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- floatified furthestangle
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3c1970e9e0
commit
1c50801c64
1 changed files with 7 additions and 7 deletions
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@ -4914,21 +4914,21 @@ int dodge(DDukeActor* actor)
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DAngle furthestangle(DDukeActor *actor, int angs)
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{
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int j, furthest_angle = 0, angincs;
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int d, greatestd;
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double d, greatestd;
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DAngle furthest_angle = DAngle360;
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HitInfo hit{};
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greatestd = -(1 << 30);
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angincs = 2048 / angs;
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DAngle angincs = DAngle360 / angs;
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if (!actor->isPlayer())
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if ((actor->temp_data[0] & 63) > 2) return(actor->spr.angle + DAngle180);
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for (j = actor->int_ang(); j < (2048 + actor->int_ang()); j += angincs)
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for (DAngle j = actor->spr.angle; j < DAngle360 + actor->spr.angle; j += angincs)
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{
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hitscan(vec3_t( actor->int_pos().X, actor->int_pos().Y, actor->int_pos().Z - (8 << 8) ), actor->sector(), { bcos(j), bsin(j), 0 }, hit, CLIPMASK1);
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hitscan(actor->spr.pos.plusZ(-8), actor->sector(), DVector3(j.ToVector() * 1024, 0), hit, CLIPMASK1);
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d = abs(hit.int_hitpos().X - actor->int_pos().X) + abs(hit.int_hitpos().Y - actor->int_pos().Y);
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d = abs(hit.hitpos.X - actor->spr.pos.X) + abs(hit.hitpos.Y - actor->spr.pos.Y);
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if (d > greatestd)
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{
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@ -4936,7 +4936,7 @@ DAngle furthestangle(DDukeActor *actor, int angs)
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furthest_angle = j;
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}
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}
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return DAngle::fromBuild(furthest_angle & 2047);
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return furthest_angle.Normalized360();
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}
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//---------------------------------------------------------------------------
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