- 8x set_int_ang

This commit is contained in:
Christoph Oelckers 2022-09-16 18:48:50 +02:00
parent 775ac0564c
commit 7804e23ad0
5 changed files with 9 additions and 9 deletions

View file

@ -488,7 +488,7 @@ static tspritetype* viewAddEffect(tspriteArray& tsprites, int nTSprite, VIEW_EFF
pNSprite->pos.XY() += gView->actor->spr.angle.ToVector() * 8;
}
if ((pPlayer->curWeapon == kWeapLifeLeech) || (pPlayer->curWeapon == kWeapVoodooDoll)) // make lifeleech/voodoo doll always face viewer like sprite
pNSprite->set_int_ang((pNSprite->int_ang() + 512) & 2047); // offset angle 90 degrees
pNSprite->angle += DAngle90;
}
break;
}

View file

@ -282,7 +282,7 @@ void fxSpawnBlood(DBloodActor* actor, int)
auto bloodactor = gFX.fxSpawnActor(FX_27, actor->sector(), actor->spr.pos, 0);
if (bloodactor)
{
bloodactor->set_int_ang(1024);
bloodactor->spr.angle = DAngle180;
bloodactor->vel.X = Random2F(0x6aaaa);
bloodactor->vel.Y = Random2F(0x6aaaa);
bloodactor->vel.Z = -Random2F(0x10aaaa) - FixedToFloat(100);
@ -312,7 +312,7 @@ void fxSpawnPodStuff(DBloodActor* actor, int)
spawnactor = gFX.fxSpawnActor(FX_54, actor->sector(), actor->spr.pos, 0);
if (spawnactor)
{
spawnactor->set_int_ang(1024);
spawnactor->spr.angle = DAngle180;
spawnactor->vel.X = Random2F(0x6aaaa);
spawnactor->vel.Y = Random2F(0x6aaaa);
spawnactor->vel.Z = -Random2F(0x10aaaa) - FixedToFloat(100);
@ -336,7 +336,7 @@ void fxSpawnEjectingBrass(DBloodActor* actor, int z, int a3, int a4)
if (pBrass)
{
if (!VanillaMode())
pBrass->set_int_ang(Random(2047));
pBrass->spr.angle = RandomAngle();
int nDist = (a4 << 18) / 120 + Random2(((a4 / 4) << 18) / 120);
int nAngle = actor->int_ang() + Random2(56) + 512;
pBrass->set_int_bvel_x(MulScale(nDist, Cos(nAngle), 30));
@ -361,7 +361,7 @@ void fxSpawnEjectingShell(DBloodActor* actor, int z, int a3, int a4)
if (pShell)
{
if (!VanillaMode())
pShell->set_int_ang(Random(2047));
pShell->spr.angle = RandomAngle();
int nDist = (a4 << 18) / 120 + Random2(((a4 / 4) << 18) / 120);
int nAngle = actor->int_ang() + Random2(56) + 512;
pShell->set_int_bvel_x(MulScale(nDist, Cos(nAngle), 30));

View file

@ -3455,7 +3455,7 @@ void useSectorWindGen(DBloodActor* sourceactor, sectortype* pSector)
if ((sourceactor->xspr.data1 & 0x0002))
{
while (sourceactor->int_ang() == ang)
sourceactor->set_int_ang(nnExtRandom(-kAng360, kAng360) & 2047);
sourceactor->spr.angle = RandomAngle();
}
}
else if (sourceactor->spr.cstat & CSTAT_SPRITE_MOVE_FORWARD) sourceactor->spr.angle += mapangle(sourceactor->xspr.data4);

View file

@ -1503,7 +1503,7 @@ int ActionScan(PLAYER* pPlayer, HitInfo* out)
void UpdatePlayerSpriteAngle(PLAYER* pPlayer)
{
pPlayer->actor->set_int_ang(pPlayer->angle.ang.Buildang());
pPlayer->actor->spr.angle = pPlayer->angle.ang;
}
//---------------------------------------------------------------------------
@ -1719,7 +1719,7 @@ void ProcessInput(PLAYER* pPlayer)
auto spawned = actSpawnDude(pactor, kDudeHand, pPlayer->actor->native_clipdist() << 1, 0);
if (spawned)
{
spawned->set_int_ang((pPlayer->actor->int_ang() + 1024) & 2047);
spawned->spr.angle += DAngle180;
int x = bcos(pPlayer->actor->int_ang());
int y = bsin(pPlayer->actor->int_ang());
spawned->set_int_bvel_x(pPlayer->actor->int_vel().X + MulScale(0x155555, x, 14));

View file

@ -1970,7 +1970,7 @@ void FireLifeLeech(int nTrigger, PLAYER* pPlayer)
if (missileActor)
{
missileActor->SetTarget(pPlayer->aimTarget);
missileActor->set_int_ang((nTrigger == 2) ? 1024 : 0);
missileActor->spr.angle = ((nTrigger == 2) ? DAngle180 : nullAngle);
}
if (checkAmmo2(pPlayer, 8, 1))
UseAmmo(pPlayer, 8, 1);