- leftover binangle uses from the coordinate refactoring.

This commit is contained in:
Christoph Oelckers 2022-08-27 19:57:08 +02:00
parent 02ce593f06
commit 6aaee85875
3 changed files with 15 additions and 15 deletions

View file

@ -278,8 +278,8 @@ void lotsofstuff(DDukeActor* actor, int n, int spawntype)
void ms(DDukeActor* const actor)
{
//T1,T2 and T3 are used for all the sector moving stuff!!!
actor->spr.pos.X += actor->spr.xvel * buildang(actor->int_ang()).fcos() * inttoworld;
actor->spr.pos.Y += actor->spr.xvel * buildang(actor->int_ang()).fsin() * inttoworld;
actor->spr.pos.X += actor->spr.xvel * DAngle::fromBuild(actor->int_ang()).Cos() * inttoworld;
actor->spr.pos.Y += actor->spr.xvel * DAngle::fromBuild(actor->int_ang()).Sin() * inttoworld;
int j = actor->temp_data[1];
int k = actor->temp_data[2];
@ -788,10 +788,10 @@ void movecrane(DDukeActor *actor, int crane)
}
else if (actor->IsActiveCrane())
{
auto ang = ps[p].angle.ang.Buildang();
auto ang = ps[p].angle.ang;
ps[p].backupxyz();
ps[p].pos.X = actor->spr.pos.X - CRANE_STEP * buildang(ang).fcos();
ps[p].pos.Y = actor->spr.pos.Y - CRANE_STEP * buildang(ang).fsin();
ps[p].pos.X = actor->spr.pos.X - CRANE_STEP * ang.Cos();
ps[p].pos.Y = actor->spr.pos.Y - CRANE_STEP * ang.Sin();
ps[p].pos.Z = actor->spr.pos.Z + 2;
SetActor(ps[p].GetActor(), ps[p].pos);
ps[p].setCursector(ps[p].GetActor()->sector());

View file

@ -220,8 +220,8 @@ void animatesprites_d(tspriteArray& tsprites, int x, int y, int a, int smoothrat
else
{
t->set_int_ang(getangle(x - t->int_pos().X, y - t->int_pos().Y));
t->pos.X = OwnerAc->spr.pos.X + buildang(t->int_ang()).fcos();
t->pos.Y = OwnerAc->spr.pos.Y + buildang(t->int_ang()).fsin();
t->pos.X = OwnerAc->spr.pos.X + DAngle::fromBuild(t->int_ang()).Cos();
t->pos.Y = OwnerAc->spr.pos.Y + DAngle::fromBuild(t->int_ang()).Sin();
}
}
break;
@ -595,9 +595,9 @@ void animatesprites_d(tspriteArray& tsprites, int x, int y, int a, int smoothrat
else
{
// Alter the shadow's position so that it appears behind the sprite itself.
int look = getangle(shadowspr->pos.XY() - ps[screenpeek].pos.XY());
shadowspr->pos.X += buildang(look).fcos() * 2;
shadowspr->pos.Y += buildang(look).fsin() * 2;
auto look = VecToAngle(shadowspr->pos.XY() - ps[screenpeek].pos.XY());
shadowspr->pos.X += look.Cos() * 2;
shadowspr->pos.Y += look.Sin() * 2;
}
}
}

View file

@ -214,8 +214,8 @@ void animatesprites_r(tspriteArray& tsprites, int x, int y, int a, int smoothrat
else
{
t->set_int_ang(getangle(x - t->int_pos().X, y - t->int_pos().Y));
t->pos.X = OwnerAc->spr.pos.X + buildang(t->int_ang()).fcos();
t->pos.Y = OwnerAc->spr.pos.Y + buildang(t->int_ang()).fsin();
t->pos.X = OwnerAc->spr.pos.X + DAngle::fromBuild(t->int_ang()).Cos();
t->pos.Y = OwnerAc->spr.pos.Y + DAngle::fromBuild(t->int_ang()).Sin();
}
}
break;
@ -750,9 +750,9 @@ void animatesprites_r(tspriteArray& tsprites, int x, int y, int a, int smoothrat
else
{
// Alter the shadow's position so that it appears behind the sprite itself.
int look = getangle(shadowspr->pos.XY() - ps[screenpeek].pos.XY());
shadowspr->pos.X += buildang(look).fcos() * 2;
shadowspr->pos.Y += buildang(look).fsin() * 2;
auto look = VecToAngle(shadowspr->pos.XY() - ps[screenpeek].pos.XY());
shadowspr->pos.X += look.Cos() * 2;
shadowspr->pos.Y += look.Sin() * 2;
}
}
}