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- leftover binangle uses from the coordinate refactoring.
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parent
02ce593f06
commit
6aaee85875
3 changed files with 15 additions and 15 deletions
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@ -278,8 +278,8 @@ void lotsofstuff(DDukeActor* actor, int n, int spawntype)
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void ms(DDukeActor* const actor)
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{
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//T1,T2 and T3 are used for all the sector moving stuff!!!
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actor->spr.pos.X += actor->spr.xvel * buildang(actor->int_ang()).fcos() * inttoworld;
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actor->spr.pos.Y += actor->spr.xvel * buildang(actor->int_ang()).fsin() * inttoworld;
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actor->spr.pos.X += actor->spr.xvel * DAngle::fromBuild(actor->int_ang()).Cos() * inttoworld;
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actor->spr.pos.Y += actor->spr.xvel * DAngle::fromBuild(actor->int_ang()).Sin() * inttoworld;
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int j = actor->temp_data[1];
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int k = actor->temp_data[2];
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@ -788,10 +788,10 @@ void movecrane(DDukeActor *actor, int crane)
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}
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else if (actor->IsActiveCrane())
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{
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auto ang = ps[p].angle.ang.Buildang();
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auto ang = ps[p].angle.ang;
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ps[p].backupxyz();
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ps[p].pos.X = actor->spr.pos.X - CRANE_STEP * buildang(ang).fcos();
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ps[p].pos.Y = actor->spr.pos.Y - CRANE_STEP * buildang(ang).fsin();
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ps[p].pos.X = actor->spr.pos.X - CRANE_STEP * ang.Cos();
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ps[p].pos.Y = actor->spr.pos.Y - CRANE_STEP * ang.Sin();
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ps[p].pos.Z = actor->spr.pos.Z + 2;
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SetActor(ps[p].GetActor(), ps[p].pos);
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ps[p].setCursector(ps[p].GetActor()->sector());
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@ -220,8 +220,8 @@ void animatesprites_d(tspriteArray& tsprites, int x, int y, int a, int smoothrat
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else
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{
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t->set_int_ang(getangle(x - t->int_pos().X, y - t->int_pos().Y));
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t->pos.X = OwnerAc->spr.pos.X + buildang(t->int_ang()).fcos();
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t->pos.Y = OwnerAc->spr.pos.Y + buildang(t->int_ang()).fsin();
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t->pos.X = OwnerAc->spr.pos.X + DAngle::fromBuild(t->int_ang()).Cos();
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t->pos.Y = OwnerAc->spr.pos.Y + DAngle::fromBuild(t->int_ang()).Sin();
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}
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}
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break;
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@ -595,9 +595,9 @@ void animatesprites_d(tspriteArray& tsprites, int x, int y, int a, int smoothrat
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else
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{
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// Alter the shadow's position so that it appears behind the sprite itself.
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int look = getangle(shadowspr->pos.XY() - ps[screenpeek].pos.XY());
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shadowspr->pos.X += buildang(look).fcos() * 2;
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shadowspr->pos.Y += buildang(look).fsin() * 2;
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auto look = VecToAngle(shadowspr->pos.XY() - ps[screenpeek].pos.XY());
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shadowspr->pos.X += look.Cos() * 2;
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shadowspr->pos.Y += look.Sin() * 2;
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}
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}
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}
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@ -214,8 +214,8 @@ void animatesprites_r(tspriteArray& tsprites, int x, int y, int a, int smoothrat
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else
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{
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t->set_int_ang(getangle(x - t->int_pos().X, y - t->int_pos().Y));
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t->pos.X = OwnerAc->spr.pos.X + buildang(t->int_ang()).fcos();
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t->pos.Y = OwnerAc->spr.pos.Y + buildang(t->int_ang()).fsin();
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t->pos.X = OwnerAc->spr.pos.X + DAngle::fromBuild(t->int_ang()).Cos();
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t->pos.Y = OwnerAc->spr.pos.Y + DAngle::fromBuild(t->int_ang()).Sin();
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}
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}
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break;
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@ -750,9 +750,9 @@ void animatesprites_r(tspriteArray& tsprites, int x, int y, int a, int smoothrat
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else
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{
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// Alter the shadow's position so that it appears behind the sprite itself.
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int look = getangle(shadowspr->pos.XY() - ps[screenpeek].pos.XY());
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shadowspr->pos.X += buildang(look).fcos() * 2;
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shadowspr->pos.Y += buildang(look).fsin() * 2;
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auto look = VecToAngle(shadowspr->pos.XY() - ps[screenpeek].pos.XY());
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shadowspr->pos.X += look.Cos() * 2;
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shadowspr->pos.Y += look.Sin() * 2;
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}
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}
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}
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