- 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; 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 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; break;
} }

View file

@ -282,7 +282,7 @@ void fxSpawnBlood(DBloodActor* actor, int)
auto bloodactor = gFX.fxSpawnActor(FX_27, actor->sector(), actor->spr.pos, 0); auto bloodactor = gFX.fxSpawnActor(FX_27, actor->sector(), actor->spr.pos, 0);
if (bloodactor) if (bloodactor)
{ {
bloodactor->set_int_ang(1024); bloodactor->spr.angle = DAngle180;
bloodactor->vel.X = Random2F(0x6aaaa); bloodactor->vel.X = Random2F(0x6aaaa);
bloodactor->vel.Y = Random2F(0x6aaaa); bloodactor->vel.Y = Random2F(0x6aaaa);
bloodactor->vel.Z = -Random2F(0x10aaaa) - FixedToFloat(100); 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); spawnactor = gFX.fxSpawnActor(FX_54, actor->sector(), actor->spr.pos, 0);
if (spawnactor) if (spawnactor)
{ {
spawnactor->set_int_ang(1024); spawnactor->spr.angle = DAngle180;
spawnactor->vel.X = Random2F(0x6aaaa); spawnactor->vel.X = Random2F(0x6aaaa);
spawnactor->vel.Y = Random2F(0x6aaaa); spawnactor->vel.Y = Random2F(0x6aaaa);
spawnactor->vel.Z = -Random2F(0x10aaaa) - FixedToFloat(100); spawnactor->vel.Z = -Random2F(0x10aaaa) - FixedToFloat(100);
@ -336,7 +336,7 @@ void fxSpawnEjectingBrass(DBloodActor* actor, int z, int a3, int a4)
if (pBrass) if (pBrass)
{ {
if (!VanillaMode()) if (!VanillaMode())
pBrass->set_int_ang(Random(2047)); pBrass->spr.angle = RandomAngle();
int nDist = (a4 << 18) / 120 + Random2(((a4 / 4) << 18) / 120); int nDist = (a4 << 18) / 120 + Random2(((a4 / 4) << 18) / 120);
int nAngle = actor->int_ang() + Random2(56) + 512; int nAngle = actor->int_ang() + Random2(56) + 512;
pBrass->set_int_bvel_x(MulScale(nDist, Cos(nAngle), 30)); 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 (pShell)
{ {
if (!VanillaMode()) if (!VanillaMode())
pShell->set_int_ang(Random(2047)); pShell->spr.angle = RandomAngle();
int nDist = (a4 << 18) / 120 + Random2(((a4 / 4) << 18) / 120); int nDist = (a4 << 18) / 120 + Random2(((a4 / 4) << 18) / 120);
int nAngle = actor->int_ang() + Random2(56) + 512; int nAngle = actor->int_ang() + Random2(56) + 512;
pShell->set_int_bvel_x(MulScale(nDist, Cos(nAngle), 30)); 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)) if ((sourceactor->xspr.data1 & 0x0002))
{ {
while (sourceactor->int_ang() == ang) 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); 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) 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); auto spawned = actSpawnDude(pactor, kDudeHand, pPlayer->actor->native_clipdist() << 1, 0);
if (spawned) if (spawned)
{ {
spawned->set_int_ang((pPlayer->actor->int_ang() + 1024) & 2047); spawned->spr.angle += DAngle180;
int x = bcos(pPlayer->actor->int_ang()); int x = bcos(pPlayer->actor->int_ang());
int y = bsin(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)); 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) if (missileActor)
{ {
missileActor->SetTarget(pPlayer->aimTarget); missileActor->SetTarget(pPlayer->aimTarget);
missileActor->set_int_ang((nTrigger == 2) ? 1024 : 0); missileActor->spr.angle = ((nTrigger == 2) ? DAngle180 : nullAngle);
} }
if (checkAmmo2(pPlayer, 8, 1)) if (checkAmmo2(pPlayer, 8, 1))
UseAmmo(pPlayer, 8, 1); UseAmmo(pPlayer, 8, 1);