- floatified most simple set_int_ang and add_int_ang calls.

This commit is contained in:
Christoph Oelckers 2022-09-15 18:05:01 +02:00
parent d994dbd537
commit 62d9a80379
4 changed files with 8 additions and 8 deletions

View file

@ -2013,7 +2013,7 @@ void forcesphereexplode(DDukeActor *actor)
}
actor->spr.pos = Owner->spr.pos;;
actor->add_int_ang(Owner->temp_data[0]);
actor->spr.angle += mapangle(Owner->temp_data[0]);
if (l > 64) l = 64;
else if (l < 1) l = 1;
@ -4607,7 +4607,7 @@ void handle_se130(DDukeActor *actor, int countmax, int EXPLOSION2)
{
k->spr.xrepeat = k->spr.yrepeat = 2 + (krand() & 7);
k->spr.pos.Z = sc->floorz + krandf(x);
k->add_int_ang(256 - (krand() % 511));
k->spr.angle += DAngle45 - randomAngle(90);
k->vel.X = krandf(8);
ssp(k, CLIPMASK0);
}

View file

@ -401,7 +401,7 @@ int movesprite_ex_r(DDukeActor* actor, const DVector3& change, unsigned int clip
if (dasectp == nullptr) dasectp = &sector[0];
return result.setSector(dasectp);
}
if ((result.type == kHitWall || result.type == kHitSprite) && (actor->cgg == 0)) actor->add_int_ang(768);
if ((result.type == kHitWall || result.type == kHitSprite) && (actor->cgg == 0)) actor->spr.angle += DAngle45 + DAngle90;
}
else
{

View file

@ -46,7 +46,7 @@ static int ccmd_spawn(CCmdFuncPtr parm)
ESpriteFlags cstat = 0;
int picnum = 0;
unsigned int pal = 0;
int ang = 0;
DAngle ang = nullAngle;
int set = 0;
#if 0 // fixme - route through the network and this limitation becomes irrelevant
@ -64,7 +64,7 @@ static int ccmd_spawn(CCmdFuncPtr parm)
set |= 8;
[[fallthrough]];
case 4: // ang
ang = atol(parm->parms[3]) & 2047; set |= 4;
ang = DAngle::fromDeg(atol(parm->parms[3])); set |= 4;
[[fallthrough]];
case 3: // cstat
cstat = ESpriteFlags::FromInt(atol(parm->parms[2])); set |= 2;

View file

@ -679,7 +679,7 @@ void checkhitwall_d(DDukeActor* spr, walltype* wal, const DVector3& pos, int atw
if (spawned)
{
spawned->spr.cstat |= CSTAT_SPRITE_TRANSLUCENT | CSTAT_SPRITE_ALIGNMENT_WALL | CSTAT_SPRITE_YCENTER;
spawned->set_int_ang(getangle(-wal->delta()) - 512);
spawned->spr.angle = VecToAngle(-wal->delta()) - DAngle90;
S_PlayActorSound(SOMETHINGHITFORCE, spawned);
}
@ -1194,7 +1194,7 @@ void checkhitsprite_d(DDukeActor* targ, DDukeActor* proj)
for (j = 0; j < 48; j++)
{
fi.shoot(targ, BLOODSPLAT1);
targ->add_int_ang(333);
targ->spr.angle += DAngle1 * 58.5; // Was 333, which really makes no sense.
}
S_PlayActorSound(GLASS_HEAVYBREAK, targ);
S_PlayActorSound(SQUISHED, targ);
@ -1381,7 +1381,7 @@ void checkhitsprite_d(DDukeActor* targ, DDukeActor* proj)
spawned->spr.pos.Z += 4;
spawned->vel.X = 1;
spawned->spr.xrepeat = spawned->spr.yrepeat = 24;
spawned->add_int_ang(32 - (krand() & 63));
spawned->spr.angle = DAngle22_5 / 4 - randomAngle(22.5 / 2);
}
}