mirror of
https://github.com/ZDoom/Raze.git
synced 2025-01-18 22:51:50 +00:00
- SW: Replace some set_int_ang()
usage.
This commit is contained in:
parent
a22300fe01
commit
2e25ccaa4d
5 changed files with 37 additions and 37 deletions
|
@ -446,7 +446,7 @@ int DoFireFly(DSWActor* actor)
|
|||
actor->spr.clipdist = 256>>2;
|
||||
if (!move_actor(actor, nx, ny, 0L))
|
||||
{
|
||||
actor->set_int_ang(NORM_ANGLE(actor->int_ang() + 1024));
|
||||
actor->spr.angle += DAngle180;
|
||||
}
|
||||
|
||||
actor->user.WaitTics = (actor->user.WaitTics + (ACTORMOVETICS << 1)) & 2047;
|
||||
|
|
|
@ -1024,7 +1024,7 @@ int DoBunnyQuickJump(DSWActor* actor)
|
|||
|
||||
actor->copyXY(hitActor);
|
||||
actor->spr.angle = hitActor->spr.angle;
|
||||
actor->set_int_ang(NORM_ANGLE(actor->int_ang() + 1024));
|
||||
actor->spr.angle += DAngle180;
|
||||
HelpMissileLateral(actor, 2000);
|
||||
actor->spr.angle = hitActor->spr.angle;
|
||||
actor->user.Vis = actor->int_ang(); // Remember angles for later
|
||||
|
|
|
@ -448,7 +448,7 @@ int DoHornetCircle(DSWActor* actor)
|
|||
|
||||
// try moving in the opposite direction
|
||||
actor->user.Counter2 = -actor->user.Counter2;
|
||||
actor->set_int_ang(NORM_ANGLE(actor->int_ang() + 1024));
|
||||
actor->spr.angle += DAngle180;
|
||||
nx = MulScale(actor->spr.xvel, bcos(actor->int_ang()), 14);
|
||||
ny = MulScale(actor->spr.xvel, bsin(actor->int_ang()), 14);
|
||||
|
||||
|
|
|
@ -2250,7 +2250,7 @@ void DoTankTreads(PLAYER* pp)
|
|||
if (!TEST_BOOL2(actor))
|
||||
{
|
||||
SET_BOOL2(actor);
|
||||
actor->set_int_ang(NORM_ANGLE(actor->int_ang() + 1024));
|
||||
actor->spr.angle += DAngle180;
|
||||
}
|
||||
}
|
||||
else
|
||||
|
@ -2258,7 +2258,7 @@ void DoTankTreads(PLAYER* pp)
|
|||
if (TEST_BOOL2(actor))
|
||||
{
|
||||
RESET_BOOL2(actor);
|
||||
actor->set_int_ang(NORM_ANGLE(actor->int_ang() + 1024));
|
||||
actor->spr.angle += DAngle180;
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -2271,7 +2271,7 @@ void DoTankTreads(PLAYER* pp)
|
|||
if (!TEST_BOOL2(actor))
|
||||
{
|
||||
SET_BOOL2(actor);
|
||||
actor->set_int_ang(NORM_ANGLE(actor->int_ang() + 1024));
|
||||
actor->spr.angle += DAngle180;
|
||||
}
|
||||
}
|
||||
else
|
||||
|
@ -2279,7 +2279,7 @@ void DoTankTreads(PLAYER* pp)
|
|||
if (TEST_BOOL2(actor))
|
||||
{
|
||||
RESET_BOOL2(actor);
|
||||
actor->set_int_ang(NORM_ANGLE(actor->int_ang() + 1024));
|
||||
actor->spr.angle += DAngle180;
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -2292,7 +2292,7 @@ void DoTankTreads(PLAYER* pp)
|
|||
if (!TEST_BOOL2(actor))
|
||||
{
|
||||
SET_BOOL2(actor);
|
||||
actor->set_int_ang(NORM_ANGLE(actor->int_ang() + 1024));
|
||||
actor->spr.angle += DAngle180;
|
||||
}
|
||||
}
|
||||
else
|
||||
|
@ -2300,7 +2300,7 @@ void DoTankTreads(PLAYER* pp)
|
|||
if (TEST_BOOL2(actor))
|
||||
{
|
||||
RESET_BOOL2(actor);
|
||||
actor->set_int_ang(NORM_ANGLE(actor->int_ang() + 1024));
|
||||
actor->spr.angle += DAngle180;
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -10821,7 +10821,7 @@ 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->spr.angle += DAngle180;
|
||||
return true;
|
||||
}
|
||||
|
||||
|
@ -11233,7 +11233,7 @@ 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->int_ppos().Z + Z(20) + ((actorNew->user.Dist * (-pp->horizon.horiz.asq16() >> 9)) >> 9) });
|
||||
|
||||
actorNew->set_int_ang(NORM_ANGLE(actorNew->int_ang() + 512));
|
||||
actorNew->spr.angle += DAngle90;
|
||||
|
||||
actorNew->backuppos();
|
||||
|
||||
|
@ -13003,9 +13003,9 @@ int InitLaser(PLAYER* pp)
|
|||
auto oclipdist = actor->spr.clipdist;
|
||||
actor->spr.clipdist = 0;
|
||||
|
||||
actorNew->set_int_ang(NORM_ANGLE(actorNew->int_ang() + 512));
|
||||
actorNew->spr.angle += DAngle90;
|
||||
HelpMissileLateral(actorNew, 900);
|
||||
actorNew->set_int_ang(NORM_ANGLE(actorNew->int_ang() - 512));
|
||||
actorNew->spr.angle -= DAngle90;
|
||||
|
||||
if (pp->Flags & (PF_DIVING) || SpriteInUnderwaterArea(actorNew))
|
||||
actorNew->user.Flags |= (SPR_UNDERWATER);
|
||||
|
@ -13107,9 +13107,9 @@ int InitRail(PLAYER* pp)
|
|||
actor->spr.clipdist = 0;
|
||||
actorNew->spr.clipdist = 32L>>2;
|
||||
|
||||
actorNew->set_int_ang(NORM_ANGLE(actorNew->int_ang() + 512));
|
||||
actorNew->spr.angle += DAngle90;
|
||||
HelpMissileLateral(actorNew, 700);
|
||||
actorNew->set_int_ang(NORM_ANGLE(actorNew->int_ang() - 512));
|
||||
actorNew->spr.angle -= DAngle90;
|
||||
|
||||
if (pp->Flags & (PF_DIVING) || SpriteInUnderwaterArea(actorNew))
|
||||
actorNew->user.Flags |= (SPR_UNDERWATER);
|
||||
|
@ -13183,9 +13183,9 @@ int InitZillaRail(DSWActor* actor)
|
|||
actor->spr.clipdist = 0;
|
||||
actorNew->spr.clipdist = 32L>>2;
|
||||
|
||||
actorNew->set_int_ang(NORM_ANGLE(actorNew->int_ang() + 512));
|
||||
actorNew->spr.angle += DAngle90;
|
||||
HelpMissileLateral(actorNew, 700);
|
||||
actorNew->set_int_ang(NORM_ANGLE(actorNew->int_ang() - 512));
|
||||
actorNew->spr.angle -= DAngle90;
|
||||
|
||||
if (SpriteInUnderwaterArea(actorNew))
|
||||
actorNew->user.Flags |= (SPR_UNDERWATER);
|
||||
|
@ -13289,9 +13289,9 @@ int InitRocket(PLAYER* pp)
|
|||
auto oclipdist = actor->spr.clipdist;
|
||||
actor->spr.clipdist = 0;
|
||||
|
||||
actorNew->set_int_ang(NORM_ANGLE(actorNew->int_ang() + 512));
|
||||
actorNew->spr.angle += DAngle90;
|
||||
HelpMissileLateral(actorNew, 900);
|
||||
actorNew->set_int_ang(NORM_ANGLE(actorNew->int_ang() - 512));
|
||||
actorNew->spr.angle -= DAngle90;
|
||||
|
||||
if (pp->Flags & (PF_DIVING) || SpriteInUnderwaterArea(actorNew))
|
||||
actorNew->user.Flags |= (SPR_UNDERWATER);
|
||||
|
@ -13394,9 +13394,9 @@ int InitBunnyRocket(PLAYER* pp)
|
|||
auto oclipdist = actor->spr.clipdist;
|
||||
actor->spr.clipdist = 0;
|
||||
|
||||
actorNew->set_int_ang(NORM_ANGLE(actorNew->int_ang() + 512));
|
||||
actorNew->spr.angle += DAngle90;
|
||||
HelpMissileLateral(actorNew, 900);
|
||||
actorNew->set_int_ang(NORM_ANGLE(actorNew->int_ang() - 512));
|
||||
actorNew->spr.angle -= DAngle90;
|
||||
|
||||
if (pp->Flags & (PF_DIVING) || SpriteInUnderwaterArea(actorNew))
|
||||
actorNew->user.Flags |= (SPR_UNDERWATER);
|
||||
|
@ -13487,9 +13487,9 @@ int InitNuke(PLAYER* pp)
|
|||
auto oclipdist = actor->spr.clipdist;
|
||||
actor->spr.clipdist = 0;
|
||||
|
||||
actorNew->set_int_ang(NORM_ANGLE(actorNew->int_ang() + 512));
|
||||
actorNew->spr.angle += DAngle90;
|
||||
HelpMissileLateral(actorNew, 900);
|
||||
actorNew->set_int_ang(NORM_ANGLE(actorNew->int_ang() - 512));
|
||||
actorNew->spr.angle -= DAngle90;
|
||||
|
||||
if (pp->Flags & (PF_DIVING) || SpriteInUnderwaterArea(actorNew))
|
||||
actorNew->user.Flags |= (SPR_UNDERWATER);
|
||||
|
@ -13566,9 +13566,9 @@ 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->spr.angle += DAngle90;
|
||||
HelpMissileLateral(actorNew, 500);
|
||||
actorNew->set_int_ang(NORM_ANGLE(actorNew->int_ang() - 512));
|
||||
actorNew->spr.angle -= DAngle90;
|
||||
|
||||
if (SpriteInUnderwaterArea(actorNew))
|
||||
actorNew->user.Flags |= (SPR_UNDERWATER);
|
||||
|
@ -13673,10 +13673,10 @@ int InitMicro(PLAYER* pp)
|
|||
auto oclipdist = actor->spr.clipdist;
|
||||
actor->spr.clipdist = 0;
|
||||
|
||||
actorNew->set_int_ang(NORM_ANGLE(actorNew->int_ang() + 512));
|
||||
actorNew->spr.angle += DAngle90;
|
||||
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->spr.angle -= DAngle90;
|
||||
|
||||
if (pp->Flags & (PF_DIVING) || SpriteInUnderwaterArea(actorNew))
|
||||
actorNew->user.Flags |= (SPR_UNDERWATER);
|
||||
|
@ -14778,12 +14778,12 @@ int InitTracerUzi(PLAYER* pp)
|
|||
oclipdist = plActor->spr.clipdist;
|
||||
plActor->spr.clipdist = 0;
|
||||
|
||||
actorNew->set_int_ang(NORM_ANGLE(actorNew->int_ang() + 512));
|
||||
actorNew->spr.angle += DAngle90;
|
||||
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->spr.angle -= DAngle90;
|
||||
|
||||
if (MissileSetPos(actorNew, DoTracerStart, 800))
|
||||
{
|
||||
|
@ -16212,9 +16212,9 @@ int InitGrenade(PLAYER* pp)
|
|||
auto oclipdist = actor->spr.clipdist;
|
||||
actor->spr.clipdist = 0;
|
||||
|
||||
actorNew->set_int_ang(NORM_ANGLE(actorNew->int_ang() + 512));
|
||||
actorNew->spr.angle += DAngle90;
|
||||
HelpMissileLateral(actorNew, 800);
|
||||
actorNew->set_int_ang(NORM_ANGLE(actorNew->int_ang() - 512));
|
||||
actorNew->spr.angle -= DAngle90;
|
||||
|
||||
// don't do smoke for this movement
|
||||
actorNew->user.Flags |= (SPR_BOUNCE);
|
||||
|
@ -16284,9 +16284,9 @@ 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->spr.angle += DAngle90;
|
||||
HelpMissileLateral(actorNew, 800);
|
||||
actorNew->set_int_ang(NORM_ANGLE(actorNew->int_ang() - 512));
|
||||
actorNew->spr.angle -= DAngle90;
|
||||
|
||||
// don't do smoke for this movement
|
||||
actorNew->user.Flags |= (SPR_BOUNCE);
|
||||
|
@ -16389,9 +16389,9 @@ int InitEnemyMine(DSWActor* actor)
|
|||
actorNew->user.Flags |= (SPR_UNDERWATER);
|
||||
|
||||
MissileSetPos(actorNew, DoMine, 300);
|
||||
actorNew->set_int_ang(NORM_ANGLE(actorNew->int_ang() - 512));
|
||||
actorNew->spr.angle -= DAngle90;
|
||||
MissileSetPos(actorNew, DoMine, 300);
|
||||
actorNew->set_int_ang(NORM_ANGLE(actorNew->int_ang() + 512));
|
||||
actorNew->spr.angle += DAngle90;
|
||||
|
||||
actorNew->user.change.Z = -5000;
|
||||
actorNew->user.change.X = MOVEx(actorNew->spr.xvel, actorNew->int_ang());
|
||||
|
@ -16464,9 +16464,9 @@ int InitFireball(PLAYER* pp)
|
|||
auto oclipdist = actor->spr.clipdist;
|
||||
actor->spr.clipdist = 0;
|
||||
|
||||
actorNew->set_int_ang(NORM_ANGLE(actorNew->int_ang() + 512));
|
||||
actorNew->spr.angle += DAngle90;
|
||||
HelpMissileLateral(actorNew, 2100);
|
||||
actorNew->set_int_ang(NORM_ANGLE(actorNew->int_ang() - 512));
|
||||
actorNew->spr.angle -= DAngle90;
|
||||
|
||||
if (pp->Flags & (PF_DIVING) || SpriteInUnderwaterArea(actorNew))
|
||||
actorNew->user.Flags |= (SPR_UNDERWATER);
|
||||
|
|
Loading…
Reference in a new issue