From 2533841541e40a2b318cfde1adbd99460e30ceb3 Mon Sep 17 00:00:00 2001 From: Christoph Oelckers Date: Tue, 16 Aug 2022 23:23:42 +0200 Subject: [PATCH] - set_int_ang in SW. --- source/games/sw/src/jweapon.cpp | 2 +- source/games/sw/src/player.cpp | 28 ++-- source/games/sw/src/ripper.cpp | 12 +- source/games/sw/src/ripper2.cpp | 12 +- source/games/sw/src/sector.cpp | 2 +- source/games/sw/src/skull.cpp | 28 ++-- source/games/sw/src/sprite.cpp | 26 ++-- source/games/sw/src/track.cpp | 34 ++--- source/games/sw/src/weapon.cpp | 249 ++++++++++++++++---------------- source/games/sw/src/zombie.cpp | 4 +- 10 files changed, 196 insertions(+), 201 deletions(-) diff --git a/source/games/sw/src/jweapon.cpp b/source/games/sw/src/jweapon.cpp index b53eea259..be464578d 100644 --- a/source/games/sw/src/jweapon.cpp +++ b/source/games/sw/src/jweapon.cpp @@ -2224,7 +2224,7 @@ int SpawnShell(DSWActor* actor, int ShellNum) HelpMissileLateral(actorNew,1300); actorNew->set_int_ang(NORM_ANGLE(actorNew->spr.int_ang() - 128 - 64)); actorNew->spr.__int_angle += (RANDOM_P2(128<<5)>>5) - (128 / 2); - actorNew->set_int_ang(NORM_ANGLE(actorNew->int_ang())); + actorNew->set_int_ang(NORM_ANGLE(actorNew->int_ang())); // Set the shell number actorNew->user.ShellNum = ShellCount; diff --git a/source/games/sw/src/player.cpp b/source/games/sw/src/player.cpp index bccff4c61..da3362bf0 100644 --- a/source/games/sw/src/player.cpp +++ b/source/games/sw/src/player.cpp @@ -1456,14 +1456,14 @@ void UpdatePlayerSpriteAngle(PLAYER* pp) { DSWActor* plActor = pp->actor; plActor->backupang(); - plActor->set_int_ang(pp->angle.ang.asbuild(); + plActor->set_int_ang(pp->angle.ang.asbuild()); plActor = pp->PlayerUnderActor; if (!Prediction && plActor) { plActor->backupang(); - plActor->set_int_ang(pp->angle.ang.asbuild(); + plActor->set_int_ang(pp->angle.ang.asbuild()); } } @@ -1495,7 +1495,7 @@ void DoPlayerTurnVehicle(PLAYER* pp, float avel, int z, int floor_dist) if (MultiClipTurn(pp, NORM_ANGLE(sum.asbuild()), z, floor_dist)) { pp->angle.ang = sum; - pp->actor->set_int_ang(pp->angle.ang.asbuild(); + pp->actor->set_int_ang(pp->angle.ang.asbuild()); } } } @@ -1523,7 +1523,7 @@ void DoPlayerTurnVehicleRect(PLAYER* pp, int *x, int *y, int *ox, int *oy) if (RectClipTurn(pp, NORM_ANGLE(sum.asbuild()), x, y, ox, oy)) { pp->angle.ang = sum; - pp->actor->set_int_ang(pp->angle.ang.asbuild(); + pp->actor->set_int_ang(pp->angle.ang.asbuild()); } } } @@ -1563,7 +1563,7 @@ void DoPlayerTurnTurret(PLAYER* pp, float avel) } pp->angle.ang = new_ang; - pp->actor->set_int_ang(pp->angle.ang.asbuild(); + pp->actor->set_int_ang(pp->angle.ang.asbuild()); } OperateSectorObject(pp->sop, pp->angle.ang.asbuild(), pp->sop->pmid.X, pp->sop->pmid.Y); @@ -1748,7 +1748,7 @@ void UpdatePlayerSprite(PLAYER* pp) if (pp->Flags & (PF_DEAD)) { ChangeActorSect(pp->actor, pp->cursector); - actor->set_int_ang(pp->angle.ang.asbuild(); + actor->set_int_ang(pp->angle.ang.asbuild()); UpdatePlayerUnderSprite(pp); return; } @@ -1823,7 +1823,7 @@ void UpdatePlayerSprite(PLAYER* pp) UpdatePlayerUnderSprite(pp); - actor->set_int_ang(pp->angle.ang.asbuild(); + actor->set_int_ang(pp->angle.ang.asbuild()); } void DoPlayerZrange(PLAYER* pp) @@ -2278,7 +2278,7 @@ void DoTankTreads(PLAYER* pp) if (!TEST_BOOL2(actor)) { SET_BOOL2(actor); - actor->set_int_ang(NORM_ANGLE(actor->int_ang() + 1024); + actor->set_int_ang(NORM_ANGLE(actor->int_ang() + 1024)); } } else @@ -2286,7 +2286,7 @@ void DoTankTreads(PLAYER* pp) if (TEST_BOOL2(actor)) { RESET_BOOL2(actor); - actor->set_int_ang(NORM_ANGLE(actor->int_ang() + 1024); + actor->set_int_ang(NORM_ANGLE(actor->int_ang() + 1024)); } } @@ -2299,7 +2299,7 @@ void DoTankTreads(PLAYER* pp) if (!TEST_BOOL2(actor)) { SET_BOOL2(actor); - actor->set_int_ang(NORM_ANGLE(actor->int_ang() + 1024); + actor->set_int_ang(NORM_ANGLE(actor->int_ang() + 1024)); } } else @@ -2307,7 +2307,7 @@ void DoTankTreads(PLAYER* pp) if (TEST_BOOL2(actor)) { RESET_BOOL2(actor); - actor->set_int_ang(NORM_ANGLE(actor->int_ang() + 1024); + actor->set_int_ang(NORM_ANGLE(actor->int_ang() + 1024)); } } @@ -2320,7 +2320,7 @@ void DoTankTreads(PLAYER* pp) if (!TEST_BOOL2(actor)) { SET_BOOL2(actor); - actor->set_int_ang(NORM_ANGLE(actor->int_ang() + 1024); + actor->set_int_ang(NORM_ANGLE(actor->int_ang() + 1024)); } } else @@ -2328,7 +2328,7 @@ void DoTankTreads(PLAYER* pp) if (TEST_BOOL2(actor)) { RESET_BOOL2(actor); - actor->set_int_ang(NORM_ANGLE(actor->int_ang() + 1024); + actor->set_int_ang(NORM_ANGLE(actor->int_ang() + 1024)); } } @@ -5754,7 +5754,7 @@ void DoPlayerDeathCheckKeys(PLAYER* pp) plActor->spr.xrepeat = plActor->spr.yrepeat = PLAYER_NINJA_XREPEAT; plActor->spr.cstat &= ~(CSTAT_SPRITE_YCENTER); plActor->set_int_pos({ pp->pos.X, pp->pos.Y, pp->pos.Z + PLAYER_HEIGHT }); - plActor->set_int_ang(pp->angle.ang.asbuild(); + plActor->set_int_ang(pp->angle.ang.asbuild()); DoSpawnTeleporterEffect(plActor); PlaySound(DIGI_TELEPORT, pp, v3df_none); diff --git a/source/games/sw/src/ripper.cpp b/source/games/sw/src/ripper.cpp index 1cbd8e278..9c9990e2f 100644 --- a/source/games/sw/src/ripper.cpp +++ b/source/games/sw/src/ripper.cpp @@ -946,7 +946,7 @@ int InitRipperHang(DSWActor* actor) } Found = true; - actor->set_int_ang(tang; + actor->set_int_ang(tang); break; } @@ -1002,7 +1002,7 @@ int DoRipperMoveHang(DSWActor* actor) actor->user.WaitTics = 2 + ((RANDOM_P2(4 << 8) >> 8) * 120); // hang flush with the wall - actor->set_int_ang(NORM_ANGLE(getangle(actor->user.coll.hitWall->delta()) - 512); + actor->set_int_ang(NORM_ANGLE(getangle(actor->user.coll.hitWall->delta()) - 512)); return 0; } @@ -1051,9 +1051,9 @@ int DoRipperBeginJumpAttack(DSWActor* actor) 0L, actor->user.ceiling_dist, actor->user.floor_dist, CLIPMASK_ACTOR, ACTORMOVETICS); if (coll.type != kHitNone) - actor->set_int_ang(NORM_ANGLE((actor->int_ang() + 1024) + (RANDOM_NEG(256, 6) >> 6)); + actor->set_int_ang(NORM_ANGLE((actor->int_ang() + 1024) + (RANDOM_NEG(256, 6) >> 6))); else - actor->set_int_ang(NORM_ANGLE(tang + (RANDOM_NEG(256, 6) >> 6)); + actor->set_int_ang(NORM_ANGLE(tang + (RANDOM_NEG(256, 6) >> 6))); DoActorSetSpeed(actor, FAST_SPEED); @@ -1149,7 +1149,7 @@ int DoRipperRipHeart(DSWActor* actor) actor->user.WaitTics = 6 * 120; // player face ripper - target->set_int_ang(getangle(actor->int_pos().X - target->int_pos().X, actor->int_pos().Y - target->int_pos().Y); + target->set_int_ang(getangle(actor->int_pos().X - target->int_pos().X, actor->int_pos().Y - target->int_pos().Y)); return 0; } @@ -1176,7 +1176,7 @@ void RipperHatch(DSWActor* actor) ClearOwner(actorNew); actorNew->spr.pos = actor->spr.pos; actorNew->spr.xrepeat = actorNew->spr.yrepeat = 64; - actorNew->set_int_ang(rip_ang[i]; + actorNew->set_int_ang(rip_ang[i]); actorNew->spr.pal = 0; SetupRipper(actorNew); diff --git a/source/games/sw/src/ripper2.cpp b/source/games/sw/src/ripper2.cpp index 2063a731d..d1864bd34 100644 --- a/source/games/sw/src/ripper2.cpp +++ b/source/games/sw/src/ripper2.cpp @@ -955,7 +955,7 @@ int InitRipper2Hang(DSWActor* actor) } Found = true; - actor->set_int_ang(tang; + actor->set_int_ang(tang); break; } @@ -1022,7 +1022,7 @@ int DoRipper2MoveHang(DSWActor* actor) actor->user.WaitTics = 0; // Double jump // hang flush with the wall - actor->set_int_ang(NORM_ANGLE(getangle(actor->user.coll.hitWall->delta()) - 512); + actor->set_int_ang(NORM_ANGLE(getangle(actor->user.coll.hitWall->delta()) - 512)); return 0; } @@ -1072,9 +1072,9 @@ int DoRipper2BeginJumpAttack(DSWActor* actor) Collision coll = move_sprite(actor, bcos(tang, -7), bsin(tang, -7), 0, actor->user.ceiling_dist, actor->user.floor_dist, CLIPMASK_ACTOR, ACTORMOVETICS); if (coll.type != kHitNone) - actor->set_int_ang(NORM_ANGLE((actor->int_ang() + 1024) + (RANDOM_NEG(256, 6) >> 6)); + actor->set_int_ang(NORM_ANGLE((actor->int_ang() + 1024) + (RANDOM_NEG(256, 6) >> 6))); else - actor->set_int_ang(NORM_ANGLE(tang); + actor->set_int_ang(NORM_ANGLE(tang)); DoActorSetSpeed(actor, FAST_SPEED); @@ -1171,7 +1171,7 @@ int DoRipper2RipHeart(DSWActor* actor) actor->user.WaitTics = 6 * 120; // player face ripper2 - target->set_int_ang(getangle(actor->int_pos().X - target->int_pos().X, actor->int_pos().Y - target->int_pos().Y); + target->set_int_ang(getangle(actor->int_pos().X - target->int_pos().X, actor->int_pos().Y - target->int_pos().Y)); return 0; } @@ -1202,7 +1202,7 @@ void Ripper2Hatch(DSWActor* actor) actorNew->spr.pos = actor->spr.pos; actorNew->spr.xrepeat = actorNew->spr.yrepeat = 64; - actorNew->set_int_ang(rip_ang[i]; + actorNew->set_int_ang(rip_ang[i]); actorNew->spr.pal = 0; actorNew->spr.shade = -10; SetupRipper2(actorNew); diff --git a/source/games/sw/src/sector.cpp b/source/games/sw/src/sector.cpp index a3f255497..3b25cbdbb 100644 --- a/source/games/sw/src/sector.cpp +++ b/source/games/sw/src/sector.cpp @@ -836,7 +836,7 @@ void SectorExp(DSWActor* actor, sectortype* sectp, short orig_ang, int zh) actor->spr.cstat &= ~(CSTAT_SPRITE_ALIGNMENT_WALL|CSTAT_SPRITE_ALIGNMENT_FLOOR); SectorMidPoint(sectp, &x, &y, &z); // randomize the explosions - actor->set_int_ang(orig_ang + RANDOM_P2(256) - 128; + actor->set_int_ang(orig_ang + RANDOM_P2(256) - 128); actor->set_int_pos({ x + RANDOM_P2(256) - 128, y + RANDOM_P2(1024) - 512, zh }); // setup vars needed by SectorExp diff --git a/source/games/sw/src/skull.cpp b/source/games/sw/src/skull.cpp index d2dcd4117..52fe04a65 100644 --- a/source/games/sw/src/skull.cpp +++ b/source/games/sw/src/skull.cpp @@ -284,7 +284,7 @@ int DoSkullBeginDeath(DSWActor* actor) if (num_ord > 3) num_ord = 3; for (i=0; iset_int_ang(NORM_ANGLE(actor->spr.__int_angle+(i*1024)); + actor->set_int_ang(NORM_ANGLE(actor->spr.__int_angle+(i*1024))); InitSpriteChemBomb(actor); } break; @@ -296,7 +296,7 @@ int DoSkullBeginDeath(DSWActor* actor) if (num_ord > 10) num_ord = 10; for (i=0; iset_int_ang(NORM_ANGLE(RandomRange(2048)); + actor->set_int_ang(NORM_ANGLE(RandomRange(2048))); InitCaltrops(actor); } break; @@ -313,7 +313,7 @@ int DoSkullBeginDeath(DSWActor* actor) if (num_ord > 10) num_ord = 10; for (i=0; iset_int_ang(NORM_ANGLE(actor->spr.__int_angle+(i*(2048/num_ord))); + actor->set_int_ang(NORM_ANGLE(actor->spr.int_ang() + (i * (2048 / num_ord)))); InitSpriteGrenade(actor); } break; @@ -321,7 +321,7 @@ int DoSkullBeginDeath(DSWActor* actor) SpawnMineExp(actor); for (i=0; i<3; i++) { - actor->set_int_ang(NORM_ANGLE(RandomRange(2048)); + actor->set_int_ang(NORM_ANGLE(RandomRange(2048))); InitPhosphorus(actor); } break; @@ -347,7 +347,7 @@ int DoSkullJump(DSWActor* actor) if (actor->spr.xvel) DoSkullMove(actor); else - actor->set_int_ang(NORM_ANGLE(actor->int_ang() + (64 * ACTORMOVETICS)); + actor->set_int_ang(NORM_ANGLE(actor->int_ang() + (64 * ACTORMOVETICS))); if (actor->user.Flags & (SPR_JUMPING)) { @@ -453,13 +453,13 @@ int DoSkullWait(DSWActor* actor) else // above the floor type { - actor->set_int_ang(NORM_ANGLE(actor->int_ang() + (48 * ACTORMOVETICS)); + actor->set_int_ang(NORM_ANGLE(actor->int_ang() + (48 * ACTORMOVETICS))); DoSkullBob(actor); if (dist < 8000) { - 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->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.xvel = 128 + (RANDOM_P2(256<<8)>>8); actor->user.jump_speed = -700; NewStateGroup(actor, sg_SkullJump); @@ -664,7 +664,7 @@ int DoBettyBeginDeath(DSWActor* actor) if (num_ord > 3) num_ord = 3; for (i=0; iset_int_ang(NORM_ANGLE(actor->spr.__int_angle+(i*1024)); + actor->set_int_ang(NORM_ANGLE(actor->spr.__int_angle+(i*1024))); InitSpriteChemBomb(actor); } break; @@ -676,7 +676,7 @@ int DoBettyBeginDeath(DSWActor* actor) if (num_ord > 10) num_ord = 10; for (i=0; iset_int_ang(NORM_ANGLE(RandomRange(2048)); + actor->set_int_ang(NORM_ANGLE(RandomRange(2048))); InitCaltrops(actor); } break; @@ -692,14 +692,14 @@ int DoBettyBeginDeath(DSWActor* actor) if (num_ord > 10) num_ord = 10; for (i=0; iset_int_ang(NORM_ANGLE(actor->int_ang() + (i*(2048/num_ord))); + actor->set_int_ang(NORM_ANGLE(actor->int_ang() + (i*(2048/num_ord)))); InitSpriteGrenade(actor); } break; default: for (i=0; i<5; i++) { - actor->set_int_ang(NORM_ANGLE(RandomRange(2048)); + actor->set_int_ang(NORM_ANGLE(RandomRange(2048))); InitPhosphorus(actor); SpawnMineExp(actor); } @@ -726,7 +726,7 @@ int DoBettyJump(DSWActor* actor) if (actor->spr.xvel) DoBettyMove(actor); else - actor->set_int_ang(NORM_ANGLE(actor->int_ang() + (64 * ACTORMOVETICS)); + actor->set_int_ang(NORM_ANGLE(actor->int_ang() + (64 * ACTORMOVETICS))); if (actor->user.Flags & (SPR_JUMPING)) { @@ -825,13 +825,13 @@ int DoBettyWait(DSWActor* actor) else // above the floor type { - actor->set_int_ang(NORM_ANGLE(actor->int_ang() + (48 * ACTORMOVETICS)); + actor->set_int_ang(NORM_ANGLE(actor->int_ang() + (48 * ACTORMOVETICS))); DoBettyBob(actor); if (dist < 8000) { - 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->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.xvel = 128 + (RANDOM_P2(256<<8)>>8); actor->user.jump_speed = -700; NewStateGroup(actor, sg_BettyJump); diff --git a/source/games/sw/src/sprite.cpp b/source/games/sw/src/sprite.cpp index dc2341da2..9e7557895 100644 --- a/source/games/sw/src/sprite.cpp +++ b/source/games/sw/src/sprite.cpp @@ -893,7 +893,7 @@ DSWActor* SpawnActor(int stat, int id, STATE* state, sectortype* sect, int x, in spawnedActor->spr.xrepeat = 64; spawnedActor->spr.yrepeat = 64; - spawnedActor->set_int_ang(NORM_ANGLE(init_ang); + spawnedActor->set_int_ang(NORM_ANGLE(init_ang)); spawnedActor->spr.xvel = vel; return spawnedActor; @@ -1874,7 +1874,7 @@ void SpriteSetup(void) actor->spr.xvel = 0; else actor->spr.xvel = actor->spr.lotag; - actor->set_int_ang(SP_TAG6(actor); + actor->set_int_ang(SP_TAG6(actor)); // attach to the sector that contains the wall ChangeActorSect(actor, hit.hitSector); StartInterpolation(hit.hitWall, Interp_Wall_PanX); @@ -2491,7 +2491,7 @@ void SpriteSetup(void) actorNew->spr.cstat = 0; actorNew->spr.extra = 0; actorNew->spr.pos = actor->spr.pos; - actorNew->set_int_ang(NORM_ANGLE(actor->int_ang() + 1024); + actorNew->set_int_ang(NORM_ANGLE(actor->int_ang() + 1024)); actorNew->spr.picnum = actor->spr.picnum; actorNew->add_int_pos({ MOVEx(256 + 128, actor->int_ang()), MOVEy(256 + 128, actor->int_ang()), 0 }); @@ -3519,7 +3519,7 @@ int ActorCoughItem(DSWActor* actor) actorNew->spr.cstat = 0; actorNew->spr.extra = 0; actorNew->set_int_pos({ actor->int_pos().X, actor->int_pos().Y, ActorZOfMiddle(actor) }); - actorNew->set_int_ang(0; + actorNew->set_int_ang(0); actorNew->spr.extra = 0; // vel @@ -3558,7 +3558,7 @@ int ActorCoughItem(DSWActor* actor) actorNew->spr.cstat = 0; actorNew->spr.extra = 0; actorNew->set_int_pos({ actor->int_pos().X, actor->int_pos().Y, ActorZOfMiddle(actor) }); - actorNew->set_int_ang(0; + actorNew->set_int_ang(0); actorNew->spr.extra = 0; // vel @@ -3584,7 +3584,7 @@ int ActorCoughItem(DSWActor* actor) actorNew->spr.cstat = 0; actorNew->spr.extra = 0; actorNew->set_int_pos({ actor->int_pos().X, actor->int_pos().Y, ActorZOfMiddle(actor) }); - actorNew->set_int_ang(0; + actorNew->set_int_ang(0); actorNew->spr.extra = 0; // vel @@ -3613,7 +3613,7 @@ int ActorCoughItem(DSWActor* actor) actorNew->spr.cstat = 0; actorNew->spr.extra = 0; actorNew->set_int_pos({ actor->int_pos().X, actor->int_pos().Y, ActorZOfMiddle(actor) }); - actorNew->set_int_ang(0; + actorNew->set_int_ang(0); actorNew->spr.extra = 0; // vel @@ -3673,7 +3673,7 @@ int ActorCoughItem(DSWActor* actor) actorNew->spr.cstat = 0; actorNew->spr.extra = 0; actorNew->set_int_pos({ actor->int_pos().X, actor->int_pos().Y, ActorZOfMiddle(actor) }); - actorNew->set_int_ang(0; + actorNew->set_int_ang(0); actorNew->spr.extra = 0; // vel @@ -3729,7 +3729,7 @@ int ActorCoughItem(DSWActor* actor) actorNew->spr.cstat = 0; actorNew->spr.extra = 0; actorNew->set_int_pos({ actor->int_pos().X, actor->int_pos().Y, ActorLowerZ(actor) + Z(10) }); - actorNew->set_int_ang(actor->int_ang(); + actorNew->set_int_ang(actor->int_ang()); // vel SP_TAG7(actorNew) = 10; @@ -3792,16 +3792,16 @@ int SpawnItemsMatch(short match) case 90: spawnedActor = BunnyHatch2(itActor); spawnedActor->user.spal = spawnedActor->spr.pal = PALETTE_PLAYER8; // Boy - spawnedActor->set_int_ang(itActor->int_ang(); + spawnedActor->set_int_ang(itActor->int_ang()); break; case 91: spawnedActor = BunnyHatch2(itActor); spawnedActor->user.spal = spawnedActor->spr.pal = PALETTE_PLAYER0; // Girl - spawnedActor->set_int_ang(itActor->int_ang(); + spawnedActor->set_int_ang(itActor->int_ang()); break; case 92: spawnedActor = BunnyHatch2(itActor); - spawnedActor->set_int_ang(itActor->int_ang(); + spawnedActor->set_int_ang(itActor->int_ang()); break; case 40: @@ -4736,7 +4736,7 @@ int DoGrating(DSWActor* actor) int DoKey(DSWActor* actor) { - actor->set_int_ang(NORM_ANGLE(actor->int_ang() + (14 * ACTORMOVETICS)); + actor->set_int_ang(NORM_ANGLE(actor->int_ang() + (14 * ACTORMOVETICS))); DoGet(actor); return 0; diff --git a/source/games/sw/src/track.cpp b/source/games/sw/src/track.cpp index 040462a25..aabc3a8c4 100644 --- a/source/games/sw/src/track.cpp +++ b/source/games/sw/src/track.cpp @@ -304,7 +304,7 @@ DSWActor* TrackClonePoint(DSWActor* actor) actorNew->spr.cstat = 0; actorNew->spr.extra = 0; actorNew->spr.pos = actor->spr.pos; - actorNew->set_int_ang(actor->int_ang(); + actorNew->set_int_ang(actor->int_ang()); actorNew->spr.lotag = actor->spr.lotag; actorNew->spr.hitag = actor->spr.hitag; @@ -1493,7 +1493,7 @@ void PlaceActorsOnTracks(void) } // check angle in the "forward" direction - actor->set_int_ang(getangle((tpoint + actor->user.point)->x - actor->int_pos().X, (tpoint + actor->user.point)->y - actor->int_pos().Y); + actor->set_int_ang(getangle((tpoint + actor->user.point)->x - actor->int_pos().X, (tpoint + actor->user.point)->y - actor->int_pos().Y)); } } @@ -1717,7 +1717,7 @@ PlayerPart: } int16_t oldang = actor->int_ang(); - actor->set_int_ang(actor->user.sang; + actor->set_int_ang(actor->user.sang); if (actor->user.Flags & (SPR_ON_SO_SECTOR)) { @@ -1733,12 +1733,12 @@ PlayerPart: if ((actor->sector()->firstWall()->extra & WALLFX_LOOP_REVERSE_SPIN)) { rotatepoint(sop->pmid.vec2, actor->int_pos().vec2, -delta_ang, &pos.vec2); - actor->set_int_ang(NORM_ANGLE(actor->int_ang() - delta_ang); + actor->set_int_ang(NORM_ANGLE(actor->int_ang() - delta_ang)); } else { rotatepoint(sop->pmid.vec2, actor->int_pos().vec2, delta_ang, &pos.vec2); - actor->set_int_ang(NORM_ANGLE(actor->int_ang() + delta_ang); + actor->set_int_ang(NORM_ANGLE(actor->int_ang() + delta_ang)); } actor->set_int_pos(pos); @@ -1750,7 +1750,7 @@ PlayerPart: // NOT part of a sector - independant of any sector auto pos = actor->int_pos(); rotatepoint(sop->pmid.vec2, actor->int_pos().vec2, delta_ang, &pos.vec2); - actor->set_int_ang(NORM_ANGLE(actor->int_ang() + delta_ang); + actor->set_int_ang(NORM_ANGLE(actor->int_ang() + delta_ang)); actor->set_int_pos(pos); } @@ -2832,7 +2832,7 @@ void DoActorHitTrackEndPoint(DSWActor* actor) if (actor->user.track >= 0) { - actor->set_int_ang(NORM_ANGLE(getangle((Track[actor->user.track].TrackPoint + actor->user.point)->x - actor->int_pos().X, (Track[actor->user.track].TrackPoint + actor->user.point)->y - actor->int_pos().Y)); + actor->set_int_ang(NORM_ANGLE(getangle((Track[actor->user.track].TrackPoint + actor->user.point)->x - actor->int_pos().X, (Track[actor->user.track].TrackPoint + actor->user.point)->y - actor->int_pos().Y))); } else { @@ -2848,7 +2848,7 @@ void DoActorHitTrackEndPoint(DSWActor* actor) if (actor->user.track >= 0) { - actor->set_int_ang(NORM_ANGLE(getangle((Track[actor->user.track].TrackPoint + actor->user.point)->x - actor->int_pos().X, (Track[actor->user.track].TrackPoint + actor->user.point)->y - actor->int_pos().Y)); + actor->set_int_ang(NORM_ANGLE(getangle((Track[actor->user.track].TrackPoint + actor->user.point)->x - actor->int_pos().X, (Track[actor->user.track].TrackPoint + actor->user.point)->y - actor->int_pos().Y))); } else { @@ -2971,7 +2971,7 @@ bool ActorTrackDecide(TRACK_POINT* tpoint, DSWActor* actor) case TRACK_ACTOR_JUMP: if (actor->user.ActorActionSet->Jump) { - actor->set_int_ang(tpoint->ang; + actor->set_int_ang(tpoint->ang); if (!tpoint->tag_high) actor->user.jump_speed = ACTOR_STD_JUMP; @@ -2991,7 +2991,7 @@ bool ActorTrackDecide(TRACK_POINT* tpoint, DSWActor* actor) int zdiff; HitInfo hit{}; - actor->set_int_ang(tpoint->ang; + actor->set_int_ang(tpoint->ang); ActorLeaveTrack(actor); @@ -3040,7 +3040,7 @@ bool ActorTrackDecide(TRACK_POINT* tpoint, DSWActor* actor) if (actor->user.ActorActionSet->Jump) { - actor->set_int_ang(tpoint->ang; + actor->set_int_ang(tpoint->ang); ActorLeaveTrack(actor); @@ -3074,7 +3074,7 @@ bool ActorTrackDecide(TRACK_POINT* tpoint, DSWActor* actor) if (actor->user.Rot != actor->user.ActorActionSet->Duck) { - actor->set_int_ang(tpoint->ang; + actor->set_int_ang(tpoint->ang); ActorLeaveTrack(actor); @@ -3100,7 +3100,7 @@ bool ActorTrackDecide(TRACK_POINT* tpoint, DSWActor* actor) if (actor->user.Rot == actor->user.ActorActionSet->Sit || actor->user.Rot == actor->user.ActorActionSet->Stand) return false; - actor->set_int_ang(tpoint->ang; + actor->set_int_ang(tpoint->ang); z[0] = actor->int_pos().Z - ActorSizeZ(actor) + Z(5); z[1] = actor->int_pos().Z - (ActorSizeZ(actor) >> 1); @@ -3317,7 +3317,7 @@ bool ActorTrackDecide(TRACK_POINT* tpoint, DSWActor* actor) actor->set_int_xy(lActor->int_pos().X + nx, lActor->int_pos().Y + ny); - actor->set_int_ang(NORM_ANGLE(lActor->int_ang() + 1024); + actor->set_int_ang(NORM_ANGLE(lActor->int_ang() + 1024)); // // Get the z height to climb @@ -3442,7 +3442,7 @@ int ActorFollowTrack(DSWActor* actor, short locktics) if (!(actor->user.Flags & (SPR_CLIMBING | SPR_DONT_UPDATE_ANG))) { - actor->set_int_ang(getangle(tpoint->x - actor->int_pos().X, tpoint->y - actor->int_pos().Y); + actor->set_int_ang(getangle(tpoint->x - actor->int_pos().X, tpoint->y - actor->int_pos().Y)); } if ((dist = Distance(actor->int_pos().X, actor->int_pos().Y, tpoint->x, tpoint->y)) < 200) // 64 @@ -3457,7 +3457,7 @@ int ActorFollowTrack(DSWActor* actor, short locktics) if (!(actor->user.Flags & (SPR_CLIMBING | SPR_DONT_UPDATE_ANG))) { // calculate a new angle to the target - actor->set_int_ang(getangle(tpoint->x - actor->int_pos().X, tpoint->y - actor->int_pos().Y); + actor->set_int_ang(getangle(tpoint->x - actor->int_pos().X, tpoint->y - actor->int_pos().Y)); } if (actor->user.Flags & (SPR_ZDIFF_MODE)) @@ -3511,7 +3511,7 @@ int ActorFollowTrack(DSWActor* actor, short locktics) actor->spr.zvel = 0; - actor->set_int_ang(getangle(tpoint->x - actor->int_pos().X, tpoint->y - actor->int_pos().Y); + actor->set_int_ang(getangle(tpoint->x - actor->int_pos().X, tpoint->y - actor->int_pos().Y)); ActorLeaveTrack(actor); actor->spr.cstat &= ~(CSTAT_SPRITE_YCENTER); diff --git a/source/games/sw/src/weapon.cpp b/source/games/sw/src/weapon.cpp index 67bd12482..346db8182 100644 --- a/source/games/sw/src/weapon.cpp +++ b/source/games/sw/src/weapon.cpp @@ -3664,13 +3664,11 @@ AutoShrap: if (p->random_disperse) { - actor->set_int_ang(shrap_ang + (RANDOM_P2(p->ang_range<<5)>>5) - (p->ang_range >> 1); - actor->set_int_ang(NORM_ANGLE(actor->int_ang()); + actor->set_int_ang(NORM_ANGLE(shrap_ang + (RANDOM_P2(p->ang_range<<5)>>5) - (p->ang_range >> 1))); } else { - actor->set_int_ang(start_ang + (i * dang); - actor->set_int_ang(NORM_ANGLE(actor->int_ang()); + actor->set_int_ang(NORM_ANGLE(start_ang + (i * dang))); } // for FastShrap @@ -4099,13 +4097,11 @@ int SpawnBlood(DSWActor* actor, DSWActor* weapActor, short hit_ang, int hit_x, i if (p->random_disperse) { - actorNew->set_int_ang(hit_ang + (RANDOM_P2(p->ang_range<<5)>>5) - (p->ang_range >> 1); - actorNew->set_int_ang(NORM_ANGLE(actorNew->int_ang()); + actorNew->set_int_ang(NORM_ANGLE(hit_ang + (RANDOM_P2(p->ang_range<<5)>>5) - (p->ang_range >> 1))); } else { - actorNew->set_int_ang(start_ang + (i * dang); - actorNew->set_int_ang(NORM_ANGLE(actorNew->int_ang()); + actorNew->set_int_ang(NORM_ANGLE(start_ang + (i * dang))); } actorNew->user.Flags |= (SPR_BOUNCE); @@ -5046,7 +5042,7 @@ int ActorHealth(DSWActor* actor, short amt) PlaySound(DIGI_NINJACHOKE, actor, v3df_follow); InitPlasmaFountain(nullptr, actor); InitBloodSpray(actor,false,105); - actor->set_int_ang(NORM_ANGLE(getangle(actor->user.targetActor->int_pos().X - actor->int_pos().X, actor->user.targetActor->int_pos().Y - actor->int_pos().Y) + 1024); + actor->set_int_ang(NORM_ANGLE(getangle(actor->user.targetActor->int_pos().X - actor->int_pos().X, actor->user.targetActor->int_pos().Y - actor->int_pos().Y) + 1024)); actor->spr.cstat &= ~(CSTAT_SPRITE_YFLIP); if (sw_ninjahack) NewStateGroup(actor, sg_NinjaHariKari); @@ -7836,7 +7832,7 @@ 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->set_int_ang(getangle(actor->user.change.X, actor->user.change.Y)); } return 0; @@ -7892,7 +7888,7 @@ 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->set_int_ang(getangle(actor->user.change.X, actor->user.change.Y)); } return 0; @@ -7949,7 +7945,7 @@ int DoPlasmaFountain(DSWActor* actor) // move with sprite SetActorZ(actor, attachActor->int_pos()); - actor->set_int_ang(attachActor->int_ang(); + actor->set_int_ang(attachActor->int_ang()); actor->user.Counter++; if (actor->user.Counter > 3) @@ -8103,7 +8099,7 @@ 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->set_int_ang(getangle(actor->user.change.X, actor->user.change.Y)); // hack to prevent missile from sticking to a wall // @@ -8111,7 +8107,7 @@ 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->set_int_ang(getangle(actor->user.change.X, actor->user.change.Y)); } } @@ -8176,7 +8172,7 @@ 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->set_int_ang(getangle(actor->user.change.X, actor->user.change.Y)); } return true; @@ -8243,7 +8239,7 @@ int DoGrenade(DSWActor* actor) { for (i=0; i<5; i++) { - actor->set_int_ang(NORM_ANGLE(RandomRange(2048)); + actor->set_int_ang(NORM_ANGLE(RandomRange(2048))); InitPhosphorus(actor); } } @@ -8313,7 +8309,7 @@ int DoGrenade(DSWActor* actor) { for (i=0; i<5; i++) { - actor->set_int_ang(NORM_ANGLE(RandomRange(2048)); + actor->set_int_ang(NORM_ANGLE(RandomRange(2048))); InitPhosphorus(actor); } } @@ -8356,7 +8352,7 @@ int DoGrenade(DSWActor* actor) { for (i=0; i<5; i++) { - actor->set_int_ang(NORM_ANGLE(RandomRange(2048)); + actor->set_int_ang(NORM_ANGLE(RandomRange(2048))); InitPhosphorus(actor); } } @@ -9035,7 +9031,7 @@ int DoEMPBurst(DSWActor* actor) { vec3_t pos = { attachActor->int_pos().X, attachActor->int_pos().Y, attachActor->int_pos().Z - actor->user.pos.Z }; SetActorZ(actor, &pos); - actor->set_int_ang(NORM_ANGLE(attachActor->spr.__int_angle+1024); + actor->set_int_ang(NORM_ANGLE(attachActor->int_ang() + 1024)); } // not activated yet @@ -9393,7 +9389,7 @@ int SpawnExtraMicroMini(DSWActor* actor) actorNew->user.floor_dist = actor->user.floor_dist; actorNew->spr.cstat = actor->spr.cstat; - actorNew->set_int_ang(NORM_ANGLE(actorNew->int_ang() + RandomRange(64) - 32); + actorNew->set_int_ang(NORM_ANGLE(actorNew->int_ang() + RandomRange(64) - 32)); actorNew->spr.zvel = actor->spr.zvel; actorNew->spr.zvel += RandomRange(Z(16)) - Z(8); @@ -9498,7 +9494,7 @@ int DoUziBullet(DSWActor* actor) actorNew->spr.xrepeat = UZI_SMOKE_REPEAT; actorNew->spr.yrepeat = UZI_SMOKE_REPEAT; SetOwner(GetOwner(actor), actorNew); - actorNew->set_int_ang(actor->int_ang(); + actorNew->set_int_ang(actor->int_ang()); actorNew->spr.clipdist = 128 >> 2; actorNew->spr.cstat |= (CSTAT_SPRITE_TRANSLUCENT | CSTAT_SPRITE_YCENTER); @@ -9509,7 +9505,7 @@ int DoUziBullet(DSWActor* actor) actorNew->spr.xrepeat = UZI_SPARK_REPEAT; actorNew->spr.yrepeat = UZI_SPARK_REPEAT; SetOwner(GetOwner(actor), actorNew); - actorNew->set_int_ang(actor->int_ang(); + actorNew->set_int_ang(actor->int_ang()); actorNew->spr.cstat |= (CSTAT_SPRITE_YCENTER); } @@ -10842,7 +10838,7 @@ int DoBloodWorm(DSWActor* actor) actor->user.change.X = -actor->user.change.X; actor->user.change.Y = -actor->user.change.Y; actor->user.coll.setNone(); - actor->set_int_ang(NORM_ANGLE(actor->int_ang() + 1024); + actor->set_int_ang(NORM_ANGLE(actor->int_ang() + 1024)); return true; } @@ -11181,7 +11177,7 @@ int DoRing(DSWActor* actor) } // rotate the ring - actor->set_int_ang(NORM_ANGLE(actor->int_ang() + (4 * RINGMOVETICS) + RINGMOVETICS); + actor->set_int_ang(NORM_ANGLE(actor->int_ang() + (4 * RINGMOVETICS) + RINGMOVETICS)); // put it out there actor->add_int_pos({ MulScale(actor->user.Dist, bcos(actor->int_ang()), 14), MulScale(actor->user.Dist, bsin(actor->int_ang()), 14), @@ -11258,7 +11254,7 @@ void InitSpellRing(PLAYER* pp) actorNew->add_int_pos({ MulScale(actorNew->user.Dist, bcos(actorNew->int_ang()), 14), MulScale(actorNew->user.Dist, bsin(actorNew->int_ang()), 14), pp->pos.Z + Z(20) + ((actorNew->user.Dist * (-pp->horizon.horiz.asq16() >> 9)) >> 9) }); - actorNew->set_int_ang(NORM_ANGLE(actorNew->int_ang() + 512); + actorNew->set_int_ang(NORM_ANGLE(actorNew->int_ang() + 512)); actorNew->backuppos(); @@ -11306,9 +11302,9 @@ int DoSerpRing(DSWActor* actor) // rotate the heads if (actor->user.Flags & (SPR_BOUNCE)) - actor->set_int_ang(NORM_ANGLE(actor->int_ang() + (28 * RINGMOVETICS)); + actor->set_int_ang(NORM_ANGLE(actor->int_ang() + (28 * RINGMOVETICS))); else - actor->set_int_ang(NORM_ANGLE(actor->int_ang() - (28 * RINGMOVETICS)); + actor->set_int_ang(NORM_ANGLE(actor->int_ang() - (28 * RINGMOVETICS))); // put it out there actor->add_int_pos({ MulScale(actor->user.Dist, bcos(actor->user.slide_ang), 14), MulScale(actor->user.Dist, bsin(actor->user.slide_ang), 14), 0 }); @@ -11351,7 +11347,7 @@ 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->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.xvel = dist>>5; actor->spr.xvel += (actor->spr.xvel >> 1); actor->spr.xvel += (RANDOM_P2(128<<8)>>8); @@ -11379,7 +11375,7 @@ int InitLavaThrow(DSWActor* actor) short w; // get angle to player and also face player when attacking - actor->set_int_ang(nang = getangle(actor->user.targetActor->int_pos().X - actor->int_pos().X, actor->user.targetActor->int_pos().Y - actor->int_pos().Y); + actor->set_int_ang(nang = getangle(actor->user.targetActor->int_pos().X - actor->int_pos().X, actor->user.targetActor->int_pos().Y - actor->int_pos().Y)); nx = actor->int_pos().X; ny = actor->int_pos().Y; @@ -11395,7 +11391,7 @@ int InitLavaThrow(DSWActor* actor) actorNew->spr.xrepeat = 72; actorNew->spr.shade = -15; actorNew->spr.zvel = 0; - actorNew->set_int_ang(nang; + actorNew->set_int_ang(nang); if (RANDOM_P2(1024) > 512) actorNew->spr.cstat |= (CSTAT_SPRITE_XFLIP); @@ -11458,7 +11454,7 @@ void InitVulcanBoulder(DSWActor* actor) SetOwner(actor, actorNew); actorNew->spr.xrepeat = actorNew->spr.yrepeat = 8 + RandomRange(72); actorNew->spr.shade = -40; - actorNew->set_int_ang(nang; + actorNew->set_int_ang(nang); actorNew->user.Counter = 0; zsize = ActorSizeZ(actorNew); @@ -11529,7 +11525,7 @@ int InitSerpRing(DSWActor* actor) // ang around the serp is now slide_ang actorNew->user.slide_ang = actorNew->int_ang(); // randomize the head turning angle - actorNew->set_int_ang(RANDOM_P2(2048<<5)>>5; + actorNew->set_int_ang(RANDOM_P2(2048<<5)>>5); // control direction of spinning actor->user.Flags ^= SPR_BOUNCE; @@ -11612,9 +11608,9 @@ void InitSpellNapalm(PLAYER* pp) if (mp[i].dist_over != 0) { - actor->set_int_ang(NORM_ANGLE(actor->int_ang() + mp[i].ang); + actor->set_int_ang(NORM_ANGLE(actor->int_ang() + mp[i].ang)); HelpMissileLateral(actor, mp[i].dist_over); - actor->set_int_ang(NORM_ANGLE(actor->int_ang() - mp[i].ang); + actor->set_int_ang(NORM_ANGLE(actor->int_ang() - mp[i].ang)); } actor->user.change.X = MOVEx(actor->spr.xvel, actor->int_ang()); @@ -11685,9 +11681,9 @@ int InitEnemyNapalm(DSWActor* actor) if (mp[i].dist_over != 0) { - actorNew->set_int_ang(NORM_ANGLE(actorNew->int_ang() + mp[i].ang); + actorNew->set_int_ang(NORM_ANGLE(actorNew->int_ang() + mp[i].ang)); HelpMissileLateral(actorNew, mp[i].dist_over); - actorNew->set_int_ang(NORM_ANGLE(actorNew->int_ang() - mp[i].ang); + actorNew->set_int_ang(NORM_ANGLE(actorNew->int_ang() - mp[i].ang)); } // find the distance to the target (player) @@ -11815,7 +11811,7 @@ int InitSwordAttack(PLAYER* pp) bubble = SpawnBubble(pp->actor); if (bubble != nullptr) { - bubble->set_int_ang(pp->angle.ang.asbuild(); + bubble->set_int_ang(pp->angle.ang.asbuild()); random_amt = (RANDOM_P2(32 << 8) >> 8) - 16; @@ -11986,7 +11982,7 @@ int InitFistAttack(PLAYER* pp) bubble = SpawnBubble(pp->actor); if (bubble != nullptr) { - bubble->set_int_ang(pp->angle.ang.asbuild(); + bubble->set_int_ang(pp->angle.ang.asbuild()); random_amt = (RANDOM_P2(32<<8)>>8) - 16; @@ -12205,9 +12201,9 @@ int InitSumoNapalm(DSWActor* actor) if (mp[i].dist_over != 0) { - actorNew->set_int_ang(NORM_ANGLE(actorNew->int_ang() + mp[i].ang); + actorNew->set_int_ang(NORM_ANGLE(actorNew->int_ang() + mp[i].ang)); HelpMissileLateral(actorNew, mp[i].dist_over); - actorNew->set_int_ang(NORM_ANGLE(actorNew->int_ang() - mp[i].ang); + actorNew->set_int_ang(NORM_ANGLE(actorNew->int_ang() - mp[i].ang)); } // find the distance to the target (player) @@ -12252,7 +12248,7 @@ int InitSumoSkull(DSWActor* actor) actorNew->spr.pal = 0; // randomize the head turning angle - actorNew->set_int_ang(RANDOM_P2(2048<<5)>>5; + actorNew->set_int_ang(RANDOM_P2(2048<<5)>>5); // control direction of spinning actor->user.Flags ^= SPR_BOUNCE; @@ -12370,7 +12366,7 @@ int WeaponAutoAim(DSWActor* actor, DSWActor* mislActor, short ang, bool test) hitActor->user.Flags |= (SPR_TARGETED); hitActor->user.Flags |= (SPR_ATTACKED); - mislActor->set_int_ang(NORM_ANGLE(getangle(hitActor->int_pos().X - mislActor->int_pos().X, hitActor->int_pos().Y - mislActor->int_pos().Y)); + mislActor->set_int_ang(NORM_ANGLE(getangle(hitActor->int_pos().X - mislActor->int_pos().X, hitActor->int_pos().Y - mislActor->int_pos().Y))); dist = FindDistance2D(mislActor->int_pos().vec2 - hitActor->int_pos().vec2); if (dist != 0) @@ -12426,7 +12422,7 @@ int WeaponAutoAimZvel(DSWActor* actor, DSWActor* missileActor, int *zvel, short hitActor->user.Flags |= (SPR_TARGETED); hitActor->user.Flags |= (SPR_ATTACKED); - missileActor->set_int_ang(NORM_ANGLE(getangle(hitActor->int_pos().X - missileActor->int_pos().X, hitActor->int_pos().Y - missileActor->int_pos().Y)); + missileActor->set_int_ang(NORM_ANGLE(getangle(hitActor->int_pos().X - missileActor->int_pos().X, hitActor->int_pos().Y - missileActor->int_pos().Y))); dist = FindDistance2D(missileActor->int_pos().vec2 - hitActor->int_pos().vec2); if (dist != 0) @@ -13031,9 +13027,9 @@ int InitLaser(PLAYER* pp) auto oclipdist = actor->spr.clipdist; actor->spr.clipdist = 0; - actorNew->set_int_ang(NORM_ANGLE(actorNew->int_ang() + 512); + actorNew->set_int_ang(NORM_ANGLE(actorNew->int_ang() + 512)); HelpMissileLateral(actorNew, 900); - actorNew->set_int_ang(NORM_ANGLE(actorNew->int_ang() - 512); + actorNew->set_int_ang(NORM_ANGLE(actorNew->int_ang() - 512)); if (pp->Flags & (PF_DIVING) || SpriteInUnderwaterArea(actorNew)) actorNew->user.Flags |= (SPR_UNDERWATER); @@ -13069,7 +13065,7 @@ int InitLaser(PLAYER* pp) if (WeaponAutoAim(pp->actor, actorNew, 32, false) == -1) { - actorNew->set_int_ang(NORM_ANGLE(actorNew->int_ang() - 5); + actorNew->set_int_ang(NORM_ANGLE(actorNew->int_ang() - 5)); } actorNew->user.change.X = MOVEx(actorNew->spr.xvel, actorNew->int_ang()); @@ -13135,9 +13131,9 @@ int InitRail(PLAYER* pp) actor->spr.clipdist = 0; actorNew->spr.clipdist = 32L>>2; - actorNew->set_int_ang(NORM_ANGLE(actorNew->int_ang() + 512); + actorNew->set_int_ang(NORM_ANGLE(actorNew->int_ang() + 512)); HelpMissileLateral(actorNew, 700); - actorNew->set_int_ang(NORM_ANGLE(actorNew->int_ang() - 512); + actorNew->set_int_ang(NORM_ANGLE(actorNew->int_ang() - 512)); if (pp->Flags & (PF_DIVING) || SpriteInUnderwaterArea(actorNew)) actorNew->user.Flags |= (SPR_UNDERWATER); @@ -13154,7 +13150,7 @@ int InitRail(PLAYER* pp) actorNew->spr.zvel = zvel >> 1; if (WeaponAutoAim(pp->actor, actorNew, 32, false) == -1) { - actorNew->set_int_ang(NORM_ANGLE(actorNew->int_ang() - 4); + actorNew->set_int_ang(NORM_ANGLE(actorNew->int_ang() - 4)); } else zvel = actorNew->spr.zvel; // Let autoaiming set zvel now @@ -13211,9 +13207,9 @@ int InitZillaRail(DSWActor* actor) actor->spr.clipdist = 0; actorNew->spr.clipdist = 32L>>2; - actorNew->set_int_ang(NORM_ANGLE(actorNew->int_ang() + 512); + actorNew->set_int_ang(NORM_ANGLE(actorNew->int_ang() + 512)); HelpMissileLateral(actorNew, 700); - actorNew->set_int_ang(NORM_ANGLE(actorNew->int_ang() - 512); + actorNew->set_int_ang(NORM_ANGLE(actorNew->int_ang() - 512)); if (SpriteInUnderwaterArea(actorNew)) actorNew->user.Flags |= (SPR_UNDERWATER); @@ -13230,7 +13226,7 @@ int InitZillaRail(DSWActor* actor) actorNew->spr.zvel = zvel >> 1; if (WeaponAutoAim(actor, actorNew, 32, false) == -1) { - actorNew->set_int_ang(NORM_ANGLE(actorNew->int_ang() - 4); + actorNew->set_int_ang(NORM_ANGLE(actorNew->int_ang() - 4)); } else zvel = actorNew->spr.zvel; // Let autoaiming set zvel now @@ -13317,9 +13313,9 @@ int InitRocket(PLAYER* pp) auto oclipdist = actor->spr.clipdist; actor->spr.clipdist = 0; - actorNew->set_int_ang(NORM_ANGLE(actorNew->int_ang() + 512); + actorNew->set_int_ang(NORM_ANGLE(actorNew->int_ang() + 512)); HelpMissileLateral(actorNew, 900); - actorNew->set_int_ang(NORM_ANGLE(actorNew->int_ang() - 512); + actorNew->set_int_ang(NORM_ANGLE(actorNew->int_ang() - 512)); if (pp->Flags & (PF_DIVING) || SpriteInUnderwaterArea(actorNew)) actorNew->user.Flags |= (SPR_UNDERWATER); @@ -13340,7 +13336,7 @@ int InitRocket(PLAYER* pp) actorNew->spr.zvel = zvel >> 1; if (WeaponAutoAim(pp->actor, actorNew, 32, false) == -1) { - actorNew->set_int_ang(NORM_ANGLE(actorNew->int_ang() - 5); + actorNew->set_int_ang(NORM_ANGLE(actorNew->int_ang() - 5)); } else zvel = actorNew->spr.zvel; // Let autoaiming set zvel now @@ -13422,9 +13418,9 @@ int InitBunnyRocket(PLAYER* pp) auto oclipdist = actor->spr.clipdist; actor->spr.clipdist = 0; - actorNew->set_int_ang(NORM_ANGLE(actorNew->int_ang() + 512); + actorNew->set_int_ang(NORM_ANGLE(actorNew->int_ang() + 512)); HelpMissileLateral(actorNew, 900); - actorNew->set_int_ang(NORM_ANGLE(actorNew->int_ang() - 512); + actorNew->set_int_ang(NORM_ANGLE(actorNew->int_ang() - 512)); if (pp->Flags & (PF_DIVING) || SpriteInUnderwaterArea(actorNew)) actorNew->user.Flags |= (SPR_UNDERWATER); @@ -13445,7 +13441,7 @@ int InitBunnyRocket(PLAYER* pp) actorNew->spr.zvel = zvel >> 1; if (WeaponAutoAim(pp->actor, actorNew, 32, false) == -1) { - actorNew->set_int_ang(NORM_ANGLE(actorNew->int_ang() - 5); + actorNew->set_int_ang(NORM_ANGLE(actorNew->int_ang() - 5)); } else zvel = actorNew->spr.zvel; // Let autoaiming set zvel now @@ -13515,9 +13511,9 @@ int InitNuke(PLAYER* pp) auto oclipdist = actor->spr.clipdist; actor->spr.clipdist = 0; - actorNew->set_int_ang(NORM_ANGLE(actorNew->int_ang() + 512); + actorNew->set_int_ang(NORM_ANGLE(actorNew->int_ang() + 512)); HelpMissileLateral(actorNew, 900); - actorNew->set_int_ang(NORM_ANGLE(actorNew->int_ang() - 512); + actorNew->set_int_ang(NORM_ANGLE(actorNew->int_ang() - 512)); if (pp->Flags & (PF_DIVING) || SpriteInUnderwaterArea(actorNew)) actorNew->user.Flags |= (SPR_UNDERWATER); @@ -13538,7 +13534,7 @@ int InitNuke(PLAYER* pp) actorNew->spr.zvel = zvel >> 1; if (WeaponAutoAim(pp->actor, actorNew, 32, false) == -1) { - actorNew->set_int_ang(NORM_ANGLE(actorNew->int_ang() - 5); + actorNew->set_int_ang(NORM_ANGLE(actorNew->int_ang() - 5)); } else zvel = actorNew->spr.zvel; // Let autoaiming set zvel now @@ -13594,9 +13590,9 @@ int InitEnemyNuke(DSWActor* actor) actorNew->spr.cstat |= (CSTAT_SPRITE_YCENTER); actorNew->spr.cstat |= (CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN); - actorNew->set_int_ang(NORM_ANGLE(actorNew->int_ang() + 512); + actorNew->set_int_ang(NORM_ANGLE(actorNew->int_ang() + 512)); HelpMissileLateral(actorNew, 500); - actorNew->set_int_ang(NORM_ANGLE(actorNew->int_ang() - 512); + actorNew->set_int_ang(NORM_ANGLE(actorNew->int_ang() - 512)); if (SpriteInUnderwaterArea(actorNew)) actorNew->user.Flags |= (SPR_UNDERWATER); @@ -13615,7 +13611,7 @@ int InitEnemyNuke(DSWActor* actor) actorNew->spr.zvel = zvel >> 1; if (WeaponAutoAim(actor, actorNew, 32, false) == -1) { - actorNew->set_int_ang(NORM_ANGLE(actorNew->int_ang() - 5); + actorNew->set_int_ang(NORM_ANGLE(actorNew->int_ang() - 5)); } else zvel = actorNew->spr.zvel; // Let autoaiming set zvel now @@ -13701,10 +13697,10 @@ int InitMicro(PLAYER* pp) auto oclipdist = actor->spr.clipdist; actor->spr.clipdist = 0; - actorNew->set_int_ang(NORM_ANGLE(actorNew->int_ang() + 512); + actorNew->set_int_ang(NORM_ANGLE(actorNew->int_ang() + 512)); const int MICRO_LATERAL = 5000; HelpMissileLateral(actorNew, 1000 + (RandomRange(MICRO_LATERAL) - (MICRO_LATERAL / 2))); - actorNew->set_int_ang(NORM_ANGLE(actorNew->int_ang() - 512); + actorNew->set_int_ang(NORM_ANGLE(actorNew->int_ang() - 512)); if (pp->Flags & (PF_DIVING) || SpriteInUnderwaterArea(actorNew)) actorNew->user.Flags |= (SPR_UNDERWATER); @@ -13740,7 +13736,7 @@ int InitMicro(PLAYER* pp) } else { - actorNew->set_int_ang(NORM_ANGLE(actorNew->int_ang() + (RandomRange(MICRO_ANG) - (MICRO_ANG / 2)) - 16); + actorNew->set_int_ang(NORM_ANGLE(actorNew->int_ang() + (RandomRange(MICRO_ANG) - (MICRO_ANG / 2)) - 16)); } actorNew->user.change.X = MOVEx(actorNew->spr.xvel, actorNew->int_ang()); @@ -14064,7 +14060,7 @@ 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->set_int_ang(getangle(actor->user.targetActor->int_pos().X - actor->int_pos().X, actor->user.targetActor->int_pos().Y - actor->int_pos().Y)); auto actorNew = SpawnActor(STAT_MISSILE, SERP_METEOR, &sg_SerpMeteor[0][0], actor->sector(), actor->int_pos().X, actor->int_pos().Y, actor->int_pos().Z, actor->int_ang(), 1500); @@ -14092,16 +14088,16 @@ int InitSerpSpell(DSWActor* actor) auto oclipdist = actor->spr.clipdist; actor->spr.clipdist = 1; - actorNew->set_int_ang(NORM_ANGLE(actorNew->int_ang() + lat_ang[i]); + actorNew->set_int_ang(NORM_ANGLE(actorNew->int_ang() + lat_ang[i])); HelpMissileLateral(actorNew, 4200); - actorNew->set_int_ang(NORM_ANGLE(actorNew->int_ang() - lat_ang[i]); + actorNew->set_int_ang(NORM_ANGLE(actorNew->int_ang() - lat_ang[i])); // find the distance to the target (player) dist = Distance(actorNew->int_pos().X, actorNew->int_pos().Y, actor->user.targetActor->int_pos().X, actor->user.targetActor->int_pos().Y); if (dist != 0) actorNew->spr.zvel = (actorNew->spr.xvel * (ActorUpperZ(actor->user.targetActor) - actorNew->int_pos().Z)) / dist; - actorNew->set_int_ang(NORM_ANGLE(actorNew->int_ang() + delta_ang[i]); + actorNew->set_int_ang(NORM_ANGLE(actorNew->int_ang() + delta_ang[i])); actorNew->user.change.X = MOVEx(actorNew->spr.xvel, actorNew->int_ang()); actorNew->user.change.Y = MOVEy(actorNew->spr.xvel, actorNew->int_ang()); @@ -14162,7 +14158,7 @@ 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->set_int_ang(getangle(actor->user.targetActor->int_pos().X - actor->int_pos().X, actor->user.targetActor->int_pos().Y - actor->int_pos().Y)); auto actorNew = SpawnActor(STAT_MISSILE, SERP_METEOR, &sg_SerpMeteor[0][0], actor->sector(), actor->int_pos().X, actor->int_pos().Y, actor->int_pos().Z, actor->int_ang(), 500); @@ -14190,16 +14186,16 @@ int InitSerpMonstSpell(DSWActor* actor) auto oclipdist = actor->spr.clipdist; actor->spr.clipdist = 1; - actorNew->set_int_ang(NORM_ANGLE(actorNew->int_ang() + lat_ang[i]); + actorNew->set_int_ang(NORM_ANGLE(actorNew->int_ang() + lat_ang[i])); HelpMissileLateral(actorNew, 4200); - actorNew->set_int_ang(NORM_ANGLE(actorNew->int_ang() - lat_ang[i]); + actorNew->set_int_ang(NORM_ANGLE(actorNew->int_ang() - lat_ang[i])); // find the distance to the target (player) dist = Distance(actorNew->int_pos().X, actorNew->int_pos().Y, actor->user.targetActor->int_pos().X, actor->user.targetActor->int_pos().Y); if (dist != 0) actorNew->spr.zvel = (actorNew->spr.xvel * (ActorUpperZ(actor->user.targetActor) - actorNew->int_pos().Z)) / dist; - actorNew->set_int_ang(NORM_ANGLE(actorNew->int_ang() + delta_ang[i]); + actorNew->set_int_ang(NORM_ANGLE(actorNew->int_ang() + delta_ang[i])); actorNew->user.change.X = MOVEx(actorNew->spr.xvel, actorNew->int_ang()); actorNew->user.change.Y = MOVEy(actorNew->spr.xvel, actorNew->int_ang()); @@ -14231,7 +14227,7 @@ int InitEnemyRocket(DSWActor* actor) PlaySound(DIGI_NINJARIOTATTACK, actor, v3df_none); // get angle to player and also face player when attacking - actor->set_int_ang(nang = getangle(actor->user.targetActor->int_pos().X - actor->int_pos().X, actor->user.targetActor->int_pos().Y - actor->int_pos().Y); + actor->set_int_ang(nang = getangle(actor->user.targetActor->int_pos().X - actor->int_pos().X, actor->user.targetActor->int_pos().Y - actor->int_pos().Y)); nx = actor->int_pos().X; ny = actor->int_pos().Y; @@ -14253,7 +14249,7 @@ int InitEnemyRocket(DSWActor* actor) actorNew->spr.xrepeat = 28; actorNew->spr.shade = -15; actorNew->spr.zvel = 0; - actorNew->set_int_ang(nang; + actorNew->set_int_ang(nang); actorNew->spr.clipdist = 64L>>2; actorNew->user.RotNum = 5; @@ -14306,11 +14302,11 @@ int InitEnemyRail(DSWActor* actor) PlaySound(DIGI_RAILFIRE, actor, v3df_dontpan|v3df_doppler); // get angle to player and also face player when attacking - actor->set_int_ang(nang = getangle(actor->user.targetActor->int_pos().X - actor->int_pos().X, actor->user.targetActor->int_pos().Y - actor->int_pos().Y); + actor->set_int_ang(nang = getangle(actor->user.targetActor->int_pos().X - actor->int_pos().X, actor->user.targetActor->int_pos().Y - actor->int_pos().Y)); // add a bit of randomness if (RANDOM_P2(1024) < 512) - actor->set_int_ang(NORM_ANGLE(actor->int_ang() + RANDOM_P2(128) - 64); + actor->set_int_ang(NORM_ANGLE(actor->int_ang() + RANDOM_P2(128) - 64)); nx = actor->int_pos().X; ny = actor->int_pos().Y; @@ -14382,7 +14378,7 @@ int InitZillaRocket(DSWActor* actor) PlaySound(DIGI_NINJARIOTATTACK, actor, v3df_none); // get angle to player and also face player when attacking - actor->set_int_ang(nang = getangle(actor->user.targetActor->int_pos().X - actor->int_pos().X, actor->user.targetActor->int_pos().Y - actor->int_pos().Y); + actor->set_int_ang(nang = getangle(actor->user.targetActor->int_pos().X - actor->int_pos().X, actor->user.targetActor->int_pos().Y - actor->int_pos().Y)); for (i = 0; i < (int)SIZ(mp); i++) { @@ -14399,8 +14395,8 @@ int InitZillaRocket(DSWActor* actor) actorNew->spr.xrepeat = 28; actorNew->spr.shade = -15; actorNew->spr.zvel = 0; - actorNew->set_int_ang(nang; - actorNew->spr.clipdist = 64L>>2; + actorNew->set_int_ang(nang); + actorNew->spr.clipdist = 64 >>2; actorNew->user.RotNum = 5; NewStateGroup(actorNew, &sg_Rocket[0]); @@ -14422,9 +14418,9 @@ int InitZillaRocket(DSWActor* actor) if (mp[i].dist_over != 0) { - actorNew->set_int_ang(NORM_ANGLE(actorNew->int_ang() + mp[i].ang); + actorNew->set_int_ang(NORM_ANGLE(actorNew->int_ang() + mp[i].ang)); HelpMissileLateral(actorNew, mp[i].dist_over); - actorNew->set_int_ang(NORM_ANGLE(actorNew->int_ang() - mp[i].ang); + actorNew->set_int_ang(NORM_ANGLE(actorNew->int_ang() - mp[i].ang)); } MissileSetPos(actorNew, DoBoltThinMan, mp[i].dist_out); @@ -14444,7 +14440,7 @@ int InitEnemyStar(DSWActor* actor) int nx, ny, nz, dist, nang; // get angle to player and also face player when attacking - actor->set_int_ang(nang = NORM_ANGLE(getangle(actor->user.targetActor->int_pos().X - actor->int_pos().X, actor->user.targetActor->int_pos().Y - actor->int_pos().Y)); + actor->set_int_ang(nang = NORM_ANGLE(getangle(actor->user.targetActor->int_pos().X - actor->int_pos().X, actor->user.targetActor->int_pos().Y - actor->int_pos().Y))); nx = actor->int_pos().X; ny = actor->int_pos().Y; @@ -14459,7 +14455,7 @@ int InitEnemyStar(DSWActor* actor) actorNew->spr.xrepeat = 16; actorNew->spr.shade = -25; actorNew->spr.zvel = 0; - actorNew->set_int_ang(nang; + actorNew->set_int_ang(nang); actorNew->spr.clipdist = 64L>>2; actorNew->user.change.X = MOVEx(actorNew->spr.xvel, actorNew->int_ang()); @@ -14483,7 +14479,7 @@ int InitEnemyCrossbow(DSWActor* actor) int nx, ny, nz, dist, nang; // get angle to player and also face player when attacking - actor->set_int_ang(nang = NORM_ANGLE(getangle(actor->user.targetActor->int_pos().X - actor->int_pos().X, actor->user.targetActor->int_pos().Y - actor->int_pos().Y)); + actor->set_int_ang(nang = NORM_ANGLE(getangle(actor->user.targetActor->int_pos().X - actor->int_pos().X, actor->user.targetActor->int_pos().Y - actor->int_pos().Y))); nx = actor->int_pos().X; ny = actor->int_pos().Y; @@ -14498,8 +14494,8 @@ int InitEnemyCrossbow(DSWActor* actor) actorNew->spr.yrepeat = 26; actorNew->spr.shade = -25; actorNew->spr.zvel = 0; - actorNew->set_int_ang(nang; - actorNew->spr.clipdist = 64L>>2; + actorNew->set_int_ang(nang); + actorNew->spr.clipdist = 64>>2; actorNew->user.RotNum = 5; NewStateGroup(actorNew, &sg_CrossBolt[0]); @@ -14531,7 +14527,7 @@ int InitSkelSpell(DSWActor* actor) PlaySound(DIGI_SPELEC, actor, v3df_none); // get angle to player and also face player when attacking - actor->set_int_ang(nang = NORM_ANGLE(getangle(actor->user.targetActor->int_pos().X - actor->int_pos().X, actor->user.targetActor->int_pos().Y - actor->int_pos().Y)); + actor->set_int_ang(nang = NORM_ANGLE(getangle(actor->user.targetActor->int_pos().X - actor->int_pos().X, actor->user.targetActor->int_pos().Y - actor->int_pos().Y))); nx = actor->int_pos().X; ny = actor->int_pos().Y; @@ -14546,7 +14542,7 @@ int InitSkelSpell(DSWActor* actor) actorNew->spr.yrepeat -= 20; actorNew->spr.shade = -40; actorNew->spr.zvel = 0; - actorNew->set_int_ang(nang; + actorNew->set_int_ang(nang); actorNew->spr.clipdist = 64L>>2; actorNew->spr.cstat |= (CSTAT_SPRITE_YCENTER); @@ -14571,7 +14567,7 @@ int InitCoolgFire(DSWActor* actor) int nx, ny, nz, dist, nang; // get angle to player and also face player when attacking - actor->set_int_ang(nang = NORM_ANGLE(getangle(actor->user.targetActor->int_pos().X - actor->int_pos().X, actor->user.targetActor->int_pos().Y - actor->int_pos().Y)); + actor->set_int_ang(nang = NORM_ANGLE(getangle(actor->user.targetActor->int_pos().X - actor->int_pos().X, actor->user.targetActor->int_pos().Y - actor->int_pos().Y))); nx = actor->int_pos().X; ny = actor->int_pos().Y; @@ -14592,8 +14588,8 @@ int InitCoolgFire(DSWActor* actor) actorNew->spr.xrepeat = 18; actorNew->spr.shade = -40; actorNew->spr.zvel = 0; - actorNew->set_int_ang(nang; - actorNew->spr.clipdist = 32L>>2; + actorNew->set_int_ang(nang); + actorNew->spr.clipdist = 32>>2; actorNew->user.ceiling_dist = Z(4); actorNew->user.floor_dist = Z(4); if (actor->user.ID == RIPPER_RUN_R0) @@ -14886,12 +14882,12 @@ int InitTracerUzi(PLAYER* pp) oclipdist = plActor->spr.clipdist; plActor->spr.clipdist = 0; - actorNew->set_int_ang(NORM_ANGLE(actorNew->int_ang() + 512); + actorNew->set_int_ang(NORM_ANGLE(actorNew->int_ang() + 512)); if (pp->Flags & (PF_TWO_UZI) && pp->WpnUziType == 0) HelpMissileLateral(actorNew, lat_dist[RANDOM_P2(2<<8)>>8]); else HelpMissileLateral(actorNew, lat_dist[0]); - actorNew->set_int_ang(NORM_ANGLE(actorNew->int_ang() - 512); + actorNew->set_int_ang(NORM_ANGLE(actorNew->int_ang() - 512)); if (MissileSetPos(actorNew, DoTracerStart, 800)) { @@ -14907,7 +14903,7 @@ int InitTracerUzi(PLAYER* pp) WeaponAutoAim(pp->actor, actorNew, 32, false); // a bit of randomness - actorNew->set_int_ang(NORM_ANGLE(actorNew->int_ang() + RandomRange(30) - 15); + actorNew->set_int_ang(NORM_ANGLE(actorNew->int_ang() + RandomRange(30) - 15)); actorNew->user.change.X = MOVEx(actorNew->spr.xvel, actorNew->int_ang()); actorNew->user.change.Y = MOVEy(actorNew->spr.xvel, actorNew->int_ang()); @@ -14954,7 +14950,7 @@ int InitTracerTurret(DSWActor* actor, DSWActor* Operator, fixed_t q16horiz) WeaponAutoAim(actor, actorNew, 32, false); // a bit of randomness - actorNew->set_int_ang(NORM_ANGLE(actorNew->int_ang() + RandomRange(30) - 15); + actorNew->set_int_ang(NORM_ANGLE(actorNew->int_ang() + RandomRange(30) - 15)); actorNew->user.change.X = MOVEx(actorNew->spr.xvel, actorNew->int_ang()); actorNew->user.change.Y = MOVEy(actorNew->spr.xvel, actorNew->int_ang()); @@ -15053,7 +15049,7 @@ int BulletHitSprite(DSWActor* actor, DSWActor* hitActor, int hit_x, int hit_y, i } SetOwner(actor, actorNew); - actorNew->set_int_ang(actor->int_ang(); + actorNew->set_int_ang(actor->int_ang()); SetActorZ(actorNew, &hit_pos); actorNew->spr.cstat |= (CSTAT_SPRITE_YCENTER); @@ -15106,7 +15102,7 @@ DSWActor* SpawnWallHole(sectortype* hit_sect, walltype* hit_wall, int hit_x, int wall_ang = NORM_ANGLE(getangle(hit_wall->delta())-512); - actor->set_int_ang(NORM_ANGLE(wall_ang + 1024); + actor->set_int_ang(NORM_ANGLE(wall_ang + 1024)); return actor; } @@ -15119,10 +15115,9 @@ bool HitscanSpriteAdjust(DSWActor* actor, walltype* hit_wall) if (hit_wall) { int16_t const wall_ang = NORM_ANGLE(getangle(hit_wall->delta())); - ang = actor->set_int_ang(NORM_ANGLE(wall_ang + 512); + actor->set_int_ang(NORM_ANGLE(wall_ang + 512)); } - else - ang = actor->int_ang(); + ang = actor->int_ang(); xvect = bcos(ang, 4); yvect = bsin(ang, 4); @@ -15375,7 +15370,7 @@ int InitTankShell(DSWActor* actor, PLAYER* pp) WeaponAutoAim(actor, actorNew, 64, false); // a bit of randomness actorNew->spr.__int_angle += RandomRange(30) - 15; - actorNew->set_int_ang(NORM_ANGLE(actorNew->int_ang()); + actorNew->set_int_ang(NORM_ANGLE(actorNew->int_ang())); actorNew->user.change.X = MOVEx(actorNew->spr.xvel, actorNew->int_ang()); actorNew->user.change.Y = MOVEy(actorNew->spr.xvel, actorNew->int_ang()); @@ -15475,7 +15470,7 @@ int InitTurretMicro(DSWActor* actor, PLAYER* pp) } else { - actorNew->set_int_ang(NORM_ANGLE(actorNew->int_ang() + (RandomRange(MICRO_ANG) - (MICRO_ANG / 2)) - 16); + actorNew->set_int_ang(NORM_ANGLE(actorNew->int_ang() + (RandomRange(MICRO_ANG) - (MICRO_ANG / 2)) - 16)); } actorNew->user.change.X = MOVEx(actorNew->spr.xvel, actorNew->int_ang()); @@ -15550,7 +15545,7 @@ int InitTurretFireball(DSWActor* actor, PLAYER* pp) WeaponAutoAim(actor, actorNew, 64, false); // a bit of randomness actorNew->spr.__int_angle += RandomRange(30) - 15; - actorNew->set_int_ang(NORM_ANGLE(actorNew->int_ang()); + actorNew->set_int_ang(NORM_ANGLE(actorNew->int_ang())); actorNew->user.change.X = MOVEx(actorNew->spr.xvel, actorNew->int_ang()); actorNew->user.change.Y = MOVEy(actorNew->spr.xvel, actorNew->int_ang()); @@ -15601,7 +15596,7 @@ int InitTurretRail(DSWActor* actor, PLAYER* pp) if (WeaponAutoAim(pp->actor, actorNew, 32, false) == -1) { - actorNew->set_int_ang(NORM_ANGLE(actorNew->int_ang()); + actorNew->set_int_ang(NORM_ANGLE(actorNew->int_ang())); } actorNew->user.change.X = MOVEx(actorNew->spr.xvel, actorNew->int_ang()); @@ -15648,7 +15643,7 @@ int InitTurretLaser(DSWActor* actor, PLAYER* pp) if (WeaponAutoAim(actor, actorNew, 32, false) == -1) { - actorNew->set_int_ang(NORM_ANGLE(actorNew->int_ang()); + actorNew->set_int_ang(NORM_ANGLE(actorNew->int_ang())); } actorNew->user.change.X = MOVEx(actorNew->spr.xvel, actorNew->int_ang()); @@ -16195,7 +16190,7 @@ int InitEnemyUzi(DSWActor* actor) if (AimHitscanToTarget(actor, &daz, &daang, 200) != nullptr) { // set angle to player and also face player when attacking - actor->set_int_ang(daang; + actor->set_int_ang(daang); daang += RandomRange(24) - 12; daang = NORM_ANGLE(daang); daz += RandomRange(Z(40)) - Z(20); @@ -16378,9 +16373,9 @@ int InitGrenade(PLAYER* pp) auto oclipdist = actor->spr.clipdist; actor->spr.clipdist = 0; - actorNew->set_int_ang(NORM_ANGLE(actorNew->int_ang() + 512); + actorNew->set_int_ang(NORM_ANGLE(actorNew->int_ang() + 512)); HelpMissileLateral(actorNew, 800); - actorNew->set_int_ang(NORM_ANGLE(actorNew->int_ang() - 512); + actorNew->set_int_ang(NORM_ANGLE(actorNew->int_ang() - 512)); // don't do smoke for this movement actorNew->user.Flags |= (SPR_BOUNCE); @@ -16456,9 +16451,9 @@ int InitSpriteGrenade(DSWActor* actor) actorNew->user.change.Y = MOVEy(actorNew->spr.xvel, actorNew->int_ang()); actorNew->user.change.Z = actorNew->spr.zvel; - actorNew->set_int_ang(NORM_ANGLE(actorNew->int_ang() + 512); + actorNew->set_int_ang(NORM_ANGLE(actorNew->int_ang() + 512)); HelpMissileLateral(actorNew, 800); - actorNew->set_int_ang(NORM_ANGLE(actorNew->int_ang() - 512); + actorNew->set_int_ang(NORM_ANGLE(actorNew->int_ang() - 512)); // don't do smoke for this movement actorNew->user.Flags |= (SPR_BOUNCE); @@ -16562,9 +16557,9 @@ int InitEnemyMine(DSWActor* actor) actorNew->user.Flags |= (SPR_UNDERWATER); MissileSetPos(actorNew, DoMine, 300); - actorNew->set_int_ang(NORM_ANGLE(actorNew->spr.__int_angle-512); + actorNew->set_int_ang(NORM_ANGLE(actorNew->int_ang() - 512)); MissileSetPos(actorNew, DoMine, 300); - actorNew->set_int_ang(NORM_ANGLE(actorNew->spr.__int_angle+512); + actorNew->set_int_ang(NORM_ANGLE(actorNew->int_ang() + 512)); actorNew->user.change.Z = -5000; actorNew->user.change.X = MOVEx(actorNew->spr.xvel, actorNew->int_ang()); @@ -16637,9 +16632,9 @@ int InitFireball(PLAYER* pp) auto oclipdist = actor->spr.clipdist; actor->spr.clipdist = 0; - actorNew->set_int_ang(NORM_ANGLE(actorNew->int_ang() + 512); + actorNew->set_int_ang(NORM_ANGLE(actorNew->int_ang() + 512)); HelpMissileLateral(actorNew, 2100); - actorNew->set_int_ang(NORM_ANGLE(actorNew->int_ang() - 512); + actorNew->set_int_ang(NORM_ANGLE(actorNew->int_ang() - 512)); if (pp->Flags & (PF_DIVING) || SpriteInUnderwaterArea(actorNew)) actorNew->user.Flags |= (SPR_UNDERWATER); @@ -16656,7 +16651,7 @@ int InitFireball(PLAYER* pp) actorNew->spr.zvel = zvel >> 1; if (WeaponAutoAimZvel(pp->actor, actorNew, &zvel, 32, false) == -1) { - actorNew->set_int_ang(NORM_ANGLE(actorNew->int_ang() - 9); + actorNew->set_int_ang(NORM_ANGLE(actorNew->int_ang() - 9)); } actorNew->user.change.X = MOVEx(actorNew->spr.xvel, actorNew->int_ang()); @@ -16683,7 +16678,7 @@ int InitEnemyFireball(DSWActor* actor) PlaySound(DIGI_FIREBALL1, actor, v3df_none); // get angle to player and also face player when attacking - actor->set_int_ang(NORM_ANGLE(getangle(targetActor->int_pos().X - actor->int_pos().X, targetActor->int_pos().Y - actor->int_pos().Y)); + actor->set_int_ang(NORM_ANGLE(getangle(targetActor->int_pos().X - actor->int_pos().X, targetActor->int_pos().Y - actor->int_pos().Y))); size_z = Z(ActorSizeY(actor)); nz = actor->int_pos().Z - size_z + (size_z >> 2) + (size_z >> 3) + Z(4); @@ -16706,9 +16701,9 @@ int InitEnemyFireball(DSWActor* actor) actorNew->spr.zvel = 0; actorNew->spr.clipdist = 16>>2; - actorNew->set_int_ang(NORM_ANGLE(actorNew->int_ang() + lat_ang[i]); + actorNew->set_int_ang(NORM_ANGLE(actorNew->int_ang() + lat_ang[i])); HelpMissileLateral(actorNew, 500); - actorNew->set_int_ang(NORM_ANGLE(actorNew->int_ang() - lat_ang[i]); + actorNew->set_int_ang(NORM_ANGLE(actorNew->int_ang() - lat_ang[i])); actorNew->user.change.X = xchange; actorNew->user.change.Y = ychange; @@ -17188,7 +17183,7 @@ int SpawnVehicleSmoke(DSWActor* actor) if (RANDOM_P2(1024) < 512) actorNew->spr.cstat |= (CSTAT_SPRITE_YFLIP); - actorNew->set_int_ang(RANDOM_P2(2048); + actorNew->set_int_ang(RANDOM_P2(2048)); actorNew->spr.xvel = RANDOM_P2(32); actorNew->user.change.X = MOVEx(actorNew->spr.xvel, actorNew->int_ang()); actorNew->user.change.Y = MOVEy(actorNew->spr.xvel, actorNew->int_ang()); @@ -17214,7 +17209,7 @@ int SpawnSmokePuff(DSWActor* actor) if (RANDOM_P2(1024) < 512) actorNew->spr.cstat |= (CSTAT_SPRITE_YFLIP); - actorNew->set_int_ang(RANDOM_P2(2048); + actorNew->set_int_ang(RANDOM_P2(2048)); actorNew->spr.xvel = RANDOM_P2(32); actorNew->user.change.X = MOVEx(actorNew->spr.xvel, actorNew->int_ang()); actorNew->user.change.Y = MOVEy(actorNew->spr.xvel, actorNew->int_ang()); @@ -17443,7 +17438,7 @@ void QueueHole(sectortype* hit_sect, walltype* hit_wall, int hit_x, int hit_y, i spawnedActor->spr.cstat &= ~(CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN); wall_ang = NORM_ANGLE(getangle(hit_wall->delta())+512); - spawnedActor->set_int_ang(wall_ang; + spawnedActor->set_int_ang(wall_ang); // move it back some nx = bcos(spawnedActor->int_ang(), 4); @@ -17513,7 +17508,7 @@ int QueueFloorBlood(DSWActor* actor) spawnedActor->spr.xoffset = spawnedActor->spr.yoffset = 0; spawnedActor->spr.pos = actor->spr.pos; spawnedActor->add_int_z(Z(1)); - spawnedActor->set_int_ang(RANDOM_P2(2048); // Just make it any old angle + spawnedActor->set_int_ang(RANDOM_P2(2048)); // Just make it any old angle spawnedActor->spr.shade -= 5; // Brighten it up just a bit spawnedActor->spr.cstat |= (CSTAT_SPRITE_ALIGNMENT_FLOOR); @@ -17613,7 +17608,7 @@ int QueueFootPrint(DSWActor* actor) spawnedActor->spr.clipdist = 0; spawnedActor->spr.xoffset = spawnedActor->spr.yoffset = 0; spawnedActor->spr.pos = actor->spr.pos; - spawnedActor->set_int_ang(actor->int_ang(); + spawnedActor->set_int_ang(actor->int_ang()); spawnedActor->user.Flags &= ~(SPR_SHADOW); switch (FootMode) { @@ -17756,7 +17751,7 @@ DSWActor* QueueWallBlood(DSWActor* actor, short ang) spawnedActor->spr.cstat &= ~(CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN); wall_ang = NORM_ANGLE(getangle(hit.hitWall->delta()) + 512); - spawnedActor->set_int_ang(wall_ang; + spawnedActor->set_int_ang(wall_ang); // move it back some nx = bcos(spawnedActor->int_ang(), 4); diff --git a/source/games/sw/src/zombie.cpp b/source/games/sw/src/zombie.cpp index f1eb6919d..2a13e5fbe 100644 --- a/source/games/sw/src/zombie.cpp +++ b/source/games/sw/src/zombie.cpp @@ -779,7 +779,7 @@ void SpawnZombie(PLAYER* pp, DSWActor* weaponActor) auto actorNew = SpawnActor(STAT_ENEMY, ZOMBIE_RUN_R0, s_ZombieRun[0], pp->cursector, pp->pos.X, pp->pos.Y, pp->pos.Z, pp->angle.ang.asbuild(), 0); SetOwner(actorNew, ownerActor); actorNew->spr.pal = actorNew->user.spal = ownerActor->user.spal; - actorNew->set_int_ang(RANDOM_P2(2048); + actorNew->set_int_ang(RANDOM_P2(2048)); SetupZombie(actorNew); actorNew->spr.shade = -10; actorNew->user.Flags2 |= (SPR2_DONT_TARGET_OWNER); @@ -826,7 +826,7 @@ void SpawnZombie2(DSWActor* actor) actorNew->user.Counter3 = 0; SetOwner(ownerActor, actorNew); actorNew->spr.pal = actorNew->user.spal = ownerActor->user.spal; - actorNew->set_int_ang(RANDOM_P2(2048); + actorNew->set_int_ang(RANDOM_P2(2048)); SetupZombie(actorNew); actorNew->spr.shade = -10; actorNew->user.Flags2 |= (SPR2_DONT_TARGET_OWNER);