- some trivial things.

This commit is contained in:
Christoph Oelckers 2022-09-28 15:44:18 +02:00
parent 0577b678d2
commit 32ed2dd596
6 changed files with 25 additions and 32 deletions

View file

@ -237,6 +237,7 @@ DBloodActor * actSpawnSprite(DBloodActor *pSource, int nStat);
DBloodActor* actSpawnThing(sectortype* pSector, const DVector3& pos, int nThingType);
inline DBloodActor* actFireThing(DBloodActor* actor, double xyoff, double zoff, double zvel, int thingType, double nSpeed);
[[deprecated]]
inline DBloodActor* actFireThing(DBloodActor* actor, int xyoff_, int zoff_, int zvel_, int thingType, int nSpeed_)
{
double xyoff = xyoff_ * inttoworld;
@ -248,14 +249,6 @@ inline DBloodActor* actFireThing(DBloodActor* actor, int xyoff_, int zoff_, int
DBloodActor* actFireMissile(DBloodActor* actor, double xyoff, double zoff, DVector3 dc, int nType);
inline DBloodActor* actFireMissile(DBloodActor* actor, int xyoff_, int zoff_, int dx, int dy, int dz, int nType)
{
double xyoff = xyoff_ * inttoworld;
double zoff = zoff_ * zinttoworld;
DVector3 dv(FixedToFloat<14>(dx), FixedToFloat<14>(dy), FixedToFloat<14>(dz));
return actFireMissile(actor, xyoff, zoff, dv, nType);
}
void actBurnSprite(DBloodActor* pSource, DBloodActor* pTarget, int nTime);
int actGetRespawnTime(DBloodActor *pSprite);

View file

@ -1867,7 +1867,7 @@ bool doExplosion(DBloodActor* actor, int nType)
//
//---------------------------------------------------------------------------
DBloodActor* genDudeSpawn(DBloodActor* source, DBloodActor* actor, int nDist)
DBloodActor* genDudeSpawn(DBloodActor* source, DBloodActor* actor, double nDist)
{
auto spawned = actSpawnSprite(actor, kStatDude);
int nType = kDudeModernCustom;
@ -1875,7 +1875,7 @@ DBloodActor* genDudeSpawn(DBloodActor* source, DBloodActor* actor, int nDist)
auto pos = actor->spr.pos;
if (nDist > 0)
{
pos.XY() += actor->spr.angle.ToVector() * nDist * inttoworld;
pos.XY() += actor->spr.angle.ToVector() * nDist;
}
spawned->spr.type = nType;

View file

@ -203,7 +203,7 @@ void aiGenDudeChooseDirection(DBloodActor* actor, DAngle a3, const DVector2& vel
void aiGenDudeNewState(DBloodActor* actor, AISTATE* pAIState);
int checkAttackState(DBloodActor* actor);
bool doExplosion(DBloodActor* pSprite, int nType);
DBloodActor* genDudeSpawn(DBloodActor* source, DBloodActor* pSprite, int nDist);
DBloodActor* genDudeSpawn(DBloodActor* source, DBloodActor* pSprite, double nDist);
void genDudeTransform(DBloodActor* pSprite);
void dudeLeechOperate(DBloodActor* actor, const EVENT& a3);
int getDodgeChance(DBloodActor* pSprite);

View file

@ -4583,7 +4583,7 @@ bool condCheckSprite(DBloodActor* aCond, int cmpOp, bool PUSH)
switch (cond)
{
default: break;
case 0: return condCmp((arg3 == 0) ? (objActor->int_ang() & 2047) : objActor->int_ang(), arg1, arg2, cmpOp);
case 0: return condCmp((arg3 == 0) ? (objActor->spr.angle.Normalized360().Buildang()) : objActor->spr.angle.Buildang(), arg1, arg2, cmpOp);
case 5: return condCmp(objActor->spr.statnum, arg1, arg2, cmpOp);
case 6: return ((objActor->spr.flags & kHitagRespawn) || objActor->spr.statnum == kStatRespawn);
case 7: return condCmp(spriteGetSlope(objActor), arg1, arg2, cmpOp);

View file

@ -108,8 +108,8 @@ static void fakeProcessInput(PLAYER* pPlayer, InputPacket* pInput)
predict.jump = !!(gMe->input.actions & SB_JUMP);
if (predict.posture == 1)
{
int x = predict.angle.Cos();
int y = predict.angle.Sin();
int x = predict.angle.Cos_();
int y = predict.angle.Sin_();
if (pInput->fvel)
{
int forward = pInput->fvel;
@ -133,8 +133,8 @@ static void fakeProcessInput(PLAYER* pPlayer, InputPacket* pInput)
int speed = 0x10000;
if (predict.floordist > 0)
speed -= DivScale(predict.floordist, 0x100, 16);
int x = predict.angle.Cos();
int y = predict.angle.Sin();
int x = predict.angle.Cos_();
int y = predict.angle.Sin_();
if (pInput->fvel)
{
int forward = pInput->fvel;
@ -234,8 +234,8 @@ static void fakeProcessInput(PLAYER* pPlayer, InputPacket* pInput)
if (va && (sector[nSector].floorstat & 2) != 0)
{
int z1 = getflorzofslope(nSector, predict.x, predict.y);
int x2 = predict.x + MulScale(64, predict.angle.Cos(), 30);
int y2 = predict.y + MulScale(64, predict.angle.Sin(), 30);
int x2 = predict.x + MulScale(64, predict.angle.Cos_(), 30);
int y2 = predict.y + MulScale(64, predict.angle.Sin_(), 30);
int nSector2 = nSector;
updatesector(x2, y2, &nSector2);
if (nSector2 == nSector)
@ -306,10 +306,10 @@ void fakePlayerProcess(PLAYER* pPlayer, InputPacket* pInput)
{
predict.Kills = (predict.Kills + 17) & 2047;
predict.at14 = (predict.at14 + 17) & 2047;
predict.bobHeight = MulScale(10 * pPosture->bobV, Sin(predict.Kills * 2), 30);
predict.bobWidth = MulScale(predict.bobPhase * pPosture->bobH, Sin(predict.Kills - 256), 30);
predict.shakeBobY = MulScale(predict.bobPhase * pPosture->swayV, Sin(predict.at14 * 2), 30);
predict.shakeBobX = MulScale(predict.bobPhase * pPosture->swayH, Sin(predict.at14 - 0x155), 30);
predict.bobHeight = MulScale(10 * pPosture->bobV, Sin_(predict.Kills * 2), 30);
predict.bobWidth = MulScale(predict.bobPhase * pPosture->bobH, Sin_(predict.Kills - 256), 30);
predict.shakeBobY = MulScale(predict.bobPhase * pPosture->swayV, Sin_(predict.at14 * 2), 30);
predict.shakeBobX = MulScale(predict.bobPhase * pPosture->swayH, Sin_(predict.at14 - 0x155), 30);
}
else
{
@ -328,10 +328,10 @@ void fakePlayerProcess(PLAYER* pPlayer, InputPacket* pInput)
predict.bobPhase = ClipHigh(predict.bobPhase + nSpeed, 30);
}
}
predict.bobHeight = MulScale(predict.bobPhase * pPosture->bobV, Sin(predict.Kills * 2), 30);
predict.bobWidth = MulScale(predict.bobPhase * pPosture->bobH, Sin(predict.Kills - 256), 30);
predict.shakeBobY = MulScale(predict.bobPhase * pPosture->swayV, Sin(predict.at14 * 2), 30);
predict.shakeBobX = MulScale(predict.bobPhase * pPosture->swayH, Sin(predict.at14 - 0x155), 30);
predict.bobHeight = MulScale(predict.bobPhase * pPosture->bobV, Sin_(predict.Kills * 2), 30);
predict.bobWidth = MulScale(predict.bobPhase * pPosture->bobH, Sin_(predict.Kills - 256), 30);
predict.shakeBobY = MulScale(predict.bobPhase * pPosture->swayV, Sin_(predict.at14 * 2), 30);
predict.shakeBobX = MulScale(predict.bobPhase * pPosture->swayH, Sin_(predict.at14 - 0x155), 30);
}
if (!pXSprite->health)
return;
@ -577,8 +577,8 @@ static void fakeActAirDrag(DBloodActor*, int num)
int vel = pXSector->windVel << 12;
if (!pXSector->windAlways && pXSector->busy)
vel = MulScale(vel, pXSector->busy, 16);
xvec = MulScale(vel, Cos(pXSector->windAng), 30);
yvec = MulScale(vel, Sin(pXSector->windAng), 30);
xvec = MulScale(vel, Cos_(pXSector->windAng), 30);
yvec = MulScale(vel, Sin_(pXSector->windAng), 30);
}
}
predict.xvel += MulScale(xvec - predict.xvel, num, 16);
@ -614,8 +614,8 @@ void fakeActProcessSprites(void)
}
if (pSector->floorstat & 64)
angle = (GetWallAngle(pSector->firstWall()) + 512) & 2047;
predict.xvel += MulScale(speed, Cos(angle), 30);
predict.yvel += MulScale(speed, Sin(angle), 30);
predict.xvel += MulScale(speed, Cos_(angle), 30);
predict.yvel += MulScale(speed, Sin_(angle), 30);
}
}
if (pXSector && pXSector->Underwater)

View file

@ -2527,9 +2527,9 @@ void ActivateGenerator(DBloodActor* actor)
void FireballTrapSeqCallback(int, DBloodActor* actor)
{
if (actor->spr.cstat & CSTAT_SPRITE_ALIGNMENT_FLOOR)
actFireMissile(actor, 0, 0, 0, 0, (actor->spr.cstat & CSTAT_SPRITE_YFLIP) ? 0x4000 : -0x4000, kMissileFireball);
actFireMissile(actor, 0, 0, DVector3(0, 0, (actor->spr.cstat & CSTAT_SPRITE_YFLIP) ? 1 : -1), kMissileFireball);
else
actFireMissile(actor, 0, 0, bcos(actor->int_ang()), bsin(actor->int_ang()), 0, kMissileFireball);
actFireMissile(actor, 0, 0, DVector3(actor->spr.angle.ToVector(), 0), kMissileFireball);
}