diff --git a/source/games/blood/src/actor.cpp b/source/games/blood/src/actor.cpp index 52bf9a537..945491fd3 100644 --- a/source/games/blood/src/actor.cpp +++ b/source/games/blood/src/actor.cpp @@ -4710,7 +4710,7 @@ static Collision MoveThing(DBloodActor* actor) } } if (actor->vel.X || actor->vel.Y) - actor->set_int_ang(getangle(actor->vel.X, actor->vel.Y)); + actor->spr.angle = VecToAngle(actor->vel.X, actor->vel.Y); return lhit; } diff --git a/source/games/blood/src/triggers.cpp b/source/games/blood/src/triggers.cpp index 9c0e45fd0..cd290d257 100644 --- a/source/games/blood/src/triggers.cpp +++ b/source/games/blood/src/triggers.cpp @@ -277,7 +277,7 @@ void LifeLeechOperate(DBloodActor* actor, EVENT event) x += (target->vel.X * t) >> 12; y += (target->vel.Y * t) >> 12; auto angBak = actor->spr.angle; - actor->set_int_ang(getangle(x - actor->int_pos().X, y - actor->int_pos().Y)); + actor->spr.angle = VecToAngle(x - actor->int_pos().X, y - actor->int_pos().Y); int dx = bcos(actor->int_ang()); int dy = bsin(actor->int_ang()); int tz = target->int_pos().Z - (target->spr.yrepeat * pDudeInfo->aimHeight) * 4; diff --git a/source/games/duke/src/actors.cpp b/source/games/duke/src/actors.cpp index 8dea47ab3..2494f5d0d 100644 --- a/source/games/duke/src/actors.cpp +++ b/source/games/duke/src/actors.cpp @@ -641,7 +641,7 @@ void movecrane(DDukeActor *actor, int crane) case STAT_ZOMBIEACTOR: case STAT_STANDABLE: case STAT_PLAYER: - actor->set_int_ang(getangle(cpt.pole - actor->spr.pos.XY())); + actor->spr.angle = VecToAngle(cpt.pole - actor->spr.pos.XY()); SetActor(a2, DVector3( cpt.pole.X, cpt.pole.Y, a2->spr.pos.Z )); actor->temp_data[0]++; return; @@ -1288,7 +1288,7 @@ void bounce(DDukeActor* actor) actor->spr.zvel = zvect; actor->spr.xvel = ksqrt(DMulScale(xvect, xvect, yvect, yvect, 8)); - actor->set_int_ang(getangle(xvect, yvect)); + actor->spr.angle = VecToAngle(xvect, yvect); } //--------------------------------------------------------------------------- @@ -3352,7 +3352,7 @@ void handle_se05(DDukeActor* actor, int FIRELASER) { // Huh? //auto ta = actor->spr.angle; - //actor->spr.angle = vectangle(ps[p].pos.XY() - actor->spr.pos.XY()); + //actor->spr.angle = VecToAngle(ps[p].pos.XY() - actor->spr.pos.XY()); //actor->spr.angle = ta; actor->SetOwner(nullptr); return; diff --git a/source/games/duke/src/player.cpp b/source/games/duke/src/player.cpp index 392c75265..5b871d8ae 100644 --- a/source/games/duke/src/player.cpp +++ b/source/games/duke/src/player.cpp @@ -1059,7 +1059,7 @@ void shootbloodsplat(DDukeActor* actor, int p, int sx, int sy, int sz, int sa, i spawned->spr.xvel = -12; auto delta = hit.hitWall->delta(); spawned->set_int_ang(getangle(-delta.X, -delta.Y) + 512); // note the '-' sign here! - spawned->set_int_pos(hit.int_hitpos()); + spawned->spr.pos = hit.hitpos; spawned->spr.cstat |= randomXFlip(); ssp(spawned, CLIPMASK0); SetActor(spawned, spawned->spr.pos); diff --git a/source/games/duke/src/spawn.cpp b/source/games/duke/src/spawn.cpp index 6bd01803b..8d32cd323 100644 --- a/source/games/duke/src/spawn.cpp +++ b/source/games/duke/src/spawn.cpp @@ -530,7 +530,7 @@ void initwaterdrip(DDukeActor* actj, DDukeActor* actor) actor->spr.pos.Z -= 18; } else actor->spr.pos.Z -= 13; - actor->set_int_ang(getangle(ps[connecthead].player_int_pos().X - actor->int_pos().X, ps[connecthead].player_int_pos().Y - actor->int_pos().Y)); + actor->spr.angle = VecToAngle(ps[connecthead].pos.XY() - actor->spr.pos.XY()); actor->spr.xvel = 48 - (krand() & 31); ssp(actor, CLIPMASK0); } diff --git a/source/games/sw/src/weapon.cpp b/source/games/sw/src/weapon.cpp index a676b823a..f1cc3edb0 100644 --- a/source/games/sw/src/weapon.cpp +++ b/source/games/sw/src/weapon.cpp @@ -7853,7 +7853,7 @@ int VectorMissileSeek(DSWActor* actor, int16_t delay_tics, int16_t turn_speed, i actor->user.change.Y = (actor->user.change.Y + oy*(turn_speed-1))/turn_speed; actor->user.change.Z = (actor->user.change.Z + oz*(turn_speed-1))/turn_speed; - actor->set_int_ang(getangle(actor->user.change.X, actor->user.change.Y)); + actor->spr.angle = VecToAngle(actor->user.change.X, actor->user.change.Y); } return 0; @@ -7909,7 +7909,7 @@ int VectorWormSeek(DSWActor* actor, int16_t delay_tics, int16_t aware_range1, in actor->user.change.Y = (actor->user.change.Y + oy*7)/8; actor->user.change.Z = (actor->user.change.Z + oz*7)/8; - actor->set_int_ang(getangle(actor->user.change.X, actor->user.change.Y)); + actor->spr.angle = VecToAngle(actor->user.change.X, actor->user.change.Y); } return 0; @@ -8116,7 +8116,7 @@ void WallBounce(DSWActor* actor, short ang) actor->user.change.Y = DMulScale(dax, k, -day, l, 14); old_ang = actor->int_ang(); - actor->set_int_ang(getangle(actor->user.change.X, actor->user.change.Y)); + actor->spr.angle = VecToAngle(actor->user.change.X, actor->user.change.Y); // hack to prevent missile from sticking to a wall // @@ -8124,7 +8124,7 @@ void WallBounce(DSWActor* actor, short ang) { actor->user.change.X = -actor->user.change.X; actor->user.change.Y = -actor->user.change.Y; - actor->set_int_ang(getangle(actor->user.change.X, actor->user.change.Y)); + actor->spr.angle = VecToAngle(actor->user.change.X, actor->user.change.Y); } } @@ -8189,7 +8189,7 @@ bool SlopeBounce(DSWActor* actor, bool *hit_wall) actor->user.change.Y -= MulScale(day, k, 16); actor->user.change.Z -= MulScale(daz, k, 12); - actor->set_int_ang(getangle(actor->user.change.X, actor->user.change.Y)); + actor->spr.angle = VecToAngle(actor->user.change.X, actor->user.change.Y); } return true; @@ -11326,7 +11326,7 @@ int DoSerpRing(DSWActor* actor) { extern STATE* sg_SkullJump[]; actor->user.ID = SKULL_R0; - actor->set_int_ang(getangle(actor->user.targetActor->int_pos().X - actor->int_pos().X, actor->user.targetActor->int_pos().Y - actor->int_pos().Y)); + actor->spr.angle = VecToAngle(actor->user.targetActor->spr.pos.XY() - actor->spr.pos.XY()); actor->spr.xvel = dist>>5; actor->spr.xvel += (actor->spr.xvel >> 1); actor->spr.xvel += (RANDOM_P2(128<<8)>>8); @@ -14009,7 +14009,7 @@ int InitSerpSpell(DSWActor* actor) for (i = 0; i < 2; i++) { - actor->set_int_ang(getangle(actor->user.targetActor->int_pos().X - actor->int_pos().X, actor->user.targetActor->int_pos().Y - actor->int_pos().Y)); + actor->spr.angle = VecToAngle(actor->user.targetActor->spr.pos.XY() - actor->spr.pos.XY()); auto actorNew = SpawnActor(STAT_MISSILE, SERP_METEOR, &sg_SerpMeteor[0][0], actor->sector(), actor->spr.pos, actor->spr.angle, 1500); @@ -14105,7 +14105,7 @@ int InitSerpMonstSpell(DSWActor* actor) for (i = 0; i < 1; i++) { - actor->set_int_ang(getangle(actor->user.targetActor->int_pos().X - actor->int_pos().X, actor->user.targetActor->int_pos().Y - actor->int_pos().Y)); + actor->spr.angle = VecToAngle(actor->user.targetActor->spr.pos.XY() - actor->spr.pos.XY()); auto actorNew = SpawnActor(STAT_MISSILE, SERP_METEOR, &sg_SerpMeteor[0][0], actor->sector(), actor->spr.pos, actor->spr.angle, 500);