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- floatified most simple set_int_ang and add_int_ang calls.
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parent
d994dbd537
commit
62d9a80379
4 changed files with 8 additions and 8 deletions
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@ -2013,7 +2013,7 @@ void forcesphereexplode(DDukeActor *actor)
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}
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actor->spr.pos = Owner->spr.pos;;
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actor->add_int_ang(Owner->temp_data[0]);
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actor->spr.angle += mapangle(Owner->temp_data[0]);
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if (l > 64) l = 64;
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else if (l < 1) l = 1;
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@ -4607,7 +4607,7 @@ void handle_se130(DDukeActor *actor, int countmax, int EXPLOSION2)
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{
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k->spr.xrepeat = k->spr.yrepeat = 2 + (krand() & 7);
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k->spr.pos.Z = sc->floorz + krandf(x);
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k->add_int_ang(256 - (krand() % 511));
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k->spr.angle += DAngle45 - randomAngle(90);
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k->vel.X = krandf(8);
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ssp(k, CLIPMASK0);
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}
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@ -401,7 +401,7 @@ int movesprite_ex_r(DDukeActor* actor, const DVector3& change, unsigned int clip
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if (dasectp == nullptr) dasectp = §or[0];
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return result.setSector(dasectp);
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}
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if ((result.type == kHitWall || result.type == kHitSprite) && (actor->cgg == 0)) actor->add_int_ang(768);
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if ((result.type == kHitWall || result.type == kHitSprite) && (actor->cgg == 0)) actor->spr.angle += DAngle45 + DAngle90;
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}
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else
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{
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@ -46,7 +46,7 @@ static int ccmd_spawn(CCmdFuncPtr parm)
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ESpriteFlags cstat = 0;
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int picnum = 0;
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unsigned int pal = 0;
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int ang = 0;
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DAngle ang = nullAngle;
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int set = 0;
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#if 0 // fixme - route through the network and this limitation becomes irrelevant
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@ -64,7 +64,7 @@ static int ccmd_spawn(CCmdFuncPtr parm)
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set |= 8;
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[[fallthrough]];
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case 4: // ang
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ang = atol(parm->parms[3]) & 2047; set |= 4;
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ang = DAngle::fromDeg(atol(parm->parms[3])); set |= 4;
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[[fallthrough]];
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case 3: // cstat
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cstat = ESpriteFlags::FromInt(atol(parm->parms[2])); set |= 2;
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@ -679,7 +679,7 @@ void checkhitwall_d(DDukeActor* spr, walltype* wal, const DVector3& pos, int atw
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if (spawned)
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{
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spawned->spr.cstat |= CSTAT_SPRITE_TRANSLUCENT | CSTAT_SPRITE_ALIGNMENT_WALL | CSTAT_SPRITE_YCENTER;
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spawned->set_int_ang(getangle(-wal->delta()) - 512);
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spawned->spr.angle = VecToAngle(-wal->delta()) - DAngle90;
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S_PlayActorSound(SOMETHINGHITFORCE, spawned);
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}
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@ -1194,7 +1194,7 @@ void checkhitsprite_d(DDukeActor* targ, DDukeActor* proj)
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for (j = 0; j < 48; j++)
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{
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fi.shoot(targ, BLOODSPLAT1);
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targ->add_int_ang(333);
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targ->spr.angle += DAngle1 * 58.5; // Was 333, which really makes no sense.
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}
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S_PlayActorSound(GLASS_HEAVYBREAK, targ);
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S_PlayActorSound(SQUISHED, targ);
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@ -1381,7 +1381,7 @@ void checkhitsprite_d(DDukeActor* targ, DDukeActor* proj)
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spawned->spr.pos.Z += 4;
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spawned->vel.X = 1;
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spawned->spr.xrepeat = spawned->spr.yrepeat = 24;
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spawned->add_int_ang(32 - (krand() & 63));
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spawned->spr.angle = DAngle22_5 / 4 - randomAngle(22.5 / 2);
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}
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}
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