
else
|
||||
|
@ -254,9 +254,9 @@ void DBot::Dofire (ticcmd_t *cmd)
|
|||
aiming_value = skill.aiming - aiming_penalty;
|
||||
if (aiming_value <= 0)
|
||||
aiming_value = 1;
|
||||
m = ((SHOOTFOV/2)-(aiming_value*SHOOTFOV/200)); //Higher skill is more accurate
|
||||
m = DAngle::fromDeg(((SHOOTFOV/2)-(aiming_value*SHOOTFOV/200))); //Higher skill is more accurate
|
||||
if (m <= 0)
|
||||
m = 1.; //Prevents lock.
|
||||
m = DAngle::fromDeg(1.); //Prevents lock.
|
||||
|
||||
if (m != 0)
|
||||
{
|
||||
|
@ -271,7 +271,7 @@ void DBot::Dofire (ticcmd_t *cmd)
|
|||
increase = !increase;
|
||||
}
|
||||
|
||||
if (Check_LOS (enemy, (SHOOTFOV/2)))
|
||||
if (Check_LOS (enemy, DAngle::fromDeg(SHOOTFOV/2)))
|
||||
no_fire = false;
|
||||
}
|
||||
if (!no_fire) //If going to fire weapon
|
||||
|
@ -328,7 +328,7 @@ void FCajunMaster::BotTick(AActor *mo)
|
|||
{
|
||||
if (!players[i].Bot->missile && (mo->flags3 & MF3_WARNBOT))
|
||||
{ //warn for incoming missiles.
|
||||
if (mo->target != players[i].mo && players[i].Bot->Check_LOS(mo, 90.))
|
||||
if (mo->target != players[i].mo && players[i].Bot->Check_LOS(mo, DAngle::fromDeg(90.)))
|
||||
players[i].Bot->missile = mo;
|
||||
}
|
||||
}
|
||||
|
@ -425,9 +425,9 @@ AActor *DBot::Find_enemy ()
|
|||
|
||||
//Note: It's hard to ambush a bot who is not alone
|
||||
if (allround || mate)
|
||||
vangle = 360.;
|
||||
vangle = DAngle::fromDeg(360.);
|
||||
else
|
||||
vangle = ENEMY_SCAN_FOV;
|
||||
vangle = DAngle::fromDeg(ENEMY_SCAN_FOV);
|
||||
allround = false;
|
||||
|
||||
target = NULL;
|
||||
|
@ -537,7 +537,7 @@ DAngle DBot::FireRox (AActor *enemy, ticcmd_t *cmd)
|
|||
|
||||
dist = actor->Distance2D (enemy);
|
||||
if (dist < SAFE_SELF_MISDIST)
|
||||
return 0.;
|
||||
return nullAngle;
|
||||
//Predict.
|
||||
m = ((dist+1) / GetDefaultByName("Rocket")->Speed);
|
||||
|
||||
|
@ -563,7 +563,7 @@ DAngle DBot::FireRox (AActor *enemy, ticcmd_t *cmd)
|
|||
return player->mo->AngleTo(enemy);
|
||||
}
|
||||
}
|
||||
return 0.;
|
||||
return nullAngle;
|
||||
}
|
||||
|
||||
// [RH] We absolutely do not want to pick things up here. The bot code is
|
||||
|
|
|
@ -77,9 +77,9 @@ void DBot::Roam (ticcmd_t *cmd)
|
|||
int delta = angle - (player->mo->movedir << 29);
|
||||
|
||||
if (delta > 0)
|
||||
Angle -= 45;
|
||||
Angle -= DAngle::fromDeg(45);
|
||||
else if (delta < 0)
|
||||
Angle += 45;
|
||||
Angle += DAngle::fromDeg(45);
|
||||
}
|
||||
|
||||
// chase towards destination.
|
||||
|
@ -357,7 +357,7 @@ void DBot::TurnToAng ()
|
|||
if(enemy)
|
||||
if(!dest) //happens when running after item in combat situations, or normal, prevents weak turns
|
||||
if(GetBotInfo(player->ReadyWeapon).projectileType == NULL && GetBotInfo(player->ReadyWeapon).MoveCombatDist > 0)
|
||||
if(Check_LOS(enemy, SHOOTFOV+5))
|
||||
if(Check_LOS(enemy, DAngle::fromDeg(SHOOTFOV+5)))
|
||||
maxturn = 3;
|
||||
}
|
||||
|
||||
|
@ -368,7 +368,7 @@ void DBot::TurnToAng ()
|
|||
|
||||
distance /= TURNSENS;
|
||||
if (fabs (distance) > maxturn)
|
||||
distance = distance < 0 ? -maxturn : maxturn;
|
||||
distance = DAngle::fromDeg(distance < 0 ? -maxturn : maxturn);
|
||||
|
||||
player->mo->Angles.Yaw += distance;
|
||||
}
|
||||
|
|
|
@ -83,8 +83,8 @@ void DBot::Think ()
|
|||
if (cmd->ucmd.pitch == -32768)
|
||||
cmd->ucmd.pitch = -32767;
|
||||
cmd->ucmd.pitch /= ticdup;
|
||||
actor->Angles.Yaw = oldyaw + DAngle(cmd->ucmd.yaw * ticdup * (360 / 65536.f));
|
||||
actor->Angles.Pitch = oldpitch - DAngle(cmd->ucmd.pitch * ticdup * (360 / 65536.f));
|
||||
actor->Angles.Yaw = oldyaw + DAngle::fromDeg(cmd->ucmd.yaw * ticdup * (360 / 65536.f));
|
||||
actor->Angles.Pitch = oldpitch - DAngle::fromDeg(cmd->ucmd.pitch * ticdup * (360 / 65536.f));
|
||||
}
|
||||
|
||||
if (t_active) t_active--;
|
||||
|
@ -118,7 +118,7 @@ void DBot::ThinkForMove (ticcmd_t *cmd)
|
|||
dist = dest ? player->mo->Distance2D(dest) : 0;
|
||||
|
||||
if (missile &&
|
||||
(!missile->Vel.X || !missile->Vel.Y || !Check_LOS(missile, SHOOTFOV*3/2)))
|
||||
(!missile->Vel.X || !missile->Vel.Y || !Check_LOS(missile, DAngle::fromDeg(SHOOTFOV*3/2))))
|
||||
{
|
||||
sleft = !sleft;
|
||||
missile = nullptr; //Probably ended its travel.
|
||||
|
@ -147,7 +147,7 @@ void DBot::ThinkForMove (ticcmd_t *cmd)
|
|||
}
|
||||
|
||||
//If able to see enemy while avoiding missile, still fire at enemy.
|
||||
if (enemy && Check_LOS (enemy, SHOOTFOV))
|
||||
if (enemy && Check_LOS (enemy, DAngle::fromDeg(SHOOTFOV)))
|
||||
Dofire (cmd); //Order bot to fire current weapon
|
||||
}
|
||||
else if (enemy && P_CheckSight (player->mo, enemy, 0)) //Fight!
|
||||
|
@ -259,7 +259,7 @@ void DBot::ThinkForMove (ticcmd_t *cmd)
|
|||
/////
|
||||
roam:
|
||||
/////
|
||||
if (enemy && Check_LOS (enemy, SHOOTFOV*3/2)) //If able to see enemy while avoiding missile , still fire at it.
|
||||
if (enemy && Check_LOS (enemy, DAngle::fromDeg(SHOOTFOV*3/2))) //If able to see enemy while avoiding missile , still fire at it.
|
||||
Dofire (cmd); //Order bot to fire current weapon
|
||||
|
||||
if (dest && !(dest->flags&MF_SPECIAL) && dest->health < 0)
|
||||
|
|
|
@ -396,8 +396,8 @@ public:
|
|||
FString SubtitleText;
|
||||
int SubtitleCounter;
|
||||
|
||||
DAngle MinPitch = 0.; // Viewpitch limits (negative is up, positive is down)
|
||||
DAngle MaxPitch = 0.;
|
||||
DAngle MinPitch = nullAngle; // Viewpitch limits (negative is up, positive is down)
|
||||
DAngle MaxPitch = nullAngle;
|
||||
|
||||
double crouchfactor = 0;
|
||||
double crouchoffset = 0;
|
||||
|
@ -407,7 +407,7 @@ public:
|
|||
|
||||
// [CW] I moved these here for multiplayer conversation support.
|
||||
TObjPtr<AActor*> ConversationNPC = MakeObjPtr<AActor*>(nullptr), ConversationPC = MakeObjPtr<AActor*>(nullptr);
|
||||
DAngle ConversationNPCAngle = 0.;
|
||||
DAngle ConversationNPCAngle = nullAngle;
|
||||
bool ConversationFaceTalker = false;
|
||||
|
||||
double GetDeltaViewHeight() const
|
||||
|
|
|
@ -827,7 +827,7 @@ void FParser::SF_Spawn(void)
|
|||
{
|
||||
DVector3 pos;
|
||||
PClassActor *pclass;
|
||||
DAngle angle = 0.;
|
||||
DAngle angle = nullAngle;
|
||||
|
||||
if (CheckArgs(3))
|
||||
{
|
||||
|
@ -853,7 +853,7 @@ void FParser::SF_Spawn(void)
|
|||
|
||||
if(t_argc >= 4)
|
||||
{
|
||||
angle = floatvalue(t_argv[3]);
|
||||
angle = DAngle::fromDeg(floatvalue(t_argv[3]));
|
||||
}
|
||||
|
||||
t_return.type = svt_mobj;
|
||||
|
@ -1217,7 +1217,7 @@ void FParser::SF_PushThing(void)
|
|||
AActor * mo = actorvalue(t_argv[0]);
|
||||
if(!mo) return;
|
||||
|
||||
DAngle angle = floatvalue(t_argv[1]);
|
||||
DAngle angle = DAngle::fromDeg(floatvalue(t_argv[1]));
|
||||
double force = floatvalue(t_argv[2]);
|
||||
mo->Thrust(angle, force);
|
||||
}
|
||||
|
@ -1415,15 +1415,15 @@ void FParser::SF_SetCamera(void)
|
|||
return; // nullptr check
|
||||
}
|
||||
|
||||
angle = t_argc < 2 ? newcamera->Angles.Yaw : floatvalue(t_argv[1]);
|
||||
angle = t_argc < 2 ? newcamera->Angles.Yaw : DAngle::fromDeg(floatvalue(t_argv[1]));
|
||||
|
||||
newcamera->specialf1 = newcamera->Angles.Yaw.Degrees;
|
||||
newcamera->specialf2 = newcamera->Z();
|
||||
double z = t_argc < 3 ? newcamera->Sector->floorplane.ZatPoint(newcamera) + 41 : floatvalue(t_argv[2]);
|
||||
newcamera->SetOrigin(newcamera->PosAtZ(z), false);
|
||||
newcamera->Angles.Yaw = angle;
|
||||
if (t_argc < 4) newcamera->Angles.Pitch = 0.;
|
||||
else newcamera->Angles.Pitch = clamp(floatvalue(t_argv[3]), -50., 50.) * (20. / 32.);
|
||||
if (t_argc < 4) newcamera->Angles.Pitch = nullAngle;
|
||||
else newcamera->Angles.Pitch = DAngle::fromDeg(clamp(floatvalue(t_argv[3]), -50., 50.) * (20. / 32.));
|
||||
player->camera=newcamera;
|
||||
newcamera->renderflags |= RF_NOINTERPOLATEVIEW;
|
||||
}
|
||||
|
@ -1445,7 +1445,7 @@ void FParser::SF_ClearCamera(void)
|
|||
if (cam)
|
||||
{
|
||||
player->camera=player->mo;
|
||||
cam->Angles.Yaw = cam->specialf1;
|
||||
cam->Angles.Yaw = DAngle::fromDeg(cam->specialf1);
|
||||
cam->SetZ(cam->specialf2);
|
||||
}
|
||||
|
||||
|
@ -2732,10 +2732,10 @@ void FParser::SF_MoveCamera(void)
|
|||
}
|
||||
else finishedmove = true;
|
||||
|
||||
DAngle targetangle = DAngle(floatvalue(t_argv[4])).Normalized360();
|
||||
DAngle targetangle = DAngle::fromDeg(floatvalue(t_argv[4])).Normalized360();
|
||||
if (cam->Angles.Yaw != targetangle)
|
||||
{
|
||||
DAngle anglespeed = floatvalue(t_argv[5]);
|
||||
DAngle anglespeed = DAngle::fromDeg(floatvalue(t_argv[5]));
|
||||
DAngle anglenow = targetangle;
|
||||
const DAngle diffangle = deltaangle(cam->Angles.Yaw, targetangle);
|
||||
|
||||
|
@ -3307,7 +3307,7 @@ void FParser::SF_LineAttack()
|
|||
mo = actorvalue(t_argv[0]);
|
||||
damage = intvalue(t_argv[2]);
|
||||
|
||||
angle = floatvalue(t_argv[1]);
|
||||
angle = DAngle::fromDeg(floatvalue(t_argv[1]));
|
||||
slope = P_AimLineAttack(mo, angle, MISSILERANGE);
|
||||
|
||||
P_LineAttack(mo, angle, MISSILERANGE, slope, damage, NAME_Hitscan, NAME_BulletPuff);
|
||||
|
|
|
@ -232,7 +232,7 @@ void DPusher::Tick ()
|
|||
if ((speed > 0) && (P_CheckSight (thing, m_Source, SF_IGNOREVISIBILITY)))
|
||||
{
|
||||
DAngle pushangle = pos.Angle();
|
||||
if (m_Source->IsKindOf(NAME_PointPuller)) pushangle += 180;
|
||||
if (m_Source->IsKindOf(NAME_PointPuller)) pushangle += DAngle::fromDeg(180);
|
||||
thing->Thrust(pushangle, speed);
|
||||
}
|
||||
}
|
||||
|
|
|
@ -26,7 +26,7 @@ public:
|
|||
int CheckForSectorMatch (EPusher type, int tag);
|
||||
void ChangeValues (int magnitude, int angle)
|
||||
{
|
||||
DAngle ang = angle * (360. / 256.);
|
||||
DAngle ang = DAngle::fromDeg(angle * (360. / 256.));
|
||||
m_PushVec = ang.ToVector(magnitude);
|
||||
m_Magnitude = magnitude;
|
||||
}
|
||||
|
|
|
@ -137,7 +137,7 @@ void DEarthquake::Tick ()
|
|||
P_DamageMobj (victim, NULL, NULL, pr_quake.HitDice (1), NAME_Quake);
|
||||
}
|
||||
// Thrust player around
|
||||
DAngle an = victim->Angles.Yaw + pr_quake();
|
||||
DAngle an = victim->Angles.Yaw + DAngle::fromDeg(pr_quake());
|
||||
victim->Vel.X += m_Intensity.X * an.Cos() * 0.5;
|
||||
victim->Vel.Y += m_Intensity.Y * an.Sin() * 0.5;
|
||||
}
|
||||
|
|
|
@ -615,7 +615,7 @@ inline int DoubleToACS(double val)
|
|||
|
||||
inline DAngle ACSToAngle(int acsval)
|
||||
{
|
||||
return acsval * (360. / 65536.);
|
||||
return DAngle::fromDeg(acsval * (360. / 65536.));
|
||||
}
|
||||
|
||||
inline int AngleToACS(DAngle ang)
|
||||
|
@ -3791,7 +3791,7 @@ int DLevelScript::DoSpawn (int type, const DVector3 &pos, int tid, DAngle angle,
|
|||
|
||||
int DLevelScript::DoSpawn(int type, int x, int y, int z, int tid, int angle, bool force)
|
||||
{
|
||||
return DoSpawn(type, DVector3(ACSToDouble(x), ACSToDouble(y), ACSToDouble(z)), tid, angle * (360. / 256), force);
|
||||
return DoSpawn(type, DVector3(ACSToDouble(x), ACSToDouble(y), ACSToDouble(z)), tid, DAngle::fromDeg(angle * (360. / 256)), force);
|
||||
}
|
||||
|
||||
|
||||
|
@ -3806,12 +3806,12 @@ int DLevelScript::DoSpawnSpot (int type, int spot, int tid, int angle, bool forc
|
|||
|
||||
while ( (aspot = iterator.Next ()) )
|
||||
{
|
||||
spawned += DoSpawn (type, aspot->Pos(), tid, angle * (360. / 256), force);
|
||||
spawned += DoSpawn (type, aspot->Pos(), tid, DAngle::fromDeg(angle * (360. / 256)), force);
|
||||
}
|
||||
}
|
||||
else if (activator != NULL)
|
||||
{
|
||||
spawned += DoSpawn (type, activator->Pos(), tid, angle * (360. / 256), force);
|
||||
spawned += DoSpawn (type, activator->Pos(), tid, DAngle::fromDeg(angle * (360. / 256)), force);
|
||||
}
|
||||
return spawned;
|
||||
}
|
||||
|
@ -9652,7 +9652,7 @@ scriptwait:
|
|||
break;
|
||||
|
||||
case PCD_VECTORANGLE:
|
||||
STACK(2) = AngleToACS(VecToAngle(STACK(2), STACK(1)).Degrees);
|
||||
STACK(2) = AngleToACS(VecToAngle(STACK(2), STACK(1)));
|
||||
sp--;
|
||||
break;
|
||||
|
||||
|
@ -9753,14 +9753,14 @@ scriptwait:
|
|||
// Like Thing_Projectile(Gravity) specials, but you can give the
|
||||
// projectile a TID.
|
||||
// Thing_Projectile2 (tid, type, angle, speed, vspeed, gravity, newtid);
|
||||
Level->EV_Thing_Projectile(STACK(7), activator, STACK(6), NULL, STACK(5) * (360. / 256.),
|
||||
Level->EV_Thing_Projectile(STACK(7), activator, STACK(6), NULL, DAngle::fromDeg(STACK(5) * (360. / 256.)),
|
||||
STACK(4) / 8., STACK(3) / 8., 0, NULL, STACK(2), STACK(1), false);
|
||||
sp -= 7;
|
||||
break;
|
||||
|
||||
case PCD_SPAWNPROJECTILE:
|
||||
// Same, but takes an actor name instead of a spawn ID.
|
||||
Level->EV_Thing_Projectile(STACK(7), activator, 0, Level->Behaviors.LookupString(STACK(6)), STACK(5) * (360. / 256.),
|
||||
Level->EV_Thing_Projectile(STACK(7), activator, 0, Level->Behaviors.LookupString(STACK(6)), DAngle::fromDeg(STACK(5) * (360. / 256.)),
|
||||
STACK(4) / 8., STACK(3) / 8., 0, NULL, STACK(2), STACK(1), false);
|
||||
sp -= 7;
|
||||
break;
|
||||
|
|
|
@ -765,7 +765,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_SeekerMissile)
|
|||
{
|
||||
self->tracer = P_RoughMonsterSearch (self, distance, true);
|
||||
}
|
||||
if (!P_SeekerMissile(self, clamp<int>(ang1, 0, 90), clamp<int>(ang2, 0, 90), !!(flags & SMF_PRECISE), !!(flags & SMF_CURSPEED)))
|
||||
if (!P_SeekerMissile(self, DAngle::fromDeg(clamp<int>(ang1, 0, 90)), DAngle::fromDeg(clamp<int>(ang2, 0, 90)), !!(flags & SMF_PRECISE), !!(flags & SMF_CURSPEED)))
|
||||
{
|
||||
if (flags & SMF_LOOK)
|
||||
{ // This monster is no longer seekable, so let us look for another one next time.
|
||||
|
@ -795,7 +795,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_BulletAttack)
|
|||
S_Sound (self, CHAN_WEAPON, 0, self->AttackSound, 1, ATTN_NORM);
|
||||
for (i = self->GetMissileDamage (0, 1); i > 0; --i)
|
||||
{
|
||||
DAngle angle = self->Angles.Yaw + pr_cabullet.Random2() * (5.625 / 256.);
|
||||
DAngle angle = self->Angles.Yaw + DAngle::fromDeg(pr_cabullet.Random2() * (5.625 / 256.));
|
||||
int damage = ((pr_cabullet()%5)+1)*3;
|
||||
P_LineAttack(self, angle, MISSILERANGE, slope, damage,
|
||||
NAME_Hitscan, NAME_BulletPuff);
|
||||
|
@ -931,7 +931,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_SpawnProjectile)
|
|||
{
|
||||
if (ti)
|
||||
{
|
||||
DAngle angle = self->Angles.Yaw - 90;
|
||||
DAngle angle = self->Angles.Yaw - DAngle::fromDeg(90.);
|
||||
double x = Spawnofs_xy * angle.Cos();
|
||||
double y = Spawnofs_xy * angle.Sin();
|
||||
double z = Spawnheight + self->GetBobOffset() - 32 + (self->player? self->player->crouchoffset : 0.);
|
||||
|
@ -1202,7 +1202,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_CustomRailgun)
|
|||
{
|
||||
self->Angles.Yaw = self->AngleTo(self->target);
|
||||
}
|
||||
self->Angles.Pitch = P_AimLineAttack (self, self->Angles.Yaw, MISSILERANGE, &t, 60., 0, aim ? self->target.Get() : nullptr);
|
||||
self->Angles.Pitch = P_AimLineAttack (self, self->Angles.Yaw, MISSILERANGE, &t, DAngle::fromDeg(60.), 0, aim ? self->target.Get() : nullptr);
|
||||
if (t.linetarget == NULL && aim)
|
||||
{
|
||||
// We probably won't hit the target, but aim at it anyway so we don't look stupid.
|
||||
|
@ -1228,7 +1228,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_CustomRailgun)
|
|||
|
||||
if (self->target->flags & MF_SHADOW)
|
||||
{
|
||||
DAngle rnd = pr_crailgun.Random2() * (45. / 256.);
|
||||
DAngle rnd = DAngle::fromDeg(pr_crailgun.Random2() * (45. / 256.));
|
||||
self->Angles.Yaw += rnd;
|
||||
}
|
||||
}
|
||||
|
@ -1276,7 +1276,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_Recoil)
|
|||
PARAM_SELF_PROLOGUE(AActor);
|
||||
PARAM_FLOAT(xyvel);
|
||||
|
||||
self->Thrust(self->Angles.Yaw + 180., xyvel);
|
||||
self->Thrust(self->Angles.Yaw + DAngle::fromDeg(180.), xyvel);
|
||||
return 0;
|
||||
}
|
||||
|
||||
|
@ -2423,7 +2423,7 @@ DEFINE_ACTION_FUNCTION(AActor, CheckIfTargetInLOS)
|
|||
else
|
||||
{
|
||||
// Does the player aim at something that can be shot?
|
||||
P_AimLineAttack(self, self->Angles.Yaw, MISSILERANGE, &t, (flags & JLOSF_NOAUTOAIM) ? 0.5 : 0., ALF_PORTALRESTRICT);
|
||||
P_AimLineAttack(self, self->Angles.Yaw, MISSILERANGE, &t, DAngle::fromDeg((flags & JLOSF_NOAUTOAIM) ? 0.5 : 0.), ALF_PORTALRESTRICT);
|
||||
|
||||
if (!t.linetarget)
|
||||
{
|
||||
|
@ -2435,14 +2435,14 @@ DEFINE_ACTION_FUNCTION(AActor, CheckIfTargetInLOS)
|
|||
{
|
||||
case JLOSF_TARGETLOS|JLOSF_FLIPFOV:
|
||||
// target makes sight check, player makes fov check; player has verified fov
|
||||
fov = 0.;
|
||||
fov = nullAngle;
|
||||
// fall-through
|
||||
case JLOSF_TARGETLOS:
|
||||
doCheckSight = !(flags & JLOSF_NOSIGHT); // The target is responsible for sight check and fov
|
||||
break;
|
||||
default:
|
||||
// player has verified sight and fov
|
||||
fov = 0.;
|
||||
fov = nullAngle;
|
||||
// fall-through
|
||||
case JLOSF_FLIPFOV: // Player has verified sight, but target must verify fov
|
||||
doCheckSight = false;
|
||||
|
@ -2473,7 +2473,7 @@ DEFINE_ACTION_FUNCTION(AActor, CheckIfTargetInLOS)
|
|||
ACTION_RETURN_BOOL(false);
|
||||
}
|
||||
if (flags & JLOSF_CLOSENOFOV)
|
||||
fov = 0.;
|
||||
fov = nullAngle;
|
||||
|
||||
if (flags & JLOSF_CLOSENOSIGHT)
|
||||
doCheckSight = false;
|
||||
|
@ -2493,7 +2493,7 @@ DEFINE_ACTION_FUNCTION(AActor, CheckIfTargetInLOS)
|
|||
else { target = viewport; viewport = self; }
|
||||
}
|
||||
|
||||
fov = min<DAngle>(fov, 360.);
|
||||
fov = min<DAngle>(fov, DAngle::fromDeg(360.));
|
||||
|
||||
if (fov > 0)
|
||||
{
|
||||
|
@ -2567,7 +2567,7 @@ DEFINE_ACTION_FUNCTION(AActor, CheckIfInTargetLOS)
|
|||
ACTION_RETURN_BOOL(false);
|
||||
}
|
||||
if (flags & JLOSF_CLOSENOFOV)
|
||||
fov = 0.;
|
||||
fov = nullAngle;
|
||||
|
||||
if (flags & JLOSF_CLOSENOSIGHT)
|
||||
doCheckSight = false;
|
||||
|
@ -2798,7 +2798,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_MonsterRefire)
|
|||
DEFINE_ACTION_FUNCTION(AActor, A_SetAngle)
|
||||
{
|
||||
PARAM_SELF_PROLOGUE(AActor);
|
||||
PARAM_FLOAT(angle);
|
||||
PARAM_ANGLE(angle);
|
||||
PARAM_INT(flags);
|
||||
PARAM_INT(ptr);
|
||||
|
||||
|
@ -2821,7 +2821,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_SetAngle)
|
|||
DEFINE_ACTION_FUNCTION(AActor, A_SetPitch)
|
||||
{
|
||||
PARAM_SELF_PROLOGUE(AActor);
|
||||
PARAM_FLOAT(pitch);
|
||||
PARAM_ANGLE(pitch);
|
||||
PARAM_INT(flags);
|
||||
PARAM_INT(ptr);
|
||||
|
||||
|
@ -2845,7 +2845,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_SetPitch)
|
|||
DEFINE_ACTION_FUNCTION(AActor, A_SetRoll)
|
||||
{
|
||||
PARAM_SELF_PROLOGUE(AActor);
|
||||
PARAM_FLOAT (roll);
|
||||
PARAM_ANGLE (roll);
|
||||
PARAM_INT (flags);
|
||||
PARAM_INT (ptr) ;
|
||||
AActor *ref = COPY_AAPTR(self, ptr);
|
||||
|
@ -2870,7 +2870,7 @@ static void SetViewAngleNative(AActor* self, double angle, int flags, int ptr)
|
|||
AActor *ref = COPY_AAPTR(self, ptr);
|
||||
if (ref != nullptr)
|
||||
{
|
||||
ref->SetViewAngle(angle, flags);
|
||||
ref->SetViewAngle(DAngle::fromDeg(angle), flags);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -2899,7 +2899,7 @@ static void SetViewPitchNative(AActor* self, double pitch, int flags, int ptr)
|
|||
AActor *ref = COPY_AAPTR(self, ptr);
|
||||
if (ref != nullptr)
|
||||
{
|
||||
ref->SetViewPitch(pitch, flags);
|
||||
ref->SetViewPitch(DAngle::fromDeg(pitch), flags);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -2928,7 +2928,7 @@ static void SetViewRollNative(AActor* self, double roll, int flags, int ptr)
|
|||
AActor *ref = COPY_AAPTR(self, ptr);
|
||||
if (ref != nullptr)
|
||||
{
|
||||
ref->SetViewRoll(roll, flags);
|
||||
ref->SetViewRoll(DAngle::fromDeg(roll), flags);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -3317,7 +3317,7 @@ void A_Weave(AActor *self, int xyspeed, int zspeed, double xydist, double zdist)
|
|||
|
||||
weaveXY = self->WeaveIndexXY & 63;
|
||||
weaveZ = self->WeaveIndexZ & 63;
|
||||
angle = self->Angles.Yaw + 90;
|
||||
angle = self->Angles.Yaw + DAngle::fromDeg(90);
|
||||
|
||||
if (xydist != 0 && xyspeed != 0)
|
||||
{
|
||||
|
@ -4858,10 +4858,10 @@ enum VRFFlags
|
|||
DEFINE_ACTION_FUNCTION(AActor, A_SetVisibleRotation)
|
||||
{
|
||||
PARAM_SELF_PROLOGUE(AActor);
|
||||
PARAM_ANGLE(anglestart)
|
||||
PARAM_ANGLE(angleend)
|
||||
PARAM_ANGLE(pitchstart)
|
||||
PARAM_ANGLE(pitchend)
|
||||
PARAM_FANGLE(anglestart)
|
||||
PARAM_FANGLE(angleend)
|
||||
PARAM_FANGLE(pitchstart)
|
||||
PARAM_FANGLE(pitchend)
|
||||
PARAM_INT(flags)
|
||||
PARAM_INT(ptr)
|
||||
|
||||
|
@ -4874,19 +4874,19 @@ DEFINE_ACTION_FUNCTION(AActor, A_SetVisibleRotation)
|
|||
|
||||
if (!(flags & VRF_NOANGLESTART))
|
||||
{
|
||||
mobj->VisibleStartAngle = anglestart.Degrees;
|
||||
mobj->VisibleStartAngle = anglestart;
|
||||
}
|
||||
if (!(flags & VRF_NOANGLEEND))
|
||||
{
|
||||
mobj->VisibleEndAngle = angleend.Degrees;
|
||||
mobj->VisibleEndAngle = angleend;
|
||||
}
|
||||
if (!(flags & VRF_NOPITCHSTART))
|
||||
{
|
||||
mobj->VisibleStartPitch = pitchstart.Degrees;
|
||||
mobj->VisibleStartPitch = pitchstart;
|
||||
}
|
||||
if (!(flags & VRF_NOPITCHEND))
|
||||
{
|
||||
mobj->VisibleEndPitch = pitchend.Degrees;
|
||||
mobj->VisibleEndPitch = pitchend;
|
||||
}
|
||||
|
||||
ACTION_RETURN_BOOL(true);
|
||||
|
@ -4929,7 +4929,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_CheckTerrain)
|
|||
{
|
||||
int anglespeed = self->Level->GetFirstSectorTag(sec) - 100;
|
||||
double speed = (anglespeed % 10) / 16.;
|
||||
DAngle an = (anglespeed / 10) * (360 / 8.);
|
||||
DAngle an = DAngle::fromDeg((anglespeed / 10) * (360 / 8.));
|
||||
self->Thrust(an, speed);
|
||||
}
|
||||
}
|
||||
|
|
|
@ -341,7 +341,7 @@ static void MakeFountain (AActor *actor, int color1, int color2)
|
|||
|
||||
if (particle)
|
||||
{
|
||||
DAngle an = M_Random() * (360. / 256);
|
||||
DAngle an = DAngle::fromDeg(M_Random() * (360. / 256));
|
||||
double out = actor->radius * M_Random() / 256.;
|
||||
|
||||
particle->Pos = actor->Vec3Angle(out, an, actor->Height + 1);
|
||||
|
@ -374,7 +374,7 @@ void P_RunEffect (AActor *actor, int effects)
|
|||
double backy = -actor->radius * 2 * moveangle.Sin();
|
||||
double backz = actor->Height * ((2. / 3) - actor->Vel.Z / 8);
|
||||
|
||||
DAngle an = moveangle + 90.;
|
||||
DAngle an = moveangle + DAngle::fromDeg(90.);
|
||||
double speed;
|
||||
|
||||
particle = JitterParticle (actor->Level, 3 + (M_Random() & 31));
|
||||
|
@ -423,7 +423,7 @@ void P_RunEffect (AActor *actor, int effects)
|
|||
|
||||
DVector3 pos = actor->Vec3Angle(-actor->radius * 2, moveangle, -actor->Height * actor->Vel.Z / 8 + actor->Height * (2. / 3));
|
||||
|
||||
P_DrawSplash2 (actor->Level, 6, pos, moveangle + 180, 2, 2);
|
||||
P_DrawSplash2 (actor->Level, 6, pos, moveangle + DAngle::fromDeg(180), 2, 2);
|
||||
}
|
||||
if (actor->fountaincolor)
|
||||
{
|
||||
|
@ -454,7 +454,7 @@ void P_RunEffect (AActor *actor, int effects)
|
|||
particle = JitterParticle (actor->Level, 16);
|
||||
if (particle != NULL)
|
||||
{
|
||||
DAngle ang = M_Random() * (360 / 256.);
|
||||
DAngle ang = DAngle::fromDeg(M_Random() * (360 / 256.));
|
||||
DVector3 pos = actor->Vec3Angle(actor->radius, ang, 0);
|
||||
particle->Pos = pos;
|
||||
particle->color = *protectColors[M_Random() & 1];
|
||||
|
@ -500,7 +500,7 @@ void P_DrawSplash (FLevelLocals *Level, int count, const DVector3 &pos, DAngle a
|
|||
p->Acc.X += (M_Random () - 128) / 8192.;
|
||||
p->Acc.Y += (M_Random () - 128) / 8192.;
|
||||
p->Pos.Z = pos.Z - M_Random () / 64.;
|
||||
angle += M_Random() * (45./256);
|
||||
angle += DAngle::fromDeg(M_Random() * (45./256));
|
||||
p->Pos.X = pos.X + (M_Random() & 15)*angle.Cos();
|
||||
p->Pos.Y = pos.Y + (M_Random() & 15)*angle.Sin();
|
||||
}
|
||||
|
@ -552,13 +552,13 @@ void P_DrawSplash2 (FLevelLocals *Level, int count, const DVector3 &pos, DAngle
|
|||
p->Acc.Z = -1 / 22.;
|
||||
if (kind)
|
||||
{
|
||||
an = angle + ((M_Random() - 128) * (180 / 256.));
|
||||
an = angle + DAngle::fromDeg((M_Random() - 128) * (180 / 256.));
|
||||
p->Vel.X = M_Random() * an.Cos() / 2048.;
|
||||
p->Vel.Y = M_Random() * an.Sin() / 2048.;
|
||||
p->Acc.X = p->Vel.X / 16.;
|
||||
p->Acc.Y = p->Vel.Y / 16.;
|
||||
}
|
||||
an = angle + ((M_Random() - 128) * (90 / 256.));
|
||||
an = angle + DAngle::fromDeg((M_Random() - 128) * (90 / 256.));
|
||||
p->Pos.X = pos.X + ((M_Random() & 31) - 15) * an.Cos();
|
||||
p->Pos.Y = pos.Y + ((M_Random() & 31) - 15) * an.Sin();
|
||||
p->Pos.Z = pos.Z + (M_Random() + zadd - 128) * zspread;
|
||||
|
@ -687,7 +687,7 @@ void P_DrawRailTrail(AActor *source, TArray<SPortalHit> &portalhits, int color1,
|
|||
|
||||
color1 = color1 == 0 ? -1 : ParticleColor(color1);
|
||||
pos = trail[0].start;
|
||||
deg = (double)SpiralOffset;
|
||||
deg = DAngle::fromDeg(SpiralOffset);
|
||||
for (i = spiral_steps; i; i--)
|
||||
{
|
||||
particle_t *p = NewParticle (source->Level);
|
||||
|
@ -708,7 +708,7 @@ void P_DrawRailTrail(AActor *source, TArray<SPortalHit> &portalhits, int color1,
|
|||
p->Vel = tempvec * drift / 16.;
|
||||
p->Pos = tempvec + pos;
|
||||
pos += trail[segment].dir * stepsize;
|
||||
deg += double(r_rail_spiralsparsity * 14);
|
||||
deg += DAngle::fromDeg(r_rail_spiralsparsity * 14);
|
||||
lencount -= stepsize;
|
||||
if (color1 == -1)
|
||||
{
|
||||
|
|
|
@ -92,7 +92,7 @@ struct SPortalHit
|
|||
DVector3 OutDir;
|
||||
};
|
||||
|
||||
void P_DrawRailTrail(AActor *source, TArray<SPortalHit> &portalhits, int color1, int color2, double maxdiff = 0, int flags = 0, PClassActor *spawnclass = NULL, DAngle angle = 0., int duration = TICRATE, double sparsity = 1.0, double drift = 1.0, int SpiralOffset = 270, DAngle pitch = 0.);
|
||||
void P_DrawRailTrail(AActor *source, TArray<SPortalHit> &portalhits, int color1, int color2, double maxdiff = 0, int flags = 0, PClassActor *spawnclass = NULL, DAngle angle = nullAngle, int duration = TICRATE, double sparsity = 1.0, double drift = 1.0, int SpiralOffset = 270, DAngle pitch = nullAngle);
|
||||
void P_DrawSplash (FLevelLocals *Level, int count, const DVector3 &pos, DAngle angle, int kind);
|
||||
void P_DrawSplash2 (FLevelLocals *Level, int count, const DVector3 &pos, DAngle angle, int updown, int kind);
|
||||
void P_DisconnectEffect (AActor *actor);
|
||||
|
|
|
@ -401,7 +401,7 @@ int P_HitFriend(AActor * self)
|
|||
{
|
||||
DAngle angle = self->AngleTo(self->target);
|
||||
double dist = self->Distance2D(self->target);
|
||||
P_AimLineAttack (self, angle, dist, &t, 0., true);
|
||||
P_AimLineAttack (self, angle, dist, &t, nullAngle, true);
|
||||
if (t.linetarget != NULL && t.linetarget != self->target)
|
||||
{
|
||||
return self->IsFriend (t.linetarget);
|
||||
|
@ -994,7 +994,7 @@ void P_NewChaseDir(AActor * actor)
|
|||
}
|
||||
else if (front == actor->Z() && back < actor->Z() - actor->MaxDropOffHeight)
|
||||
{
|
||||
angle = line->Delta().Angle() + 180.; // back side dropoff
|
||||
angle = line->Delta().Angle() + DAngle::fromDeg(180.); // back side dropoff
|
||||
}
|
||||
else continue;
|
||||
|
||||
|
@ -1263,7 +1263,7 @@ int P_IsVisible(AActor *lookee, AActor *other, INTBOOL allaround, FLookExParams
|
|||
else
|
||||
{
|
||||
mindist = maxdist = 0;
|
||||
fov = allaround ? 0. : 180.;
|
||||
fov = DAngle::fromDeg(allaround ? 0. : 180.);
|
||||
}
|
||||
|
||||
double dist = lookee->Distance2D (other);
|
||||
|
@ -1999,7 +1999,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_LookEx)
|
|||
|
||||
AActor *targ = NULL; // Shuts up gcc
|
||||
double dist;
|
||||
if (fov == 0) fov = 180.;
|
||||
if (fov == nullAngle) fov = DAngle::fromDeg(180.);
|
||||
FLookExParams params = { fov, minseedist, maxseedist, maxheardist, flags, seestate };
|
||||
|
||||
if (self->flags5 & MF5_INCONVERSATION)
|
||||
|
@ -2226,15 +2226,15 @@ void A_Wander(AActor *self, int flags)
|
|||
// turn towards movement direction if not there yet
|
||||
if (!(flags & CHF_NODIRECTIONTURN) && (self->movedir < DI_NODIR))
|
||||
{
|
||||
self->Angles.Yaw = floor(self->Angles.Yaw.Degrees / 45) * 45.;
|
||||
DAngle delta = deltaangle(self->Angles.Yaw, (self->movedir * 45));
|
||||
self->Angles.Yaw = DAngle::fromDeg(floor(self->Angles.Yaw.Degrees / 45) * 45.);
|
||||
DAngle delta = deltaangle(self->Angles.Yaw, DAngle::fromDeg(self->movedir * 45));
|
||||
if (delta < 0)
|
||||
{
|
||||
self->Angles.Yaw -= 45;
|
||||
self->Angles.Yaw -= DAngle::fromDeg(45);
|
||||
}
|
||||
else if (delta > 0)
|
||||
{
|
||||
self->Angles.Yaw += 45;
|
||||
self->Angles.Yaw += DAngle::fromDeg(45);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -2379,15 +2379,15 @@ void A_DoChase (AActor *actor, bool fastchase, FState *meleestate, FState *missi
|
|||
}
|
||||
else if (!(flags & CHF_NODIRECTIONTURN) && actor->movedir < 8)
|
||||
{
|
||||
actor->Angles.Yaw = floor(actor->Angles.Yaw.Degrees / 45) * 45.;
|
||||
DAngle delta = deltaangle(actor->Angles.Yaw, (actor->movedir * 45));
|
||||
actor->Angles.Yaw = DAngle::fromDeg(floor(actor->Angles.Yaw.Degrees / 45) * 45.);
|
||||
DAngle delta = deltaangle(actor->Angles.Yaw, DAngle::fromDeg(actor->movedir * 45));
|
||||
if (delta < 0)
|
||||
{
|
||||
actor->Angles.Yaw -= 45;
|
||||
actor->Angles.Yaw -= DAngle::fromDeg(45);
|
||||
}
|
||||
else if (delta > 0)
|
||||
{
|
||||
actor->Angles.Yaw += 45;
|
||||
actor->Angles.Yaw += DAngle::fromDeg(45);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -2552,8 +2552,8 @@ void A_DoChase (AActor *actor, bool fastchase, FState *meleestate, FState *missi
|
|||
if (pr_chase() < 100)
|
||||
{
|
||||
DAngle ang = actor->AngleTo(actor->target);
|
||||
if (pr_chase() < 128) ang += 90.;
|
||||
else ang -= 90.;
|
||||
if (pr_chase() < 128) ang += DAngle::fromDeg(90.);
|
||||
else ang -= DAngle::fromDeg(90.);
|
||||
actor->VelFromAngle(13., ang);
|
||||
actor->FastChaseStrafeCount = 3; // strafe time
|
||||
}
|
||||
|
@ -3022,7 +3022,7 @@ void A_Face(AActor *self, AActor *other, DAngle max_turn, DAngle max_pitch, DAng
|
|||
// This will never work well if the turn angle is limited.
|
||||
if (max_turn == 0 && (self->Angles.Yaw == other_angle) && other->flags & MF_SHADOW && !(self->flags6 & MF6_SEEINVISIBLE) )
|
||||
{
|
||||
self->Angles.Yaw += pr_facetarget.Random2() * (45 / 256.);
|
||||
self->Angles.Yaw += DAngle::fromDeg(pr_facetarget.Random2() * (45 / 256.));
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -3058,7 +3058,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_MonsterRail)
|
|||
|
||||
self->Angles.Yaw = self->AngleTo(self->target);
|
||||
|
||||
self->Angles.Pitch = P_AimLineAttack (self, self->Angles.Yaw, MISSILERANGE, &t, 60., 0, self->target);
|
||||
self->Angles.Pitch = P_AimLineAttack (self, self->Angles.Yaw, MISSILERANGE, &t, DAngle::fromDeg(60.), 0, self->target);
|
||||
if (t.linetarget == NULL)
|
||||
{
|
||||
// We probably won't hit the target, but aim at it anyway so we don't look stupid.
|
||||
|
@ -3072,7 +3072,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_MonsterRail)
|
|||
|
||||
if (self->target->flags & MF_SHADOW && !(self->flags6 & MF6_SEEINVISIBLE))
|
||||
{
|
||||
self->Angles.Yaw += pr_railface.Random2() * 45./256;
|
||||
self->Angles.Yaw += DAngle::fromDeg(pr_railface.Random2() * 45./256);
|
||||
}
|
||||
|
||||
FRailParams p;
|
||||
|
|
|
@ -72,7 +72,7 @@ void A_Wander(AActor *self, int flags = 0);
|
|||
void A_DoChase(AActor *actor, bool fastchase, FState *meleestate, FState *missilestate, bool playactive, bool nightmarefast, bool dontmove, int flags);
|
||||
void A_Chase(AActor *self);
|
||||
void A_FaceTarget(AActor *actor);
|
||||
void A_Face(AActor *self, AActor *other, DAngle max_turn = 0., DAngle max_pitch = 270., DAngle ang_offset = 0., DAngle pitch_offset = 0., int flags = 0, double z_add = 0);
|
||||
void A_Face(AActor *self, AActor *other, DAngle max_turn = nullAngle, DAngle max_pitch = DAngle::fromDeg(270.), DAngle ang_offset = nullAngle, DAngle pitch_offset = nullAngle, int flags = 0, double z_add = 0);
|
||||
class FSoundID;
|
||||
|
||||
int CheckBossDeath (AActor *);
|
||||
|
|
|
@ -1514,7 +1514,7 @@ DEFINE_ACTION_FUNCTION(AActor, DamageMobj)
|
|||
PARAM_INT(damage);
|
||||
PARAM_NAME(mod);
|
||||
PARAM_INT(flags);
|
||||
PARAM_FLOAT(angle);
|
||||
PARAM_ANGLE(angle);
|
||||
ACTION_RETURN_INT(DoDamageMobj(self, inflictor, source, damage, mod, flags, angle));
|
||||
}
|
||||
|
||||
|
|
|
@ -78,7 +78,7 @@ static const uint8_t ChangeMap[8] = { 0, 1, 5, 3, 7, 2, 6, 0 };
|
|||
#define SPEED(a) ((a) / 8.)
|
||||
#define TICS(a) (((a)*TICRATE)/35)
|
||||
#define OCTICS(a) (((a)*TICRATE)/8)
|
||||
#define BYTEANGLE(a) ((a) * (360./256.))
|
||||
#define BYTEANGLE(a) DAngle::fromDeg((a) * (360./256.))
|
||||
#define CRUSH(a) ((a) > 0? (a) : -1)
|
||||
#define CHANGE(a) (((a) >= 0 && (a)<=7)? ChangeMap[a]:0)
|
||||
|
||||
|
@ -1736,13 +1736,13 @@ FUNC(LS_Thing_Hate)
|
|||
FUNC(LS_Thing_ProjectileAimed)
|
||||
// Thing_ProjectileAimed (tid, type, speed, target, newtid)
|
||||
{
|
||||
return Level->EV_Thing_Projectile (arg0, it, arg1, NULL, 0., SPEED(arg2), 0, arg3, it, 0, arg4, false);
|
||||
return Level->EV_Thing_Projectile (arg0, it, arg1, NULL, nullAngle, SPEED(arg2), 0, arg3, it, 0, arg4, false);
|
||||
}
|
||||
|
||||
FUNC(LS_Thing_ProjectileIntercept)
|
||||
// Thing_ProjectileIntercept (tid, type, speed, target, newtid)
|
||||
{
|
||||
return Level->EV_Thing_Projectile (arg0, it, arg1, NULL, 0., SPEED(arg2), 0, arg3, it, 0, arg4, true);
|
||||
return Level->EV_Thing_Projectile (arg0, it, arg1, NULL, nullAngle, SPEED(arg2), 0, arg3, it, 0, arg4, true);
|
||||
}
|
||||
|
||||
// [BC] added newtid for next two
|
||||
|
@ -1761,7 +1761,7 @@ FUNC(LS_Thing_SpawnNoFog)
|
|||
FUNC(LS_Thing_SpawnFacing)
|
||||
// Thing_SpawnFacing (tid, type, nofog, newtid)
|
||||
{
|
||||
return Level->EV_Thing_Spawn (arg0, it, arg1, 1000000., arg2 ? false : true, arg3);
|
||||
return Level->EV_Thing_Spawn (arg0, it, arg1, DAngle::fromDeg(1000000.), arg2 ? false : true, arg3);
|
||||
}
|
||||
|
||||
FUNC(LS_Thing_Raise)
|
||||
|
@ -2583,8 +2583,8 @@ FUNC(LS_Sector_SetCeilingScale2)
|
|||
FUNC(LS_Sector_SetRotation)
|
||||
// Sector_SetRotation (tag, floor-angle, ceiling-angle)
|
||||
{
|
||||
DAngle ceiling = (double)arg2;
|
||||
DAngle floor = (double)arg1;
|
||||
DAngle ceiling = DAngle::fromDeg(arg2);
|
||||
DAngle floor = DAngle::fromDeg(arg1);
|
||||
|
||||
auto itr = Level->GetSectorTagIterator(arg0);
|
||||
int secnum;
|
||||
|
@ -3234,7 +3234,7 @@ FUNC(LS_ForceField)
|
|||
if (it != NULL)
|
||||
{
|
||||
P_DamageMobj (it, NULL, NULL, 16, NAME_None);
|
||||
it->Thrust(it->Angles.Yaw + 180, 7.8125);
|
||||
it->Thrust(it->Angles.Yaw + DAngle::fromDeg(180), 7.8125);
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
@ -3308,7 +3308,7 @@ FUNC(LS_GlassBreak)
|
|||
}
|
||||
if (glass != nullptr)
|
||||
{
|
||||
glass->Angles.Yaw = pr_glass() * (360 / 256.);
|
||||
glass->Angles.Yaw = DAngle::fromDeg(pr_glass() * (360 / 256.));
|
||||
glass->VelFromAngle(pr_glass() & 3);
|
||||
glass->Vel.Z = (pr_glass() & 7);
|
||||
// [RH] Let the shards stick around longer than they did in Strife.
|
||||
|
|
|
@ -93,7 +93,7 @@ void P_PredictionLerpReset();
|
|||
#define SPF_WEAPONFULLYUP 2 // spawn with weapon already raised
|
||||
|
||||
int P_FaceMobj (AActor *source, AActor *target, DAngle *delta);
|
||||
bool P_SeekerMissile (AActor *actor, double thresh, double turnMax, bool precise = false, bool usecurspeed=false);
|
||||
bool P_SeekerMissile (AActor *actor, DAngle thresh, DAngle turnMax, bool precise = false, bool usecurspeed=false);
|
||||
|
||||
enum EPuffFlags
|
||||
{
|
||||
|
@ -299,7 +299,7 @@ void P_FindFloorCeiling (AActor *actor, int flags=0);
|
|||
|
||||
bool P_ChangeSector (sector_t* sector, int crunch, double amt, int floorOrCeil, bool isreset, bool instant = false);
|
||||
|
||||
DAngle P_AimLineAttack(AActor *t1, DAngle angle, double distance, FTranslatedLineTarget *pLineTarget = NULL, DAngle vrange = 0., int flags = 0, AActor *target = NULL, AActor *friender = NULL);
|
||||
DAngle P_AimLineAttack(AActor *t1, DAngle angle, double distance, FTranslatedLineTarget *pLineTarget = NULL, DAngle vrange = nullAngle, int flags = 0, AActor *target = NULL, AActor *friender = NULL);
|
||||
|
||||
enum // P_AimLineAttack flags
|
||||
{
|
||||
|
@ -363,8 +363,8 @@ struct FRailParams
|
|||
double maxdiff = 0;
|
||||
int flags = 0;
|
||||
PClassActor *puff = nullptr;
|
||||
DAngle angleoffset = 0.;
|
||||
DAngle pitchoffset = 0.;
|
||||
DAngle angleoffset = nullAngle;
|
||||
DAngle pitchoffset = nullAngle;
|
||||
double distance = 8192;
|
||||
int duration = 0;
|
||||
double sparsity = 1.0;
|
||||
|
@ -432,7 +432,7 @@ const secplane_t * P_CheckSlopeWalk(AActor *actor, DVector2 &move);
|
|||
// P_INTER
|
||||
//
|
||||
void P_TouchSpecialThing (AActor *special, AActor *toucher);
|
||||
int P_DamageMobj (AActor *target, AActor *inflictor, AActor *source, int damage, FName mod, int flags=0, DAngle angle = 0.);
|
||||
int P_DamageMobj (AActor *target, AActor *inflictor, AActor *source, int damage, FName mod, int flags=0, DAngle angle = nullAngle);
|
||||
void P_PoisonMobj (AActor *target, AActor *inflictor, AActor *source, int damage, int duration, int period, FName type);
|
||||
bool P_GiveBody (AActor *actor, int num, int max=0);
|
||||
bool P_PoisonPlayer (player_t *player, AActor *poisoner, AActor *source, int poison);
|
||||
|
|
|
@ -2141,7 +2141,7 @@ void P_FakeZMovement(AActor *mo)
|
|||
}
|
||||
if (mo->player && mo->flags&MF_NOGRAVITY && (mo->Z() > mo->floorz) && !mo->IsNoClip2())
|
||||
{
|
||||
mo->AddZ(DAngle(4.5 * mo->Level->maptime).Sin());
|
||||
mo->AddZ(DAngle::fromDeg(4.5 * mo->Level->maptime).Sin());
|
||||
}
|
||||
|
||||
//
|
||||
|
@ -2555,7 +2555,7 @@ bool P_TryMove(AActor *thing, const DVector2 &pos,
|
|||
if (thing->Level->isCamera(thing))
|
||||
{
|
||||
divline_t dl1 = { besthit.Oldrefpos.X,besthit.Oldrefpos.Y, besthit.Refpos.X - besthit.Oldrefpos.X, besthit.Refpos.Y - besthit.Oldrefpos.Y };
|
||||
DVector3a hit = { {dl1.x + dl1.dx * bestfrac, dl1.y + dl1.dy * bestfrac, 0.},0. };
|
||||
DVector3a hit = { {dl1.x + dl1.dx * bestfrac, dl1.y + dl1.dy * bestfrac, 0.},nullAngle };
|
||||
|
||||
R_AddInterpolationPoint(hit);
|
||||
if (port->mType == PORTT_LINKED)
|
||||
|
@ -2961,12 +2961,12 @@ void FSlide::HitSlideLine(line_t* ld)
|
|||
lineangle = ld->Delta().Angle();
|
||||
|
||||
if (side == 1)
|
||||
lineangle += 180.;
|
||||
lineangle += DAngle::fromDeg(180.);
|
||||
|
||||
moveangle = tmmove.Angle();
|
||||
|
||||
// prevents sudden path reversal due to rounding error | // phares
|
||||
moveangle += 3600/65536.*65536.; // Boom added 10 to the angle here.
|
||||
moveangle += DAngle::fromDeg(3600/65536.*65536.); // Boom added 10 to the angle here.
|
||||
|
||||
deltaangle = ::deltaangle(lineangle, moveangle); // V
|
||||
movelen = tmmove.Length();
|
||||
|
@ -3519,7 +3519,7 @@ bool FSlide::BounceWall(AActor *mo)
|
|||
lineangle = line->Delta().Angle();
|
||||
if (side == 1)
|
||||
{
|
||||
lineangle += 180;
|
||||
lineangle += DAngle::fromDeg(180);
|
||||
}
|
||||
moveangle = mo->Vel.Angle();
|
||||
deltaangle = (lineangle * 2) - moveangle;
|
||||
|
@ -3611,7 +3611,7 @@ bool P_BounceActor(AActor *mo, AActor *BlockingMobj, bool ontop)
|
|||
|
||||
if (!ontop)
|
||||
{
|
||||
DAngle angle = BlockingMobj->AngleTo(mo) + ((pr_bounce() % 16) - 8);
|
||||
DAngle angle = BlockingMobj->AngleTo(mo) + DAngle::fromDeg((pr_bounce() % 16) - 8);
|
||||
double speed = mo->VelXYToSpeed() * GetWallBounceFactor(mo); // [GZ] was 0.75, using wallbouncefactor seems more consistent
|
||||
if (fabs(speed) < EQUAL_EPSILON) speed = 0;
|
||||
mo->Angles.Yaw = angle;
|
||||
|
@ -4074,8 +4074,8 @@ struct aim_t
|
|||
floorportalstate = false;
|
||||
}
|
||||
}
|
||||
if (ceilingportalstate) EnterSectorPortal(sector_t::ceiling, 0, lastsector, toppitch, min<DAngle>(0., bottompitch));
|
||||
if (floorportalstate) EnterSectorPortal(sector_t::floor, 0, lastsector, max<DAngle>(0., toppitch), bottompitch);
|
||||
if (ceilingportalstate) EnterSectorPortal(sector_t::ceiling, 0, lastsector, toppitch, min<DAngle>(nullAngle, bottompitch));
|
||||
if (floorportalstate) EnterSectorPortal(sector_t::floor, 0, lastsector, max<DAngle>(nullAngle, toppitch), bottompitch);
|
||||
|
||||
FPathTraverse it(lastsector->Level, startpos.X, startpos.Y, aimtrace.X, aimtrace.Y, PT_ADDLINES | PT_ADDTHINGS | PT_COMPATIBLE | PT_DELTA, startfrac);
|
||||
intercept_t *in;
|
||||
|
@ -4153,11 +4153,11 @@ struct aim_t
|
|||
// 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
|
||||
if ((planestocheck & aim_up) && toppitch < 0 && open.top != LINEOPEN_MAX && !entersec->PortalBlocksMovement(sector_t::ceiling))
|
||||
{
|
||||
EnterSectorPortal(sector_t::ceiling, in->frac, entersec, toppitch, min<DAngle>(0., bottompitch));
|
||||
EnterSectorPortal(sector_t::ceiling, in->frac, entersec, toppitch, min<DAngle>(nullAngle, bottompitch));
|
||||
}
|
||||
if ((planestocheck & aim_down) && bottompitch > 0 && open.bottom != LINEOPEN_MIN && !entersec->PortalBlocksMovement(sector_t::floor))
|
||||
{
|
||||
EnterSectorPortal(sector_t::floor, in->frac, entersec, max<DAngle>(0., toppitch), bottompitch);
|
||||
EnterSectorPortal(sector_t::floor, in->frac, entersec, max<DAngle>(nullAngle, toppitch), bottompitch);
|
||||
}
|
||||
continue; // shot continues
|
||||
}
|
||||
|
@ -4371,7 +4371,7 @@ DAngle P_AimLineAttack(AActor *t1, DAngle angle, double distance, FTranslatedLin
|
|||
{
|
||||
if (t1->player == NULL || !t1->Level->IsFreelookAllowed())
|
||||
{
|
||||
vrange = 35.;
|
||||
vrange = DAngle::fromDeg(35.);
|
||||
}
|
||||
else
|
||||
{
|
||||
|
@ -4379,7 +4379,7 @@ DAngle P_AimLineAttack(AActor *t1, DAngle angle, double distance, FTranslatedLin
|
|||
auto weapon = t1->player->ReadyWeapon;
|
||||
if ((weapon && (weapon->IntVar(NAME_WeaponFlags) & WIF_NOAUTOAIM)) && !(flags & ALF_NOWEAPONCHECK))
|
||||
{
|
||||
vrange = 0.5;
|
||||
vrange = DAngle::fromDeg(0.5);
|
||||
}
|
||||
else
|
||||
{
|
||||
|
@ -4387,7 +4387,7 @@ DAngle P_AimLineAttack(AActor *t1, DAngle angle, double distance, FTranslatedLin
|
|||
// vrange of 0 degrees, because then toppitch and bottompitch will
|
||||
// be equal, and PTR_AimTraverse will never find anything to shoot at
|
||||
// if it crosses a line.
|
||||
vrange = clamp(t1->player->userinfo.GetAimDist(), 0.5, 35.);
|
||||
vrange = DAngle::fromDeg(clamp(t1->player->userinfo.GetAimDist(), 0.5, 35.));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -4653,7 +4653,7 @@ AActor *P_LineAttack(AActor *t1, DAngle angle, double distance,
|
|||
{
|
||||
DVector2 pos = t1->Level->GetPortalOffsetPosition(trace.HitPos.X, trace.HitPos.Y, -trace.HitVector.X * 4, -trace.HitVector.Y * 4);
|
||||
puff = P_SpawnPuff(t1, pufftype, DVector3(pos, trace.HitPos.Z - trace.HitVector.Z * 4), trace.SrcAngleFromTarget,
|
||||
trace.SrcAngleFromTarget - 90, 0, puffFlags);
|
||||
trace.SrcAngleFromTarget - DAngle::fromDeg(90), 0, puffFlags);
|
||||
puff->radius = 1/65536.;
|
||||
|
||||
if (nointeract)
|
||||
|
@ -4717,7 +4717,7 @@ AActor *P_LineAttack(AActor *t1, DAngle angle, double distance,
|
|||
puffFlags |= PF_HITTHINGBLEED;
|
||||
|
||||
// We must pass the unreplaced puff type here
|
||||
puff = P_SpawnPuff(t1, pufftype, bleedpos, trace.SrcAngleFromTarget, trace.SrcAngleFromTarget - 90, 2, puffFlags | PF_HITTHING, trace.Actor);
|
||||
puff = P_SpawnPuff(t1, pufftype, bleedpos, trace.SrcAngleFromTarget, trace.SrcAngleFromTarget - DAngle::fromDeg(90), 2, puffFlags | PF_HITTHING, trace.Actor);
|
||||
}
|
||||
if (victim != NULL)
|
||||
{
|
||||
|
@ -4755,7 +4755,7 @@ AActor *P_LineAttack(AActor *t1, DAngle angle, double distance,
|
|||
{
|
||||
// Since the puff is the damage inflictor we need it here
|
||||
// regardless of whether it is displayed or not.
|
||||
puff = P_SpawnPuff(t1, pufftype, bleedpos, 0., 0., 2, puffFlags | PF_HITTHING | PF_TEMPORARY);
|
||||
puff = P_SpawnPuff(t1, pufftype, bleedpos, nullAngle, nullAngle, 2, puffFlags | PF_HITTHING | PF_TEMPORARY);
|
||||
killPuff = true;
|
||||
}
|
||||
auto src = t1;
|
||||
|
@ -4785,7 +4785,7 @@ AActor *P_LineAttack(AActor *t1, DAngle angle, double distance,
|
|||
{
|
||||
if (puff == NULL)
|
||||
{ // Spawn puff just to get a mass for the splash
|
||||
puff = P_SpawnPuff(t1, pufftype, trace.HitPos, 0., 0., 2, puffFlags | PF_HITTHING | PF_TEMPORARY);
|
||||
puff = P_SpawnPuff(t1, pufftype, trace.HitPos, nullAngle, nullAngle, 2, puffFlags | PF_HITTHING | PF_TEMPORARY);
|
||||
killPuff = true;
|
||||
}
|
||||
SpawnDeepSplash(t1, trace, puff);
|
||||
|
@ -5045,8 +5045,8 @@ void P_TraceBleed(int damage, const DVector3 &pos, AActor *actor, DAngle angle,
|
|||
{
|
||||
FTraceResults bleedtrace;
|
||||
|
||||
DAngle bleedang = angle + (pr_tracebleed() - 128) * noise;
|
||||
DAngle bleedpitch = pitch + (pr_tracebleed() - 128) * noise;
|
||||
DAngle bleedang = angle + DAngle::fromDeg((pr_tracebleed() - 128) * noise);
|
||||
DAngle bleedpitch = pitch + DAngle::fromDeg((pr_tracebleed() - 128) * noise);
|
||||
double cosp = bleedpitch.Cos();
|
||||
DVector3 vdir = DVector3(cosp * bleedang.Cos(), cosp * bleedang.Sin(), -bleedpitch.Sin());
|
||||
|
||||
|
@ -5102,7 +5102,7 @@ void P_TraceBleed(int damage, AActor *target, AActor *missile)
|
|||
}
|
||||
else
|
||||
{
|
||||
pitch = 0.;
|
||||
pitch = nullAngle;
|
||||
}
|
||||
P_TraceBleed(damage, target->PosPlusZ(target->Height/2), target, missile->AngleTo(target), pitch);
|
||||
}
|
||||
|
@ -5120,7 +5120,7 @@ void P_TraceBleed(int damage, FTranslatedLineTarget *t, AActor *puff)
|
|||
return;
|
||||
}
|
||||
|
||||
DAngle pitch = (pr_tracebleed() - 128) * (360 / 65536.);
|
||||
DAngle pitch = DAngle::fromDeg((pr_tracebleed() - 128) * (360 / 65536.));
|
||||
P_TraceBleed(damage, t->linetarget->PosPlusZ(t->linetarget->Height/2), t->linetarget, t->angleFromSource, pitch);
|
||||
}
|
||||
|
||||
|
@ -5135,8 +5135,8 @@ void P_TraceBleed(int damage, AActor *target)
|
|||
{
|
||||
if (target != NULL)
|
||||
{
|
||||
DAngle angle = pr_tracebleed() * (360 / 256.);
|
||||
DAngle pitch = (pr_tracebleed() - 128) * (360 / 65536.);
|
||||
DAngle angle = DAngle::fromDeg(pr_tracebleed() * (360 / 256.));
|
||||
DAngle pitch = DAngle::fromDeg((pr_tracebleed() - 128) * (360 / 65536.));
|
||||
P_TraceBleed(damage, target->PosPlusZ(target->Height / 2), target, angle, pitch);
|
||||
}
|
||||
}
|
||||
|
@ -5266,7 +5266,7 @@ void P_RailAttack(FRailParams *p)
|
|||
puffflags |= PF_NORANDOMZ;
|
||||
}
|
||||
|
||||
DVector2 xy = source->Vec2Angle(p->offset_xy, angle - 90.);
|
||||
DVector2 xy = source->Vec2Angle(p->offset_xy, angle - DAngle::fromDeg(90.));
|
||||
|
||||
RailData rail_data;
|
||||
rail_data.Caller = source;
|
||||
|
@ -5349,7 +5349,7 @@ void P_RailAttack(FRailParams *p)
|
|||
}
|
||||
if (spawnpuff)
|
||||
{
|
||||
hitpuff = P_SpawnPuff(source, puffclass, hitpos, hitangle, hitangle - 90, 1, actorpuffflags, hitactor);
|
||||
hitpuff = P_SpawnPuff(source, puffclass, hitpos, hitangle, hitangle - DAngle::fromDeg(90), 1, actorpuffflags, hitactor);
|
||||
}
|
||||
// https://github.com/coelckers/gzdoom/pull/1668#pullrequestreview-1039431156
|
||||
if (!hitpuff) {
|
||||
|
@ -5385,7 +5385,7 @@ void P_RailAttack(FRailParams *p)
|
|||
|
||||
if (puffclass != NULL && puffDefaults->flags3 & MF3_ALWAYSPUFF)
|
||||
{
|
||||
puff = P_SpawnPuff(source, puffclass, trace.HitPos, trace.SrcAngleFromTarget, trace.SrcAngleFromTarget - 90, 1, puffflags);
|
||||
puff = P_SpawnPuff(source, puffclass, trace.HitPos, trace.SrcAngleFromTarget, trace.SrcAngleFromTarget - DAngle::fromDeg(90), 1, puffflags);
|
||||
if (puff && (trace.Line != NULL) && (trace.Line->special == Line_Horizon) && !(puff->flags3 & MF3_SKYEXPLODE))
|
||||
puff->Destroy();
|
||||
}
|
||||
|
@ -5400,7 +5400,7 @@ void P_RailAttack(FRailParams *p)
|
|||
AActor* puff = NULL;
|
||||
if (puffclass != NULL && puffDefaults->flags3 & MF3_ALWAYSPUFF)
|
||||
{
|
||||
puff = P_SpawnPuff(source, puffclass, trace.HitPos, trace.SrcAngleFromTarget, trace.SrcAngleFromTarget - 90, 1, puffflags);
|
||||
puff = P_SpawnPuff(source, puffclass, trace.HitPos, trace.SrcAngleFromTarget, trace.SrcAngleFromTarget - DAngle::fromDeg(90), 1, puffflags);
|
||||
if (puff && !(puff->flags3 & MF3_SKYEXPLODE) &&
|
||||
(((trace.HitType == TRACE_HitFloor) && (puff->floorpic == skyflatnum)) ||
|
||||
((trace.HitType == TRACE_HitCeiling) && (puff->ceilingpic == skyflatnum))))
|
||||
|
@ -5438,7 +5438,7 @@ CVAR(Float, chase_dist, 90.f, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
|
|||
void P_AimCamera(AActor *t1, DVector3 &campos, DAngle &camangle, sector_t *&CameraSector, bool &unlinked)
|
||||
{
|
||||
double distance = clamp<double>(chase_dist, 0, 30000);
|
||||
DAngle angle = t1->Angles.Yaw - 180;
|
||||
DAngle angle = t1->Angles.Yaw - DAngle::fromDeg(180);
|
||||
DAngle pitch = t1->Angles.Pitch;
|
||||
FTraceResults trace;
|
||||
DVector3 vvec;
|
||||
|
@ -5461,7 +5461,7 @@ void P_AimCamera(AActor *t1, DVector3 &campos, DAngle &camangle, sector_t *&Came
|
|||
}
|
||||
CameraSector = trace.Sector;
|
||||
unlinked = trace.unlinked;
|
||||
camangle = trace.SrcAngleFromTarget - 180.;
|
||||
camangle = trace.SrcAngleFromTarget - DAngle::fromDeg(180.);
|
||||
}
|
||||
|
||||
// [MC] Used for ViewPos. Uses code borrowed from P_AimCamera.
|
||||
|
@ -5502,7 +5502,7 @@ bool P_TalkFacing(AActor *player)
|
|||
|
||||
for (double angle : angleofs)
|
||||
{
|
||||
P_AimLineAttack(player, player->Angles.Yaw + angle, TALKRANGE, &t, 35., ALF_FORCENOSMART | ALF_CHECKCONVERSATION | ALF_PORTALRESTRICT);
|
||||
P_AimLineAttack(player, player->Angles.Yaw + DAngle::fromDeg(angle), TALKRANGE, &t, DAngle::fromDeg(35.), ALF_FORCENOSMART | ALF_CHECKCONVERSATION | ALF_PORTALRESTRICT);
|
||||
if (t.linetarget != NULL)
|
||||
{
|
||||
if (t.linetarget->health > 0 && // Dead things can't talk.
|
||||
|
@ -6372,7 +6372,7 @@ void P_DoCrunch(AActor *thing, FChangePosition *cpos)
|
|||
if (!(cl_bloodtype <= 1)) mo->renderflags |= RF_INVISIBLE;
|
||||
}
|
||||
|
||||
DAngle an = (M_Random() - 128) * (360./256);
|
||||
DAngle an = DAngle::fromDeg((M_Random() - 128) * (360./256));
|
||||
if (cl_bloodtype >= 1)
|
||||
{
|
||||
P_DrawSplash2(thing->Level, 32, thing->PosPlusZ(thing->Height/2), an, 2, thing->BloodColor);
|
||||
|
|
|
@ -415,11 +415,11 @@ bool AActor::FixMapthingPos()
|
|||
DAngle ang = ldef->Delta().Angle();
|
||||
if (ldef->backsector != NULL && ldef->backsector == secstart)
|
||||
{
|
||||
ang += 90.;
|
||||
ang += DAngle::fromDeg(90.);
|
||||
}
|
||||
else
|
||||
{
|
||||
ang -= 90.;
|
||||
ang -= DAngle::fromDeg(90.);
|
||||
}
|
||||
|
||||
// Get the distance we have to move the object away from the wall
|
||||
|
|
|
@ -1015,10 +1015,10 @@ bool AActor::IsInsideVisibleAngles() const
|
|||
if (p == nullptr || p->camera == nullptr)
|
||||
return true;
|
||||
|
||||
DAngle anglestart = VisibleStartAngle.Degrees;
|
||||
DAngle angleend = VisibleEndAngle.Degrees;
|
||||
DAngle pitchstart = VisibleStartPitch.Degrees;
|
||||
DAngle pitchend = VisibleEndPitch.Degrees;
|
||||
DAngle anglestart = DAngle::fromDeg(VisibleStartAngle.Degrees);
|
||||
DAngle angleend = DAngle::fromDeg(VisibleEndAngle.Degrees);
|
||||
DAngle pitchstart = DAngle::fromDeg(VisibleStartPitch.Degrees);
|
||||
DAngle pitchend = DAngle::fromDeg(VisibleEndPitch.Degrees);
|
||||
|
||||
if (anglestart > angleend)
|
||||
{
|
||||
|
@ -1740,7 +1740,7 @@ DEFINE_ACTION_FUNCTION(AActor, CanSeek)
|
|||
//
|
||||
//----------------------------------------------------------------------------
|
||||
|
||||
bool P_SeekerMissile (AActor *actor, double thresh, double turnMax, bool precise, bool usecurspeed)
|
||||
bool P_SeekerMissile (AActor *actor, DAngle thresh, DAngle turnMax, bool precise, bool usecurspeed)
|
||||
{
|
||||
int dir;
|
||||
DAngle delta;
|
||||
|
@ -1795,7 +1795,7 @@ bool P_SeekerMissile (AActor *actor, double thresh, double turnMax, bool precise
|
|||
}
|
||||
else
|
||||
{
|
||||
DAngle pitch = 0.;
|
||||
DAngle pitch = nullAngle;
|
||||
if (!(actor->flags3 & (MF3_FLOORHUGGER|MF3_CEILINGHUGGER)))
|
||||
{ // Need to seek vertically
|
||||
double dist = max(1., actor->Distance2D(target));
|
||||
|
@ -1845,16 +1845,16 @@ double P_XYMovement (AActor *mo, DVector2 scroll)
|
|||
switch (special)
|
||||
{
|
||||
case 40: case 41: case 42: // Wind_East
|
||||
mo->Thrust(0., windTab[special-40]);
|
||||
mo->Thrust(DAngle::fromDeg(0.), windTab[special-40]);
|
||||
break;
|
||||
case 43: case 44: case 45: // Wind_North
|
||||
mo->Thrust(90., windTab[special-43]);
|
||||
mo->Thrust(DAngle::fromDeg(90.), windTab[special-43]);
|
||||
break;
|
||||
case 46: case 47: case 48: // Wind_South
|
||||
mo->Thrust(270., windTab[special-46]);
|
||||
mo->Thrust(DAngle::fromDeg(270.), windTab[special-46]);
|
||||
break;
|
||||
case 49: case 50: case 51: // Wind_West
|
||||
mo->Thrust(180., windTab[special-49]);
|
||||
mo->Thrust(DAngle::fromDeg(180.), windTab[special-49]);
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
@ -2155,7 +2155,7 @@ double P_XYMovement (AActor *mo, DVector2 scroll)
|
|||
{
|
||||
if ((BlockingMobj->flags7 & MF7_MIRRORREFLECT) && (tg | blockingtg))
|
||||
{
|
||||
mo->Angles.Yaw += 180.;
|
||||
mo->Angles.Yaw += DAngle::fromDeg(180.);
|
||||
mo->Vel *= -.5;
|
||||
}
|
||||
else
|
||||
|
@ -2450,7 +2450,7 @@ void P_ZMovement (AActor *mo, double oldfloorz)
|
|||
{
|
||||
if (!mo->IsNoClip2())
|
||||
{
|
||||
mo->AddZ(DAngle(360 / 80.f * mo->Level->maptime).Sin() / 8);
|
||||
mo->AddZ(DAngle::fromDeg(360 / 80.f * mo->Level->maptime).Sin() / 8);
|
||||
}
|
||||
|
||||
if (!(mo->flags8 & MF8_NOFRICTION))
|
||||
|
@ -2936,7 +2936,7 @@ void P_NightmareRespawn (AActor *mobj)
|
|||
mo->SpawnPoint = mobj->SpawnPoint;
|
||||
mo->SpawnAngle = mobj->SpawnAngle;
|
||||
mo->SpawnFlags = mobj->SpawnFlags & ~MTF_DORMANT; // It wasn't dormant when it died, so it's not dormant now, either.
|
||||
mo->Angles.Yaw = (double)mobj->SpawnAngle;
|
||||
mo->Angles.Yaw = DAngle::fromDeg(mobj->SpawnAngle);
|
||||
|
||||
mo->HandleSpawnFlags ();
|
||||
mo->reactiontime = 18;
|
||||
|
@ -3256,22 +3256,22 @@ bool AActor::AdjustReflectionAngle (AActor *thing, DAngle &angle)
|
|||
if (thing->flags7 & MF7_NOSHIELDREFLECT) return true;
|
||||
|
||||
if (pr_reflect () < 128)
|
||||
angle += 45;
|
||||
angle += DAngle::fromDeg(45);
|
||||
else
|
||||
angle -= 45;
|
||||
angle -= DAngle::fromDeg(45);
|
||||
|
||||
}
|
||||
else if (thing->flags4&MF4_DEFLECT)
|
||||
{
|
||||
// deflect (like the Heresiarch)
|
||||
if(pr_reflect() < 128)
|
||||
angle += 45;
|
||||
angle += DAngle::fromDeg(45);
|
||||
else
|
||||
angle -= 45;
|
||||
angle -= DAngle::fromDeg(45);
|
||||
}
|
||||
else
|
||||
{
|
||||
angle += ((pr_reflect() % 16) - 8);
|
||||
angle += DAngle::fromDeg((pr_reflect() % 16) - 8);
|
||||
}
|
||||
//Always check for AIMREFLECT, no matter what else is checked above.
|
||||
if (thing->flags7 & MF7_AIMREFLECT)
|
||||
|
@ -3422,8 +3422,8 @@ DAngle AActor::ClampPitch(DAngle p)
|
|||
}
|
||||
else
|
||||
{
|
||||
min = -89.;
|
||||
max = 89.;
|
||||
min = DAngle::fromDeg(-89.);
|
||||
max = DAngle::fromDeg(89.);
|
||||
}
|
||||
p = clamp(p, min, max);
|
||||
return p;
|
||||
|
@ -3902,7 +3902,7 @@ void AActor::Tick ()
|
|||
{ // Strife scroll special
|
||||
int anglespeed = Level->GetFirstSectorTag(sec) - 100;
|
||||
double carryspeed = (anglespeed % 10) / (16 * CARRYFACTOR);
|
||||
DAngle angle = ((anglespeed / 10) * 45.);
|
||||
DAngle angle = DAngle::fromDeg(((anglespeed / 10) * 45.));
|
||||
scrollv += angle.ToVector(carryspeed);
|
||||
}
|
||||
}
|
||||
|
@ -5172,10 +5172,10 @@ AActor *FLevelLocals::SpawnPlayer (FPlayerStart *mthing, int playernum, int flag
|
|||
spawn.Y = mthing->pos.Y;
|
||||
|
||||
// Allow full angular precision
|
||||
SpawnAngle = (double)mthing->angle;
|
||||
SpawnAngle = DAngle::fromDeg(mthing->angle);
|
||||
if (i_compatflags2 & COMPATF2_BADANGLES)
|
||||
{
|
||||
SpawnAngle += 0.01;
|
||||
SpawnAngle += DAngle::fromDeg(0.01);
|
||||
}
|
||||
|
||||
if (GetDefaultByType(p->cls)->flags & MF_SPAWNCEILING)
|
||||
|
@ -5230,7 +5230,7 @@ AActor *FLevelLocals::SpawnPlayer (FPlayerStart *mthing, int playernum, int flag
|
|||
}
|
||||
|
||||
mobj->Angles.Yaw = SpawnAngle;
|
||||
mobj->Angles.Pitch = mobj->Angles.Roll = 0.;
|
||||
mobj->Angles.Pitch = mobj->Angles.Roll = nullAngle;
|
||||
mobj->health = p->health;
|
||||
|
||||
// [RH] Set player sprite based on skin
|
||||
|
@ -5260,7 +5260,7 @@ AActor *FLevelLocals::SpawnPlayer (FPlayerStart *mthing, int playernum, int flag
|
|||
p->lastkilltime = 0;
|
||||
p->BlendR = p->BlendG = p->BlendB = p->BlendA = 0.f;
|
||||
p->Uncrouch();
|
||||
p->MinPitch = p->MaxPitch = 0.; // will be filled in by PostBeginPlay()/netcode
|
||||
p->MinPitch = p->MaxPitch = nullAngle; // will be filled in by PostBeginPlay()/netcode
|
||||
p->MUSINFOactor = nullptr;
|
||||
p->MUSINFOtics = -1;
|
||||
p->Vel.Zero(); // killough 10/98: initialize bobbing to 0.
|
||||
|
@ -5696,7 +5696,7 @@ AActor *FLevelLocals::SpawnMapThing (FMapThing *mthing, int position)
|
|||
// [RH] Add ThingID to mobj and link it in with the others
|
||||
mobj->SetTID(mthing->thingid);
|
||||
|
||||
mobj->PrevAngles.Yaw = mobj->Angles.Yaw = (double)mthing->angle;
|
||||
mobj->PrevAngles.Yaw = mobj->Angles.Yaw = DAngle::fromDeg(mthing->angle);
|
||||
|
||||
// Check if this actor's mapthing has a conversation defined
|
||||
if (mthing->Conversation > 0)
|
||||
|
@ -5720,9 +5720,9 @@ AActor *FLevelLocals::SpawnMapThing (FMapThing *mthing, int position)
|
|||
if (mthing->Scale.Y != 0)
|
||||
mobj->Scale.Y = mthing->Scale.Y * mobj->Scale.Y;
|
||||
if (mthing->pitch)
|
||||
mobj->Angles.Pitch = (double)mthing->pitch;
|
||||
mobj->Angles.Pitch = DAngle::fromDeg(mthing->pitch);
|
||||
if (mthing->roll)
|
||||
mobj->Angles.Roll = (double)mthing->roll;
|
||||
mobj->Angles.Roll = DAngle::fromDeg(mthing->roll);
|
||||
if (mthing->score)
|
||||
mobj->Score = mthing->score;
|
||||
if (mthing->fillcolor)
|
||||
|
@ -5748,8 +5748,8 @@ AActor *FLevelLocals::SpawnMapThing (FMapThing *mthing, int position)
|
|||
|
||||
if (mobj->IntVar(NAME_lightflags) & LF_SPOT)
|
||||
{
|
||||
mobj->AngleVar(NAME_SpotInnerAngle) = double(mthing->args[1]);
|
||||
mobj->AngleVar(NAME_SpotOuterAngle) = double(mthing->args[2]);
|
||||
mobj->AngleVar(NAME_SpotInnerAngle) = DAngle::fromDeg(mthing->args[1]);
|
||||
mobj->AngleVar(NAME_SpotOuterAngle) = DAngle::fromDeg(mthing->args[2]);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -5832,7 +5832,7 @@ AActor *P_SpawnPuff (AActor *source, PClassActor *pufftype, const DVector3 &pos1
|
|||
puff->target = source;
|
||||
|
||||
// Angle is the opposite of the hit direction (i.e. the puff faces the source.)
|
||||
puff->Angles.Yaw = hitdir + 180;
|
||||
puff->Angles.Yaw = hitdir + DAngle::fromDeg(180);
|
||||
|
||||
// If a puff has a crash state and an actor was not hit,
|
||||
// it will enter the crash state. This is used by the StrifeSpark
|
||||
|
@ -6036,7 +6036,7 @@ void P_BloodSplatter (const DVector3 &pos, AActor *originator, DAngle hitangle)
|
|||
}
|
||||
if (bloodtype >= 1)
|
||||
{
|
||||
P_DrawSplash2 (originator->Level, 40, pos, hitangle-180., 2, originator->BloodColor);
|
||||
P_DrawSplash2 (originator->Level, 40, pos, hitangle - DAngle::fromDeg(180.), 2, originator->BloodColor);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -6077,7 +6077,7 @@ void P_BloodSplatter2 (const DVector3 &pos, AActor *originator, DAngle hitangle)
|
|||
}
|
||||
if (bloodtype >= 1)
|
||||
{
|
||||
P_DrawSplash2(originator->Level, 40, pos + add, hitangle - 180., 2, originator->BloodColor);
|
||||
P_DrawSplash2(originator->Level, 40, pos + add, hitangle - DAngle::fromDeg(180.), 2, originator->BloodColor);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -6137,7 +6137,7 @@ void P_RipperBlood (AActor *mo, AActor *bleeder)
|
|||
}
|
||||
if (bloodtype >= 1)
|
||||
{
|
||||
P_DrawSplash2(bleeder->Level, 28, pos, bleeder->AngleTo(mo) + 180., 0, bleeder->BloodColor);
|
||||
P_DrawSplash2(bleeder->Level, 28, pos, bleeder->AngleTo(mo) + DAngle::fromDeg(180.), 0, bleeder->BloodColor);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -6604,7 +6604,7 @@ AActor *P_SpawnMissileXYZ (DVector3 pos, AActor *source, AActor *dest, PClassAct
|
|||
// [RC] Now monsters can aim at invisible player as if they were fully visible.
|
||||
if (dest->flags & MF_SHADOW && !(source->flags6 & MF6_SEEINVISIBLE))
|
||||
{
|
||||
DAngle an = pr_spawnmissile.Random2() * (22.5 / 256);
|
||||
DAngle an = DAngle::fromDeg(pr_spawnmissile.Random2() * (22.5 / 256));
|
||||
double c = an.Cos();
|
||||
double s = an.Sin();
|
||||
|
||||
|
@ -6737,7 +6737,7 @@ AActor *P_SpawnMissileZAimed (AActor *source, double z, AActor *dest, PClassActo
|
|||
|
||||
if (dest->flags & MF_SHADOW)
|
||||
{
|
||||
an += pr_spawnmissile.Random2() * (16. / 360.);
|
||||
an += DAngle::fromDeg(pr_spawnmissile.Random2() * (16. / 360.));
|
||||
}
|
||||
dist = source->Distance2D (dest);
|
||||
speed = GetDefaultSpeed (type);
|
||||
|
@ -6874,7 +6874,7 @@ AActor *P_SpawnPlayerMissile (AActor *source, double x, double y, double z,
|
|||
DAngle pitch;
|
||||
FTranslatedLineTarget scratch;
|
||||
AActor *defaultobject = GetDefaultByType(type);
|
||||
DAngle vrange = nofreeaim ? 35. : 0.;
|
||||
DAngle vrange = DAngle::fromDeg(nofreeaim ? 35. : 0.);
|
||||
|
||||
if (!pLineTarget) pLineTarget = &scratch;
|
||||
if (!(aimflags & ALF_NOWEAPONCHECK) && source->player && source->player->ReadyWeapon && ((source->player->ReadyWeapon->IntVar(NAME_WeaponFlags) & WIF_NOAUTOAIM) || noautoaim))
|
||||
|
@ -6894,7 +6894,7 @@ AActor *P_SpawnPlayerMissile (AActor *source, double x, double y, double z,
|
|||
int i = 2;
|
||||
do
|
||||
{
|
||||
an = angle + angdiff[i];
|
||||
an = angle + DAngle::fromDeg(angdiff[i]);
|
||||
pitch = P_AimLineAttack (source, an, linetargetrange, pLineTarget, vrange, aimflags);
|
||||
|
||||
if (source->player != NULL &&
|
||||
|
@ -6911,7 +6911,7 @@ AActor *P_SpawnPlayerMissile (AActor *source, double x, double y, double z,
|
|||
an = angle;
|
||||
if (nofreeaim || !source->Level->IsFreelookAllowed())
|
||||
{
|
||||
pitch = 0.;
|
||||
pitch = nullAngle;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -182,7 +182,7 @@ DPSprite::DPSprite(player_t *owner, AActor *caller, int id)
|
|||
{
|
||||
Caller = caller;
|
||||
baseScale = {1.0, 1.2};
|
||||
rotation = 0.;
|
||||
rotation = nullAngle;
|
||||
scale = {1.0, 1.0};
|
||||
pivot = {0.0, 0.0};
|
||||
for (int i = 0; i < 4; i++)
|
||||
|
@ -1204,8 +1204,8 @@ DAngle P_BulletSlope (AActor *mo, FTranslatedLineTarget *pLineTarget, int aimfla
|
|||
i = 2;
|
||||
do
|
||||
{
|
||||
an = mo->Angles.Yaw + angdiff[i];
|
||||
pitch = P_AimLineAttack (mo, an, 16.*64, pLineTarget, 0., aimflags);
|
||||
an = mo->Angles.Yaw + DAngle::fromDeg(angdiff[i]);
|
||||
pitch = P_AimLineAttack (mo, an, 16.*64, pLineTarget, nullAngle, aimflags);
|
||||
|
||||
if (mo->player != nullptr &&
|
||||
mo->Level->IsFreelookAllowed() &&
|
||||
|
|
|
@ -1401,12 +1401,12 @@ bool FLevelLocals::AlignFlat (int linenum, int side, int fc)
|
|||
return false;
|
||||
|
||||
DAngle angle = line->Delta().Angle();
|
||||
DAngle norm = angle - 90;
|
||||
DAngle norm = angle - DAngle::fromDeg(90.);
|
||||
double dist = -(norm.Cos() * line->v1->fX() + norm.Sin() * line->v1->fY());
|
||||
|
||||
if (side)
|
||||
{
|
||||
angle += 180.;
|
||||
angle += DAngle::fromDeg(180.);
|
||||
dist = -dist;
|
||||
}
|
||||
|
||||
|
|
|
@ -170,7 +170,7 @@ bool P_Teleport (AActor *thing, DVector3 pos, DAngle angle, int flags)
|
|||
player->viewz = thing->Z() + player->viewheight;
|
||||
if (resetpitch)
|
||||
{
|
||||
player->mo->Angles.Pitch = 0.;
|
||||
player->mo->Angles.Pitch = nullAngle;
|
||||
}
|
||||
}
|
||||
if (!(flags & TELF_KEEPORIENTATION))
|
||||
|
@ -359,10 +359,10 @@ bool FLevelLocals::EV_Teleport (int tid, int tag, line_t *line, int side, AActor
|
|||
{
|
||||
AActor *searcher;
|
||||
double z;
|
||||
DAngle angle = 0.;
|
||||
DAngle angle = nullAngle;
|
||||
double s = 0, c = 0;
|
||||
double vx = 0, vy = 0;
|
||||
DAngle badangle = 0.;
|
||||
DAngle badangle = nullAngle;
|
||||
|
||||
if (thing == NULL)
|
||||
{ // Teleport function called with an invalid actor
|
||||
|
@ -389,7 +389,7 @@ bool FLevelLocals::EV_Teleport (int tid, int tag, line_t *line, int side, AActor
|
|||
// Rotate 90 degrees, so that walking perpendicularly across
|
||||
// teleporter linedef causes thing to exit in the direction
|
||||
// indicated by the exit thing.
|
||||
angle = line->Delta().Angle() - searcher->Angles.Yaw + 90.;
|
||||
angle = line->Delta().Angle() - searcher->Angles.Yaw + DAngle::fromDeg(90.);
|
||||
if (flags & TELF_ROTATEBOOMINVERSE) angle = -angle;
|
||||
|
||||
// Sine, cosine of angle adjustment
|
||||
|
@ -412,7 +412,7 @@ bool FLevelLocals::EV_Teleport (int tid, int tag, line_t *line, int side, AActor
|
|||
}
|
||||
if ((i_compatflags2 & COMPATF2_BADANGLES) && (thing->player != NULL))
|
||||
{
|
||||
badangle = 0.01;
|
||||
badangle = DAngle::fromDeg(0.01);
|
||||
}
|
||||
if (P_Teleport (thing, DVector3(searcher->Pos(), z), searcher->Angles.Yaw + badangle, flags))
|
||||
{
|
||||
|
@ -502,7 +502,7 @@ bool FLevelLocals::EV_SilentLineTeleport (line_t *line, int side, AActor *thing,
|
|||
|
||||
if (!reverse)
|
||||
{
|
||||
angle += 180.;
|
||||
angle += DAngle::fromDeg(180.);
|
||||
pos = 1 - pos;
|
||||
}
|
||||
|
||||
|
@ -666,7 +666,7 @@ bool DoGroupForOne (AActor *victim, AActor *source, AActor *dest, bool floorz, b
|
|||
|
||||
bool res =
|
||||
P_Teleport (victim, DVector3(dest->Pos().XY() + newp, z),
|
||||
0., flags);
|
||||
nullAngle, flags);
|
||||
// P_Teleport only changes angle if fog is true
|
||||
victim->Angles.Yaw = (dest->Angles.Yaw + victim->Angles.Yaw - source->Angles.Yaw).Normalized360();
|
||||
|
||||
|
@ -725,7 +725,7 @@ bool FLevelLocals::EV_TeleportGroup (int group_tid, AActor *victim, int source_t
|
|||
if (moveSource && didSomething)
|
||||
{
|
||||
didSomething |=
|
||||
P_Teleport (sourceOrigin, destOrigin->PosAtZ(floorz ? ONFLOORZ : destOrigin->Z()), 0., TELF_KEEPORIENTATION);
|
||||
P_Teleport (sourceOrigin, destOrigin->PosAtZ(floorz ? ONFLOORZ : destOrigin->Z()), nullAngle, TELF_KEEPORIENTATION);
|
||||
sourceOrigin->Angles.Yaw = destOrigin->Angles.Yaw;
|
||||
}
|
||||
|
||||
|
|
|
@ -226,7 +226,7 @@ void DMovePoly::Serialize(FSerializer &arc)
|
|||
void DMovePoly::Construct(FPolyObj *polyNum)
|
||||
{
|
||||
Super::Construct(polyNum);
|
||||
m_Angle = 0.;
|
||||
m_Angle = nullAngle;
|
||||
m_Speedv = { 0,0 };
|
||||
}
|
||||
|
||||
|
@ -275,7 +275,7 @@ void DPolyDoor::Construct (FPolyObj * polyNum, podoortype_t type)
|
|||
{
|
||||
Super::Construct(polyNum);
|
||||
m_Type = type;
|
||||
m_Direction = 0.;
|
||||
m_Direction = nullAngle;
|
||||
m_TotalDist = 0;
|
||||
m_Tics = 0;
|
||||
m_WaitTics = 0;
|
||||
|
@ -300,7 +300,7 @@ void DRotatePoly::Tick ()
|
|||
m_Speed = m_Speed < 0 ? -m_Dist : m_Dist;
|
||||
}
|
||||
|
||||
if (m_PolyObj->RotatePolyobj (m_Speed))
|
||||
if (m_PolyObj->RotatePolyobj (DAngle::fromDeg(m_Speed)))
|
||||
{
|
||||
if (m_Dist == -1)
|
||||
{ // perpetual polyobj
|
||||
|
@ -442,7 +442,7 @@ bool EV_MovePoly (FLevelLocals *Level, line_t *line, int polyNum, double speed,
|
|||
pe->StopInterpolation ();
|
||||
}
|
||||
|
||||
angle += 180.; // Reverse the angle.
|
||||
angle += DAngle::fromDeg(180.); // Reverse the angle.
|
||||
}
|
||||
return pe != nullptr; // Return true if something started moving.
|
||||
}
|
||||
|
@ -585,7 +585,7 @@ void DPolyDoor::Tick ()
|
|||
break;
|
||||
|
||||
case PODOOR_SWING:
|
||||
if (m_Dist <= 0 || m_PolyObj->RotatePolyobj (m_Speed))
|
||||
if (m_Dist <= 0 || m_PolyObj->RotatePolyobj(DAngle::fromDeg(m_Speed)))
|
||||
{
|
||||
double absSpeed = fabs (m_Speed);
|
||||
m_Dist -= absSpeed;
|
||||
|
@ -668,7 +668,7 @@ bool EV_OpenPolyDoor(FLevelLocals *Level, line_t *line, int polyNum, double spee
|
|||
pd->m_Direction = angle;
|
||||
pd->m_Speedv = angle.ToVector(speed);
|
||||
SN_StartSequence (poly, poly->seqType, SEQ_DOOR, 0);
|
||||
angle += 180.; // reverse the angle
|
||||
angle += DAngle::fromDeg(180.); // reverse the angle
|
||||
}
|
||||
else if (type == PODOOR_SWING)
|
||||
{
|
||||
|
@ -718,7 +718,7 @@ bool EV_StopPoly(FLevelLocals *Level, int polynum)
|
|||
FPolyObj::FPolyObj()
|
||||
{
|
||||
StartSpot.pos = { 0,0 };
|
||||
Angle = 0.;
|
||||
Angle = nullAngle;
|
||||
tag = 0;
|
||||
memset(bbox, 0, sizeof(bbox));
|
||||
validcount = 0;
|
||||
|
@ -762,7 +762,7 @@ void FPolyObj::ThrustMobj (AActor *actor, side_t *side)
|
|||
}
|
||||
vertex_t *v1 = side->V1();
|
||||
vertex_t *v2 = side->V2();
|
||||
thrustAngle = (v2->fPos() - v1->fPos()).Angle() - 90.;
|
||||
thrustAngle = (v2->fPos() - v1->fPos()).Angle() - DAngle::fromDeg(90.);
|
||||
|
||||
pe = static_cast<DPolyAction *>(specialdata);
|
||||
if (pe)
|
||||
|
|
|
@ -208,7 +208,7 @@ static void SetPortalRotation(FLinePortal *port)
|
|||
{
|
||||
line_t *dst = port->mDestination;
|
||||
line_t *line = port->mOrigin;
|
||||
DAngle angle = dst->Delta().Angle() - line->Delta().Angle() + 180.;
|
||||
DAngle angle = dst->Delta().Angle() - line->Delta().Angle() + DAngle::fromDeg(180.);
|
||||
port->mSinRot = sindeg(angle.Degrees); // Here precision matters so use the slower but more precise versions.
|
||||
port->mCosRot = cosdeg(angle.Degrees);
|
||||
port->mAngleDiff = angle;
|
||||
|
@ -226,7 +226,7 @@ static void SetPortalRotation(FLinePortal *port)
|
|||
// Linked portals have no angular difference.
|
||||
port->mSinRot = 0.;
|
||||
port->mCosRot = 1.;
|
||||
port->mAngleDiff = 0.;
|
||||
port->mAngleDiff = nullAngle;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -77,19 +77,19 @@ FTextureID spritedef_t::GetSpriteFrame(int frame, int rot, DAngle ang, bool *mir
|
|||
{
|
||||
if ((sprframe->Texture[0] == sprframe->Texture[1]) && flipagain)
|
||||
{
|
||||
rot = (360.0 - ang + 45.0 / 2 * 9).BAMs() >> 28;
|
||||
rot = (- ang + DAngle::fromDeg(360.0 + 45.0 / 2 * 9)).BAMs() >> 28;
|
||||
}
|
||||
else if (sprframe->Texture[0] == sprframe->Texture[1])
|
||||
{
|
||||
rot = (ang + 45.0 / 2 * 9).BAMs() >> 28;
|
||||
rot = (ang + DAngle::fromDeg(45.0 / 2 * 9)).BAMs() >> 28;
|
||||
}
|
||||
else if (flipagain)
|
||||
{
|
||||
rot = (360.0 - ang + (45.0 / 2 * 9 - 180.0 / 16)).BAMs() >> 28;
|
||||
rot = (- ang + DAngle::fromDeg(360.0 + (45.0 / 2 * 9 - 180.0 / 16))).BAMs() >> 28;
|
||||
}
|
||||
else
|
||||
{
|
||||
rot = (ang + (45.0 / 2 * 9 - 180.0 / 16)).BAMs() >> 28;
|
||||
rot = (ang + DAngle::fromDeg(45.0 / 2 * 9 - 180.0 / 16)).BAMs() >> 28;
|
||||
}
|
||||
}
|
||||
if (mirror) *mirror = !!(sprframe->Flip&(1 << rot));
|
||||
|
|
|
@ -53,7 +53,7 @@
|
|||
struct VoxelOptions
|
||||
{
|
||||
VoxelOptions()
|
||||
: DroppedSpin(0), PlacedSpin(0), Scale(1.), AngleOffset(90.), OverridePalette(false),
|
||||
: DroppedSpin(0), PlacedSpin(0), Scale(1.), AngleOffset(DAngle::fromDeg(90.)), OverridePalette(false),
|
||||
PitchFromMomentum(false), UseActorPitch(false), UseActorRoll(false)
|
||||
{}
|
||||
|
||||
|
@ -178,7 +178,7 @@ static void VOX_ReadOptions(FScanner &sc, VoxelOptions &opts)
|
|||
{
|
||||
sc.TokenMustBe(TK_FloatConst);
|
||||
}
|
||||
opts.AngleOffset = mul * sc.Float + 90.;
|
||||
opts.AngleOffset = DAngle::fromDeg(mul * sc.Float + 90.);
|
||||
}
|
||||
else if (sc.Compare("overridepalette"))
|
||||
{
|
||||
|
|
|
@ -159,7 +159,7 @@ sector_t* RenderViewpoint(FRenderViewpoint& mainvp, AActor* camera, IntRect* bou
|
|||
// Only used by the GLES2 renderer
|
||||
RenderState.SetSpecialColormap(cm, flash);
|
||||
|
||||
di->Viewpoint.FieldOfView = fov; // Set the real FOV for the current scene (it's not necessarily the same as the global setting in r_viewpoint)
|
||||
di->Viewpoint.FieldOfView = DAngle::fromDeg(fov); // Set the real FOV for the current scene (it's not necessarily the same as the global setting in r_viewpoint)
|
||||
|
||||
// Stereo mode specific perspective projection
|
||||
di->VPUniforms.mProjectionMatrix = eye.GetProjection(fov, ratio, fovratio);
|
||||
|
|
|
@ -354,7 +354,7 @@ angle_t HWDrawInfo::FrustumAngle()
|
|||
// ok, this is a gross hack that barely works...
|
||||
// but at least it doesn't overestimate too much...
|
||||
double floatangle = 2.0 + (45.0 + ((tilt / 1.9)))*Viewpoint.FieldOfView.Degrees*48.0 / AspectMultiplier(r_viewwindow.WidescreenRatio) / 90.0;
|
||||
angle_t a1 = DAngle(floatangle).BAMs();
|
||||
angle_t a1 = DAngle::fromDeg(floatangle).BAMs();
|
||||
if (a1 >= ANGLE_180) return 0xffffffff;
|
||||
return a1;
|
||||
}
|
||||
|
|
|
@ -352,7 +352,7 @@ bool HWSprite::CalculateVertices(HWDrawInfo *di, FVector3 *v, DVector3 *vp)
|
|||
// Tilt the actor up or down based on pitch (increase 'somersaults' forward).
|
||||
// Then counteract the roll and DO A BARREL ROLL.
|
||||
|
||||
FAngle pitch = (float)-Angles.Pitch.Degrees;
|
||||
FAngle pitch = FAngle::fromDeg(-Angles.Pitch.Degrees);
|
||||
pitch.Normalized180();
|
||||
|
||||
mat.Translate(x, z, y);
|
||||
|
@ -429,7 +429,7 @@ bool HWSprite::CalculateVertices(HWDrawInfo *di, FVector3 *v, DVector3 *vp)
|
|||
|
||||
// [fgsfds] calculate yaw vectors
|
||||
float yawvecX = 0, yawvecY = 0, rollDegrees = 0;
|
||||
float angleRad = (270. - HWAngles.Yaw).Radians();
|
||||
float angleRad = (FAngle::fromDeg(270.) - HWAngles.Yaw).Radians();
|
||||
if (actor) rollDegrees = Angles.Roll.Degrees;
|
||||
if (isFlatSprite)
|
||||
{
|
||||
|
@ -870,16 +870,16 @@ void HWSprite::Process(HWDrawInfo *di, AActor* thing, sector_t * sector, area_t
|
|||
if (sprframe->Texture[0] == sprframe->Texture[1])
|
||||
{
|
||||
if (thing->flags7 & MF7_SPRITEANGLE)
|
||||
rot = (thing->SpriteAngle + 45.0 / 2 * 9).BAMs() >> 28;
|
||||
rot = (thing->SpriteAngle + DAngle::fromDeg(45.0 / 2 * 9)).BAMs() >> 28;
|
||||
else
|
||||
rot = (sprang - (thing->Angles.Yaw + thing->SpriteRotation) + 45.0 / 2 * 9).BAMs() >> 28;
|
||||
rot = (sprang - (thing->Angles.Yaw + thing->SpriteRotation) + DAngle::fromDeg(45.0 / 2 * 9)).BAMs() >> 28;
|
||||
}
|
||||
else
|
||||
{
|
||||
if (thing->flags7 & MF7_SPRITEANGLE)
|
||||
rot = (thing->SpriteAngle + (45.0 / 2 * 9 - 180.0 / 16)).BAMs() >> 28;
|
||||
rot = (thing->SpriteAngle + DAngle::fromDeg(45.0 / 2 * 9 - 180.0 / 16)).BAMs() >> 28;
|
||||
else
|
||||
rot = (sprang - (thing->Angles.Yaw + thing->SpriteRotation) + (45.0 / 2 * 9 - 180.0 / 16)).BAMs() >> 28;
|
||||
rot = (sprang - (thing->Angles.Yaw + thing->SpriteRotation) + DAngle::fromDeg(45.0 / 2 * 9 - 180.0 / 16)).BAMs() >> 28;
|
||||
}
|
||||
auto picnum = sprframe->Texture[rot];
|
||||
if (sprframe->Flip & (1 << rot))
|
||||
|
@ -902,7 +902,7 @@ void HWSprite::Process(HWDrawInfo *di, AActor* thing, sector_t * sector, area_t
|
|||
else
|
||||
{
|
||||
// Flat sprites cannot rotate in a predictable manner.
|
||||
sprangle = 0.;
|
||||
sprangle = nullAngle;
|
||||
rot = 0;
|
||||
}
|
||||
patch = sprites[spritenum].GetSpriteFrame(thing->frame, rot, sprangle, &mirror, !!(thing->renderflags & RF_SPRITEFLIP));
|
||||
|
|
|
@ -140,7 +140,7 @@ static bool isBright(DPSprite *psp)
|
|||
if (psp != nullptr && psp->GetState() != nullptr)
|
||||
{
|
||||
bool disablefullbright = false;
|
||||
FTextureID lump = sprites[psp->GetSprite()].GetSpriteFrame(psp->GetFrame(), 0, 0., nullptr);
|
||||
FTextureID lump = sprites[psp->GetSprite()].GetSpriteFrame(psp->GetFrame(), 0, nullAngle, nullptr);
|
||||
if (lump.isValid())
|
||||
{
|
||||
auto tex = TexMan.GetGameTexture(lump, true);
|
||||
|
@ -416,7 +416,7 @@ bool HUDSprite::GetWeaponRect(HWDrawInfo *di, DPSprite *psp, float sx, float sy,
|
|||
|
||||
// decide which patch to use
|
||||
bool mirror;
|
||||
FTextureID lump = sprites[psp->GetSprite()].GetSpriteFrame(psp->GetFrame(), 0, 0., &mirror);
|
||||
FTextureID lump = sprites[psp->GetSprite()].GetSpriteFrame(psp->GetFrame(), 0, nullAngle, &mirror);
|
||||
if (!lump.isValid()) return false;
|
||||
|
||||
auto tex = TexMan.GetGameTexture(lump, false);
|
||||
|
@ -508,7 +508,7 @@ bool HUDSprite::GetWeaponRect(HWDrawInfo *di, DPSprite *psp, float sx, float sy,
|
|||
// Handle PSPF_FLIP.
|
||||
if (flip) anchorx = 1.0 - anchorx;
|
||||
|
||||
FAngle rot = float((flip) ? -psp->rotation.Degrees : psp->rotation.Degrees);
|
||||
FAngle rot = FAngle::fromDeg(float((flip) ? -psp->rotation.Degrees : psp->rotation.Degrees));
|
||||
const float cosang = rot.Cos();
|
||||
const float sinang = rot.Sin();
|
||||
|
||||
|
|
|
@ -130,7 +130,7 @@ FRenderViewpoint::FRenderViewpoint()
|
|||
player = nullptr;
|
||||
Pos = { 0.0, 0.0, 0.0 };
|
||||
ActorPos = { 0.0, 0.0, 0.0 };
|
||||
Angles = { 0.0, 0.0, 0.0 };
|
||||
Angles = { nullAngle, nullAngle, nullAngle };
|
||||
Path[0] = { 0.0, 0.0, 0.0 };
|
||||
Path[1] = { 0.0, 0.0, 0.0 };
|
||||
Cos = 0.0;
|
||||
|
@ -139,7 +139,7 @@ FRenderViewpoint::FRenderViewpoint()
|
|||
TanSin = 0.0;
|
||||
camera = nullptr;
|
||||
sector = nullptr;
|
||||
FieldOfView = 90.; // Angles in the SCREENWIDTH wide window
|
||||
FieldOfView = DAngle::fromDeg(90.); // Angles in the SCREENWIDTH wide window
|
||||
TicFrac = 0.0;
|
||||
FrameTime = 0;
|
||||
extralight = 0;
|
||||
|
@ -180,8 +180,8 @@ DEFINE_GLOBAL(LocalViewPitch);
|
|||
void R_SetFOV (FRenderViewpoint &viewpoint, DAngle fov)
|
||||
{
|
||||
|
||||
if (fov < 5.) fov = 5.;
|
||||
else if (fov > 170.) fov = 170.;
|
||||
if (fov < 5.) fov = DAngle::fromDeg(5.);
|
||||
else if (fov > 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 = 170.;
|
||||
if (fov > 170.) fov = DAngle::fromDeg(170.);
|
||||
}
|
||||
viewwindow.FocalTangent = tan(fov.Radians() / 2);
|
||||
}
|
||||
|
@ -454,12 +454,12 @@ void R_InterpolateView (FRenderViewpoint &viewpoint, player_t *player, double Fr
|
|||
double pathlen = 0;
|
||||
double zdiff = 0;
|
||||
double totalzdiff = 0;
|
||||
DAngle adiff = 0.;
|
||||
DAngle totaladiff = 0.;
|
||||
DAngle adiff = nullAngle;
|
||||
DAngle totaladiff = nullAngle;
|
||||
double oviewz = iview->Old.Pos.Z;
|
||||
double nviewz = iview->New.Pos.Z;
|
||||
DVector3a oldpos = { { iview->Old.Pos.X, iview->Old.Pos.Y, 0 }, 0. };
|
||||
DVector3a newpos = { { iview->New.Pos.X, iview->New.Pos.Y, 0 }, 0. };
|
||||
DVector3a oldpos = { { iview->Old.Pos.X, iview->Old.Pos.Y, 0 }, nullAngle };
|
||||
DVector3a newpos = { { iview->New.Pos.X, iview->New.Pos.Y, 0 }, nullAngle };
|
||||
InterpolationPath.Push(newpos); // add this to the array to simplify the loops below
|
||||
|
||||
for (unsigned i = 0; i < InterpolationPath.Size(); i += 2)
|
||||
|
@ -527,8 +527,8 @@ void R_InterpolateView (FRenderViewpoint &viewpoint, player_t *player, double Fr
|
|||
(!netgame || !cl_noprediction) &&
|
||||
!LocalKeyboardTurner)
|
||||
{
|
||||
viewpoint.Angles.Yaw = (nviewangle + AngleToFloat(LocalViewAngle & 0xFFFF0000)).Normalized180();
|
||||
DAngle delta = player->centering ? DAngle(0.) : AngleToFloat(int(LocalViewPitch & 0xFFFF0000));
|
||||
viewpoint.Angles.Yaw = (nviewangle + DAngle::fromBam(LocalViewAngle & 0xFFFF0000)).Normalized180();
|
||||
DAngle delta = player->centering ? nullAngle : DAngle::fromBam(int(LocalViewPitch & 0xFFFF0000));
|
||||
viewpoint.Angles.Pitch = clamp<DAngle>((iview->New.Angles.Pitch - delta).Normalized180(), player->MinPitch, player->MaxPitch);
|
||||
viewpoint.Angles.Roll = iview->New.Angles.Roll.Normalized180();
|
||||
}
|
||||
|
@ -599,7 +599,7 @@ void FRenderViewpoint::SetViewAngle (const FViewWindow &viewwindow)
|
|||
DVector2 v = Angles.Yaw.ToVector();
|
||||
ViewVector.X = v.X;
|
||||
ViewVector.Y = v.Y;
|
||||
HWAngles.Yaw = float(270.0 - Angles.Yaw.Degrees);
|
||||
HWAngles.Yaw = FAngle::fromDeg(270.0 - Angles.Yaw.Degrees);
|
||||
|
||||
}
|
||||
|
||||
|
@ -958,7 +958,7 @@ void R_SetupFrame (FRenderViewpoint &viewpoint, FViewWindow &viewwindow, AActor
|
|||
DVector3 pos; pos.Zero();
|
||||
if (jiggers.RollIntensity != 0 || jiggers.RollWave != 0)
|
||||
{
|
||||
viewpoint.Angles.Roll += QuakePower(quakefactor, jiggers.RollIntensity, jiggers.RollWave);
|
||||
viewpoint.Angles.Roll += DAngle::fromDeg(QuakePower(quakefactor, jiggers.RollIntensity, jiggers.RollWave));
|
||||
}
|
||||
if (jiggers.RelIntensity.X != 0 || jiggers.RelOffset.X != 0)
|
||||
{
|
||||
|
@ -1115,7 +1115,7 @@ void R_SetupFrame (FRenderViewpoint &viewpoint, FViewWindow &viewwindow, AActor
|
|||
double angx = cos(radPitch);
|
||||
double angy = sin(radPitch) * actor->Level->info->pixelstretch;
|
||||
double alen = sqrt(angx*angx + angy*angy);
|
||||
viewpoint.HWAngles.Pitch = RAD2DEG((float)asin(angy / alen));
|
||||
viewpoint.HWAngles.Pitch = FAngle::fromRad((float)asin(angy / alen));
|
||||
|
||||
viewpoint.HWAngles.Roll.Degrees = (float)viewpoint.Angles.Roll.Degrees; // copied for convenience.
|
||||
|
||||
|
|
|
@ -92,7 +92,7 @@ namespace swrenderer
|
|||
pviewy = _yscale * pviewy;
|
||||
|
||||
// left to right mapping
|
||||
planeang += (Thread->Viewport->viewpoint.Angles.Yaw - 90).Radians();
|
||||
planeang += (Thread->Viewport->viewpoint.Angles.Yaw - DAngle::fromDeg(90)).Radians();
|
||||
|
||||
auto viewport = Thread->Viewport.get();
|
||||
|
||||
|
|
|
@ -70,7 +70,7 @@ namespace swrenderer
|
|||
int extralight = 0;
|
||||
double visibility = 0.0;
|
||||
DVector3 viewpos = { 0.0, 0.0, 0.0 };
|
||||
DAngle viewangle = { 0.0 };
|
||||
DAngle viewangle = nullAngle;
|
||||
fixed_t Alpha = 0;
|
||||
bool Additive = false;
|
||||
|
||||
|
|
|
@ -121,7 +121,7 @@ namespace swrenderer
|
|||
xform = &nulltransform;
|
||||
nulltransform.xOffs = nulltransform.yOffs = nulltransform.baseyOffs = 0;
|
||||
nulltransform.xScale = nulltransform.yScale = 1;
|
||||
nulltransform.Angle = nulltransform.baseAngle = 0.0;
|
||||
nulltransform.Angle = nulltransform.baseAngle = nullAngle;
|
||||
additive = false;
|
||||
// [RH] Map floor skies and ceiling skies to separate visplanes. This isn't
|
||||
// always necessary, but it is needed if a floor and ceiling sky are in the
|
||||
|
|
|
@ -250,7 +250,7 @@ void FSoftwareRenderer::RenderTextureView (FCanvasTexture *camtex, AActor *viewp
|
|||
CameraLight savedCameraLight = *CameraLight::Instance();
|
||||
|
||||
DAngle savedfov = cameraViewpoint.FieldOfView;
|
||||
R_SetFOV (cameraViewpoint, fov);
|
||||
R_SetFOV (cameraViewpoint, DAngle::fromDeg(fov));
|
||||
|
||||
mScene.RenderViewToCanvas(viewpoint, Canvas, 0, 0, tex->GetWidth(), tex->GetHeight(), camtex->bFirstUpdate);
|
||||
|
||||
|
|
|
@ -1072,16 +1072,16 @@ namespace swrenderer
|
|||
if (sprframe->Texture[0] == sprframe->Texture[1])
|
||||
{
|
||||
if (thing->flags7 & MF7_SPRITEANGLE)
|
||||
rot = (thing->SpriteAngle + 45.0 / 2 * 9).BAMs() >> 28;
|
||||
rot = (thing->SpriteAngle + DAngle::fromDeg(45.0 / 2 * 9)).BAMs() >> 28;
|
||||
else
|
||||
rot = (ang - (thing->Angles.Yaw + thing->SpriteRotation) + 45.0 / 2 * 9).BAMs() >> 28;
|
||||
rot = (ang - (thing->Angles.Yaw + thing->SpriteRotation) + DAngle::fromDeg(45.0 / 2 * 9)).BAMs() >> 28;
|
||||
}
|
||||
else
|
||||
{
|
||||
if (thing->flags7 & MF7_SPRITEANGLE)
|
||||
rot = (thing->SpriteAngle + (45.0 / 2 * 9 - 180.0 / 16)).BAMs() >> 28;
|
||||
rot = (thing->SpriteAngle + DAngle::fromDeg(45.0 / 2 * 9 - 180.0 / 16)).BAMs() >> 28;
|
||||
else
|
||||
rot = (ang - (thing->Angles.Yaw + thing->SpriteRotation) + (45.0 / 2 * 9 - 180.0 / 16)).BAMs() >> 28;
|
||||
rot = (ang - (thing->Angles.Yaw + thing->SpriteRotation) + DAngle::fromDeg(45.0 / 2 * 9 - 180.0 / 16)).BAMs() >> 28;
|
||||
}
|
||||
sprite.picnum = sprframe->Texture[rot];
|
||||
if (sprframe->Flip & (1 << rot))
|
||||
|
|
|
@ -135,12 +135,12 @@ namespace swrenderer
|
|||
int voxelspin = (thing->flags & MF_DROPPED) ? voxel->DroppedSpin : voxel->PlacedSpin;
|
||||
if (voxelspin != 0)
|
||||
{
|
||||
DAngle ang = double(screen->FrameTime) * voxelspin / 1000;
|
||||
DAngle ang = DAngle::fromDeg((screen->FrameTime) * voxelspin / 1000.);
|
||||
vis->Angle -= ang;
|
||||
}
|
||||
|
||||
vis->pa.vpos = { (float)thread->Viewport->viewpoint.Pos.X, (float)thread->Viewport->viewpoint.Pos.Y, (float)thread->Viewport->viewpoint.Pos.Z };
|
||||
vis->pa.vang = FAngle((float)thread->Viewport->viewpoint.Angles.Yaw.Degrees);
|
||||
vis->pa.vang = FAngle::fromDeg(((float)thread->Viewport->viewpoint.Angles.Yaw.Degrees));
|
||||
|
||||
// killough 3/27/98: save sector for special clipping later
|
||||
vis->heightsec = heightsec;
|
||||
|
|
|
@ -70,7 +70,7 @@ namespace swrenderer
|
|||
struct posang
|
||||
{
|
||||
FVector3 vpos = { 0.0f, 0.0f, 0.0f }; // view origin
|
||||
FAngle vang = { 0.0f }; // view angle
|
||||
FAngle vang = nullFAngle; // view angle
|
||||
};
|
||||
|
||||
struct VoxelBlockEntry
|
||||
|
@ -80,7 +80,7 @@ namespace swrenderer
|
|||
};
|
||||
|
||||
posang pa;
|
||||
DAngle Angle = { 0.0 };
|
||||
DAngle Angle = nullAngle;
|
||||
fixed_t xscale = 0;
|
||||
FVoxel *voxel = nullptr;
|
||||
bool bInMirror = false;
|
||||
|
|
|
@ -75,7 +75,7 @@ namespace swrenderer
|
|||
double x1, x2;
|
||||
DVector2 left, right;
|
||||
double gzb, gzt, tz;
|
||||
DAngle ang = thing->Angles.Yaw + 90;
|
||||
DAngle ang = thing->Angles.Yaw + DAngle::fromDeg(90);
|
||||
double angcos = ang.Cos();
|
||||
double angsin = ang.Sin();
|
||||
|
||||
|
|
|
@ -805,7 +805,7 @@ void SynthesizeFlagFields()
|
|||
DEFINE_ACTION_FUNCTION(DObject, BAM)
|
||||
{
|
||||
PARAM_PROLOGUE;
|
||||
PARAM_FLOAT(ang);
|
||||
ACTION_RETURN_INT(DAngle(ang).BAMs());
|
||||
PARAM_ANGLE(ang);
|
||||
ACTION_RETURN_INT(ang.BAMs());
|
||||
}
|
||||
|
||||
|
|
|
@ -959,7 +959,7 @@ DEFINE_PROPERTY(gravity, F, Actor)
|
|||
DEFINE_PROPERTY(spriteangle, F, Actor)
|
||||
{
|
||||
PROP_DOUBLE_PARM(i, 0);
|
||||
defaults->SpriteAngle = i;
|
||||
defaults->SpriteAngle = DAngle::fromDeg(i);
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
|
|
|
@ -647,7 +647,7 @@ DEFINE_ACTION_FUNCTION_NATIVE(_Sector, SetXOffset, SetXOffset)
|
|||
|
||||
static void SetAngle(sector_t *self, int pos, double o)
|
||||
{
|
||||
self->SetAngle(pos, o);
|
||||
self->SetAngle(pos, DAngle::fromDeg(o));
|
||||
}
|
||||
|
||||
DEFINE_ACTION_FUNCTION_NATIVE(_Sector, SetAngle, SetAngle)
|
||||
|
@ -674,7 +674,7 @@ DEFINE_ACTION_FUNCTION_NATIVE(_Sector, SetXOffset, SetXOffset)
|
|||
|
||||
static void SetBase(sector_t *self, int pos, double o, double a)
|
||||
{
|
||||
self->SetBase(pos, o, a);
|
||||
self->SetBase(pos, o, DAngle::fromDeg(a));
|
||||
}
|
||||
|
||||
DEFINE_ACTION_FUNCTION_NATIVE(_Sector, SetBase, SetBase)
|
||||
|
@ -2427,8 +2427,8 @@ void SphericalCoords(FLevelLocals *self, double vpX, double vpY, double vpZ, dou
|
|||
auto vecTo = absolute ? target - viewpoint : VecDiff(self, viewpoint, target);
|
||||
|
||||
*result = (DVector3(
|
||||
deltaangle(vecTo.Angle(), viewYaw).Degrees,
|
||||
deltaangle(vecTo.Pitch(), viewPitch).Degrees,
|
||||
deltaangle(vecTo.Angle(), DAngle::fromDeg(viewYaw)).Degrees,
|
||||
deltaangle(vecTo.Pitch(), DAngle::fromDeg(viewPitch)).Degrees,
|
||||
vecTo.Length()
|
||||
));
|
||||
|
||||
|
|
|
@ -239,7 +239,7 @@ DEFINE_ACTION_FUNCTION_NATIVE(AActor, CheckKeys, P_CheckKeys)
|
|||
|
||||
static double deltaangleDbl(double a1, double a2)
|
||||
{
|
||||
return deltaangle(DAngle(a1), DAngle(a2)).Degrees;
|
||||
return deltaangle(DAngle::fromDeg(a1), DAngle::fromDeg(a2)).Degrees;
|
||||
}
|
||||
|
||||
DEFINE_ACTION_FUNCTION_NATIVE(AActor, deltaangle, deltaangleDbl) // should this be global?
|
||||
|
@ -247,12 +247,12 @@ DEFINE_ACTION_FUNCTION_NATIVE(AActor, deltaangle, deltaangleDbl) // should this
|
|||
PARAM_PROLOGUE;
|
||||
PARAM_FLOAT(a1);
|
||||
PARAM_FLOAT(a2);
|
||||
ACTION_RETURN_FLOAT(deltaangle(DAngle(a1), DAngle(a2)).Degrees);
|
||||
ACTION_RETURN_FLOAT(deltaangle(DAngle::fromDeg(a1), DAngle::fromDeg(a2)).Degrees);
|
||||
}
|
||||
|
||||
static double absangleDbl(double a1, double a2)
|
||||
{
|
||||
return absangle(DAngle(a1), DAngle(a2)).Degrees;
|
||||
return absangle(DAngle::fromDeg(a1), DAngle::fromDeg(a2)).Degrees;
|
||||
}
|
||||
|
||||
DEFINE_ACTION_FUNCTION_NATIVE(AActor, absangle, absangleDbl) // should this be global?
|
||||
|
@ -260,7 +260,7 @@ DEFINE_ACTION_FUNCTION_NATIVE(AActor, absangle, absangleDbl) // should this be g
|
|||
PARAM_PROLOGUE;
|
||||
PARAM_FLOAT(a1);
|
||||
PARAM_FLOAT(a2);
|
||||
ACTION_RETURN_FLOAT(absangle(DAngle(a1), DAngle(a2)).Degrees);
|
||||
ACTION_RETURN_FLOAT(absangle(DAngle::fromDeg(a1), DAngle::fromDeg(a2)).Degrees);
|
||||
}
|
||||
|
||||
static double Distance2DSquared(AActor *self, AActor *other)
|
||||
|
@ -379,7 +379,7 @@ static void VelFromAngle(AActor *self, double speed, double angle)
|
|||
}
|
||||
else
|
||||
{
|
||||
self->VelFromAngle(speed, angle);
|
||||
self->VelFromAngle(speed, DAngle::fromDeg(angle));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -395,7 +395,7 @@ DEFINE_ACTION_FUNCTION_NATIVE(AActor, VelFromAngle, VelFromAngle)
|
|||
|
||||
static void Vel3DFromAngle(AActor *self, double speed, double angle, double pitch)
|
||||
{
|
||||
self->Vel3DFromAngle(angle, pitch, speed);
|
||||
self->Vel3DFromAngle(DAngle::fromDeg(angle), DAngle::fromDeg(pitch), speed);
|
||||
}
|
||||
|
||||
// This combines all 3 variations of the internal function
|
||||
|
@ -424,7 +424,7 @@ static void Thrust(AActor *self, double speed, double angle)
|
|||
}
|
||||
else
|
||||
{
|
||||
self->Thrust(angle, speed);
|
||||
self->Thrust(DAngle::fromDeg(angle), speed);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -453,7 +453,7 @@ DEFINE_ACTION_FUNCTION_NATIVE(AActor, AngleTo, AngleTo)
|
|||
|
||||
static void AngleToVector(double angle, double length, DVector2 *result)
|
||||
{
|
||||
*result = DAngle(angle).ToVector(length);
|
||||
*result = DAngle::fromDeg(angle).ToVector(length);
|
||||
}
|
||||
|
||||
DEFINE_ACTION_FUNCTION_NATIVE(AActor, AngleToVector, AngleToVector)
|
||||
|
@ -480,7 +480,7 @@ DEFINE_ACTION_FUNCTION_NATIVE(AActor, RotateVector, RotateVector)
|
|||
|
||||
static double Normalize180(double angle)
|
||||
{
|
||||
return DAngle(angle).Normalized180().Degrees;
|
||||
return DAngle::fromDeg(angle).Normalized180().Degrees;
|
||||
}
|
||||
|
||||
DEFINE_ACTION_FUNCTION_NATIVE(AActor, Normalize180, Normalize180)
|
||||
|
@ -520,7 +520,7 @@ DEFINE_ACTION_FUNCTION_NATIVE(AActor, SetXYZ, SetXYZ)
|
|||
|
||||
static void Vec2Angle(AActor *self, double length, double angle, bool absolute, DVector2 *result)
|
||||
{
|
||||
*result = self->Vec2Angle(length, angle, absolute);
|
||||
*result = self->Vec2Angle(length, DAngle::fromDeg(angle), absolute);
|
||||
}
|
||||
|
||||
DEFINE_ACTION_FUNCTION_NATIVE(AActor, Vec2Angle, Vec2Angle)
|
||||
|
@ -558,7 +558,7 @@ DEFINE_ACTION_FUNCTION_NATIVE(AActor, Vec2To, Vec2To)
|
|||
|
||||
static void Vec3Angle(AActor *self, double length, double angle, double z, bool absolute, DVector3 *result)
|
||||
{
|
||||
*result = self->Vec3Angle(length, angle, z, absolute);
|
||||
*result = self->Vec3Angle(length, DAngle::fromDeg(angle), z, absolute);
|
||||
}
|
||||
|
||||
DEFINE_ACTION_FUNCTION_NATIVE(AActor, Vec3Angle, Vec3Angle)
|
||||
|
@ -1151,7 +1151,7 @@ DEFINE_ACTION_FUNCTION_NATIVE(AActor, CheckMove, CheckMove)
|
|||
static double AimLineAttack(AActor *self, double angle, double distance, FTranslatedLineTarget *pLineTarget, double vrange, int flags, AActor *target, AActor *friender)
|
||||
{
|
||||
flags &= ~ALF_IGNORENOAUTOAIM; // just to be safe. This flag is not supposed to be accesible to scripting.
|
||||
return P_AimLineAttack(self, angle, distance, pLineTarget, vrange, flags, target, friender).Degrees;
|
||||
return P_AimLineAttack(self, DAngle::fromDeg(angle), distance, pLineTarget, DAngle::fromDeg(vrange), flags, target, friender).Degrees;
|
||||
}
|
||||
|
||||
DEFINE_ACTION_FUNCTION_NATIVE(AActor, AimLineAttack, AimLineAttack)
|
||||
|
@ -1170,7 +1170,7 @@ DEFINE_ACTION_FUNCTION_NATIVE(AActor, AimLineAttack, AimLineAttack)
|
|||
static AActor *ZS_LineAttack(AActor *self, double angle, double distance, double pitch, int damage, int damageType, PClassActor *puffType, int flags, FTranslatedLineTarget *victim, double offsetz, double offsetforward, double offsetside, int *actualdamage)
|
||||
{
|
||||
if (puffType == nullptr) puffType = PClass::FindActor(NAME_BulletPuff); // P_LineAttack does not work without a puff to take info from.
|
||||
return P_LineAttack(self, angle, distance, pitch, damage, ENamedName(damageType), puffType, flags, victim, actualdamage, offsetz, offsetforward, offsetside);
|
||||
return P_LineAttack(self, DAngle::fromDeg(angle), distance, DAngle::fromDeg(pitch), damage, ENamedName(damageType), puffType, flags, victim, actualdamage, offsetz, offsetforward, offsetside);
|
||||
}
|
||||
|
||||
DEFINE_ACTION_FUNCTION_NATIVE(AActor, LineAttack, ZS_LineAttack)
|
||||
|
@ -1197,7 +1197,7 @@ DEFINE_ACTION_FUNCTION_NATIVE(AActor, LineAttack, ZS_LineAttack)
|
|||
|
||||
static int LineTrace(AActor *self, double angle, double distance, double pitch, int flags, double offsetz, double offsetforward, double offsetside, FLineTraceData *data)
|
||||
{
|
||||
return P_LineTrace(self,angle,distance,pitch,flags,offsetz,offsetforward,offsetside,data);
|
||||
return P_LineTrace(self,DAngle::fromDeg(angle),distance,DAngle::fromDeg(pitch),flags,offsetz,offsetforward,offsetside,data);
|
||||
}
|
||||
|
||||
DEFINE_ACTION_FUNCTION_NATIVE(AActor, LineTrace, LineTrace)
|
||||
|
@ -1211,12 +1211,12 @@ DEFINE_ACTION_FUNCTION_NATIVE(AActor, LineTrace, LineTrace)
|
|||
PARAM_FLOAT(offsetforward);
|
||||
PARAM_FLOAT(offsetside);
|
||||
PARAM_OUTPOINTER(data, FLineTraceData);
|
||||
ACTION_RETURN_BOOL(P_LineTrace(self,angle,distance,pitch,flags,offsetz,offsetforward,offsetside,data));
|
||||
ACTION_RETURN_BOOL(P_LineTrace(self,DAngle::fromDeg(angle),distance,DAngle::fromDeg(pitch),flags,offsetz,offsetforward,offsetside,data));
|
||||
}
|
||||
|
||||
static void TraceBleedAngle(AActor *self, int damage, double angle, double pitch)
|
||||
{
|
||||
P_TraceBleed(damage, self, angle, pitch);
|
||||
P_TraceBleed(damage, self, DAngle::fromDeg(angle), DAngle::fromDeg(pitch));
|
||||
}
|
||||
|
||||
DEFINE_ACTION_FUNCTION_NATIVE(AActor, TraceBleedAngle, TraceBleedAngle)
|
||||
|
@ -1226,7 +1226,7 @@ DEFINE_ACTION_FUNCTION_NATIVE(AActor, TraceBleedAngle, TraceBleedAngle)
|
|||
PARAM_FLOAT(angle);
|
||||
PARAM_FLOAT(pitch);
|
||||
|
||||
P_TraceBleed(damage, self, angle, pitch);
|
||||
P_TraceBleed(damage, self, DAngle::fromDeg(angle), DAngle::fromDeg(pitch));
|
||||
return 0;
|
||||
}
|
||||
|
||||
|
@ -1348,7 +1348,7 @@ DEFINE_ACTION_FUNCTION_NATIVE(AActor, GetReplacee, ZS_GetReplacee)
|
|||
|
||||
static void DrawSplash(AActor *self, int count, double angle, int kind)
|
||||
{
|
||||
P_DrawSplash(self->Level, count, self->Pos(), angle, kind);
|
||||
P_DrawSplash(self->Level, count, self->Pos(), DAngle::fromDeg(angle), kind);
|
||||
}
|
||||
|
||||
DEFINE_ACTION_FUNCTION_NATIVE(AActor, DrawSplash, DrawSplash)
|
||||
|
@ -1357,7 +1357,7 @@ DEFINE_ACTION_FUNCTION_NATIVE(AActor, DrawSplash, DrawSplash)
|
|||
PARAM_INT(count);
|
||||
PARAM_FLOAT(angle);
|
||||
PARAM_INT(kind);
|
||||
P_DrawSplash(self->Level, count, self->Pos(), angle, kind);
|
||||
P_DrawSplash(self->Level, count, self->Pos(), DAngle::fromDeg(angle), kind);
|
||||
return 0;
|
||||
}
|
||||
|
||||
|
@ -1628,7 +1628,7 @@ DEFINE_ACTION_FUNCTION_NATIVE(AActor, A_CheckForResurrection, CheckForResurrecti
|
|||
|
||||
static void ZS_Face(AActor *self, AActor *faceto, double max_turn, double max_pitch, double ang_offset, double pitch_offset, int flags, double z_add)
|
||||
{
|
||||
A_Face(self, faceto, max_turn, max_pitch, ang_offset, pitch_offset, flags, z_add);
|
||||
A_Face(self, faceto, DAngle::fromDeg(max_turn), DAngle::fromDeg(max_pitch), DAngle::fromDeg(ang_offset), DAngle::fromDeg(pitch_offset), flags, z_add);
|
||||
}
|
||||
|
||||
DEFINE_ACTION_FUNCTION_NATIVE(AActor, A_Face, ZS_Face)
|
||||
|
|
Loading…
Reference in a new issue