mirror of
https://github.com/ZDoom/Raze.git
synced 2025-01-31 12:30:40 +00:00
- Handle all remaining VecToAngle()
calls.
This commit is contained in:
parent
e7dff22095
commit
8bc34f3dac
38 changed files with 94 additions and 94 deletions
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@ -4681,7 +4681,7 @@ static Collision MoveThing(DBloodActor* actor)
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}
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}
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if (actor->vel.X != 0 || actor->vel.Y != 0)
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actor->spr.angle = VecToAngle(actor->vel);
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actor->spr.angle = actor->vel.Angle();
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return lhit;
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}
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@ -353,7 +353,7 @@ void aiActivateDude(DBloodActor* actor)
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assert(actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax);
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if (!actor->xspr.state)
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{
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aiChooseDirection(actor, VecToAngle(actor->xspr.TargetPos - actor->spr.pos));
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aiChooseDirection(actor, (actor->xspr.TargetPos - actor->spr.pos).Angle());
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actor->xspr.state = 1;
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}
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switch (actor->spr.type)
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@ -265,7 +265,7 @@ static void entryAIdle(DBloodActor* actor)
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static void entryEStand(DBloodActor* actor)
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{
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sfxPlay3DSound(actor, 1100, -1, 0);
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actor->spr.angle = VecToAngle(actor->xspr.TargetPos - actor->spr.pos);
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actor->spr.angle = (actor->xspr.TargetPos - actor->spr.pos).Angle();
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}
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END_BLD_NS
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@ -730,7 +730,7 @@ void DropVoodooCb(DBloodActor* actor, sectortype*) // unused
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evPostActor(actor, 0, kCallbackRemove);
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return;
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}
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actor->spr.angle = VecToAngle(Owner->spr.pos - actor->spr.pos);
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actor->spr.angle = (Owner->spr.pos - actor->spr.pos).Angle();
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if (actor->hasX())
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{
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if (actor->xspr.data1 == 0)
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@ -1338,7 +1338,7 @@ void nnExtProcessSuperSprites()
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debrisMove(i);
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if (!debrisactor->vel.XY().isZero())
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debrisactor->xspr.goalAng = VecToAngle(debrisactor->vel);
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debrisactor->xspr.goalAng = debrisactor->vel.Angle();
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debrisactor->norm_ang();
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DAngle ang = debrisactor->spr.angle;
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@ -3100,7 +3100,7 @@ void useVelocityChanger(DBloodActor* actor, sectortype* sect, DBloodActor* initi
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pSprite->vel == vv;
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}
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auto vAng = VecToAngle(pSprite->vel);
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auto vAng = pSprite->vel.Angle();
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if (toAng)
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{
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@ -3113,7 +3113,7 @@ void useVelocityChanger(DBloodActor* actor, sectortype* sect, DBloodActor* initi
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pSprite->vel.XY() = pt;
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vAng = VecToAngle(pSprite->vel);
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vAng = pSprite->vel.Angle();
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}
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if (chgDstAng)
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@ -8949,7 +8949,7 @@ void aiPatrolThink(DBloodActor* actor)
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}
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}
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nnExtAiSetDirection(actor, VecToAngle(markeractor->spr.pos - actor->spr.pos));
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nnExtAiSetDirection(actor, (markeractor->spr.pos - actor->spr.pos).Angle());
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if (aiPatrolMoving(actor->xspr.aiState) && !reached) return;
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else if (uwater) aiPatrolState(actor, kAiStatePatrolMoveW);
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@ -480,7 +480,7 @@ void UpdateAimVector(PLAYER* pPlayer)
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if (lpos.Z - zRange > bottom || lpos.Z + zRange < top)
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continue;
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DAngle angle = VecToAngle(pos2 - pos);
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DAngle angle = (pos2 - pos).Angle();
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DAngle deltaangle = absangle(angle, plActor->spr.angle);
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if (deltaangle > DAngle::fromBuild(pWeaponTrack->angleRange))
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continue;
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@ -3284,7 +3284,7 @@ void handle_se05(DDukeActor* actor, int FIRELASER)
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if (x < 512)
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{
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auto ang = actor->spr.angle;
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actor->spr.angle = VecToAngle(actor->spr.pos.XY() - ps[p].pos);
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actor->spr.angle = (actor->spr.pos.XY() - ps[p].pos).Angle();
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fi.shoot(actor, FIRELASER);
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actor->spr.angle = ang;
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}
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@ -350,7 +350,7 @@ void hitradius_d(DDukeActor* actor, int r, int hp1, int hp2, int hp3, int h
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if (dist < radius && cansee(act2->spr.pos.plusZ(-8), act2->sector(), actor->spr.pos.plusZ(-12), actor->sector()))
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{
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act2->hitang = VecToAngle(act2->spr.pos - actor->spr.pos);
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act2->hitang = (act2->spr.pos - actor->spr.pos).Angle();
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if (actor->spr.picnum == RPG && act2->spr.extra > 0)
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act2->attackertype = RPG;
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@ -301,7 +301,7 @@ void hitradius_r(DDukeActor* actor, int r, int hp1, int hp2, int hp3, int h
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continue;
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}
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act2->hitang = VecToAngle(act2->spr.pos - actor->spr.pos);
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act2->hitang = (act2->spr.pos - actor->spr.pos).Angle();
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if (actor->spr.picnum == RPG && act2->spr.extra > 0)
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act2->attackertype = RPG;
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@ -934,7 +934,7 @@ static void chickenarrow(DDukeActor* actor)
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if (actor->seek_actor && actor->spr.hitag > 5)
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{
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DAngle ang, ang2;
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ang = VecToAngle(ts->spr.pos - actor->spr.pos);
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ang = (ts->spr.pos - actor->spr.pos).Angle();
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ang2 = deltaangle(ang, actor->spr.angle);
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// this was quite broken in the original code. Fixed so that it seeks properly
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if (abs(ang2) < DAngle1 * 17.5)
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@ -262,7 +262,7 @@ void animatesprites_d(tspriteArray& tsprites, const DVector2& viewVec, DAngle vi
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break;
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}
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kang = VecToAngle(h->spr.pos - viewVec);
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kang = (h->spr.pos - viewVec).Angle();
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k = angletorotation2(h->spr.angle, kang);
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if (k > 6)
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{
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@ -280,7 +280,7 @@ void animatesprites_d(tspriteArray& tsprites, const DVector2& viewVec, DAngle vi
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break;
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}
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kang = VecToAngle(h->spr.pos - viewVec);
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kang = (h->spr.pos - viewVec).Angle();
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k = angletorotation2(h->spr.angle, kang);
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if (k > 6)
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@ -508,7 +508,7 @@ void animatesprites_d(tspriteArray& tsprites, const DVector2& viewVec, DAngle vi
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break;
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case 5:
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kang = VecToAngle(h->spr.pos - viewVec);
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kang = (h->spr.pos - viewVec).Angle();
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k = angletorotation1(h->spr.angle, kang);
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if (k > 4)
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{
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@ -518,7 +518,7 @@ void animatesprites_d(tspriteArray& tsprites, const DVector2& viewVec, DAngle vi
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else t->cstat &= ~CSTAT_SPRITE_XFLIP;
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break;
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case 7:
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kang = VecToAngle(h->spr.pos - viewVec);
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kang = (h->spr.pos - viewVec).Angle();
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k = angletorotation2(h->spr.angle, kang);
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if (k > 6)
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{
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@ -256,7 +256,7 @@ void animatesprites_r(tspriteArray& tsprites, const DVector2& viewVec, DAngle vi
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}
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else if (OwnerAc->spr.picnum == MAMA)
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{
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kang = VecToAngle(h->spr.pos - viewVec);
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kang = (h->spr.pos - viewVec).Angle();
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k = angletorotation1(h->spr.angle, kang);
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if (k > 4)
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{
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@ -274,7 +274,7 @@ void animatesprites_r(tspriteArray& tsprites, const DVector2& viewVec, DAngle vi
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break;
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case EMPTYBIKE:
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if (!isRRRA()) goto default_case;
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kang = VecToAngle(h->spr.pos - viewVec);
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kang = (h->spr.pos - viewVec).Angle();
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k = angletorotation2(h->spr.angle, kang);
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if (k > 6)
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{
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@ -286,7 +286,7 @@ void animatesprites_r(tspriteArray& tsprites, const DVector2& viewVec, DAngle vi
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break;
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case EMPTYBOAT:
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if (!isRRRA()) goto default_case;
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kang = VecToAngle(h->spr.pos - viewVec);
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kang = (h->spr.pos - viewVec).Angle();
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k = angletorotation2(h->spr.angle, kang);
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if (k > 6)
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{
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@ -297,7 +297,7 @@ void animatesprites_r(tspriteArray& tsprites, const DVector2& viewVec, DAngle vi
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t->picnum = EMPTYBOAT + k;
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break;
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case RPG:
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kang = VecToAngle(h->spr.pos - viewVec);
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kang = (h->spr.pos - viewVec).Angle();
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k = angletorotation2(h->spr.angle, kang);
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if (k > 6)
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{
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@ -309,7 +309,7 @@ void animatesprites_r(tspriteArray& tsprites, const DVector2& viewVec, DAngle vi
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break;
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case RPG2:
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if (!isRRRA()) goto default_case;
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kang = VecToAngle(h->spr.pos - viewVec);
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kang = (h->spr.pos - viewVec).Angle();
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k = angletorotation2(h->spr.angle, kang);
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if (k > 6)
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{
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@ -322,7 +322,7 @@ void animatesprites_r(tspriteArray& tsprites, const DVector2& viewVec, DAngle vi
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case RECON:
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kang = VecToAngle(h->spr.pos - viewVec);
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kang = (h->spr.pos - viewVec).Angle();
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k = angletorotation2(h->spr.angle, kang);
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if (k > 6)
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@ -641,7 +641,7 @@ void animatesprites_r(tspriteArray& tsprites, const DVector2& viewVec, DAngle vi
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break;
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case 5:
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kang = VecToAngle(h->spr.pos - viewVec);
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kang = (h->spr.pos - viewVec).Angle();
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k = angletorotation1(h->spr.angle, kang);
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if (k > 4)
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{
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@ -651,7 +651,7 @@ void animatesprites_r(tspriteArray& tsprites, const DVector2& viewVec, DAngle vi
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else t->cstat &= ~CSTAT_SPRITE_XFLIP;
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break;
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case 7:
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kang = VecToAngle(h->spr.pos - viewVec);
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kang = (h->spr.pos - viewVec).Angle();
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k = angletorotation2(h->spr.angle, kang);
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if (k > 6)
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{
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@ -668,7 +668,7 @@ void animatesprites_r(tspriteArray& tsprites, const DVector2& viewVec, DAngle vi
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bg = badguy(h);
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if (bg && h->spr.statnum == 2 && h->spr.extra > 0)
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{
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kang = VecToAngle(h->spr.pos - viewVec);
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kang = (h->spr.pos - viewVec).Angle();
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k = angletorotation1(h->spr.angle, kang);
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if (k > 4)
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{
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@ -357,7 +357,7 @@ static void shootweapon(DDukeActor *actor, int p, DVector3 pos, DAngle ang, int
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}
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double dist = (ps[p].GetActor()->spr.pos.XY() - aimed->spr.pos.XY()).Length();
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zvel = ((aimed->spr.pos.Z - pos.Z - dal) * 16) / dist;
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ang = VecToAngle(aimed->spr.pos - pos);
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ang = (aimed->spr.pos - pos).Angle();
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}
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if (isWW2GI())
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@ -401,7 +401,7 @@ static void shootweapon(DDukeActor *actor, int p, DVector3 pos, DAngle ang, int
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}
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else
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{
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ang = VecToAngle(ps[j].pos - pos) + DAngle22_5 / 2 - randomAngle(22.5);
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ang = (ps[j].pos - pos).Angle() + DAngle22_5 / 2 - randomAngle(22.5);
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}
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}
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@ -908,8 +908,8 @@ static void shootlaser(DDukeActor* actor, int p, DVector3 pos, DAngle ang)
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bomb->vel.X = -1.25;
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ssp(bomb, CLIPMASK0);
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bomb->spr.cstat = CSTAT_SPRITE_ALIGNMENT_WALL;
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auto delta = hit.hitWall->delta();
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bomb->spr.angle = VecToAngle(-delta.X, -delta.Y) - DAngle90;
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auto delta = -hit.hitWall->delta();
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bomb->spr.angle = delta.Angle() - DAngle90;
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bomb->temp_angle = bomb->spr.angle;
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if (p >= 0)
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@ -2815,7 +2815,7 @@ void processinput_d(int snum)
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}
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else if (badguy(clz.actor()) && clz.actor()->spr.xrepeat > 24 && abs(pact->spr.pos.Z - clz.actor()->spr.pos.Z) < 84)
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{
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auto ang = VecToAngle(clz.actor()->spr.pos - p->pos);
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auto ang = (clz.actor()->spr.pos - p->pos).Angle();
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p->vel.XY() -= ang.ToVector();
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}
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}
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@ -216,7 +216,7 @@ static void shootweapon(DDukeActor* actor, int p, DVector3 pos, DAngle ang, int
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double dal = ((aimed->spr.xrepeat * tileHeight(aimed->spr.picnum)) * REPEAT_SCALE * 0.5) + 5;
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double dist = (ps[p].GetActor()->spr.pos.XY() - aimed->spr.pos.XY()).Length();
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zvel = ((aimed->spr.pos.Z - pos.Z - dal) * 16) / dist;
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ang = VecToAngle(aimed->spr.pos - pos);
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ang = (aimed->spr.pos - pos).Angle();
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}
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if (atwith == SHOTSPARK1)
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@ -254,7 +254,7 @@ static void shootweapon(DDukeActor* actor, int p, DVector3 pos, DAngle ang, int
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else
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{
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zvel += 0.5 - krandf(1);
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ang = VecToAngle(ps[j].pos - pos) + DAngle22_5 / 2 - randomAngle(22.5);
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ang = (ps[j].pos - pos).Angle() + DAngle22_5 / 2 - randomAngle(22.5);
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}
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}
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@ -3471,7 +3471,7 @@ void processinput_r(int snum)
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}
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else if (badguy(clz.actor()) && clz.actor()->spr.xrepeat > 24 && abs(pact->spr.pos.Z - clz.actor()->spr.pos.Z) < 84)
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{
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auto ang = VecToAngle(clz.actor()->spr.pos - p->pos);
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auto ang = (clz.actor()->spr.pos - p->pos).Angle();
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p->vel.XY() -= ang.ToVector();
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}
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if (clz.actor()->spr.picnum == LADDER)
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@ -189,7 +189,7 @@ void AIAnubis::Tick(RunListEvent* ev)
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{
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if (move.actor() == pTarget)
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{
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auto nAngDiff = absangle(ap->spr.angle, VecToAngle(pTarget->spr.pos - ap->spr.pos));
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auto nAngDiff = absangle(ap->spr.angle, (pTarget->spr.pos - ap->spr.pos).Angle());
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if (nAngDiff < DAngle22_5 / 2)
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{
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ap->nAction = 2;
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@ -224,7 +224,7 @@ void AIAnubis::Tick(RunListEvent* ev)
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{
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ap->vel.X = 0;
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ap->vel.Y = 0;
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ap->spr.angle = VecToAngle(pTarget->spr.pos - ap->spr.pos);
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ap->spr.angle = (pTarget->spr.pos - ap->spr.pos).Angle();
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ap->nAction = 3;
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ap->nFrame = 0;
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@ -394,7 +394,7 @@ void AIFish::Tick(RunListEvent* ev)
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pActor->nAction = 2;
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pActor->nFrame = 0;
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DAngle nAngle = VecToAngle(pTargetActor->spr.pos - pActor->spr.pos);
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DAngle nAngle = (pTargetActor->spr.pos - pActor->spr.pos).Angle();
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pActor->vel.Z = nAngle.Sin() * 2;
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pActor->nCount = RandomSize(6) + 90;
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@ -508,7 +508,7 @@ void AIFish::Tick(RunListEvent* ev)
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if (pHitAct->spr.statnum == 100)
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{
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pActor->pTarget = coll.actor();
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pActor->spr.angle = VecToAngle(pHitAct->spr.pos - pActor->spr.pos);
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pActor->spr.angle = (pHitAct->spr.pos - pActor->spr.pos).Angle();
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if (nAction != 3)
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{
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@ -861,7 +861,7 @@ loc_flag:
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DExhumedActor* t = sPlayerInput[nPlayer].pTarget;
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// only autoaim if target is in front of the player.
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assert(t->sector());
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DAngle angletotarget = VecToAngle(t->spr.pos - pPlayerActor->spr.pos);
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DAngle angletotarget = (t->spr.pos - pPlayerActor->spr.pos).Angle();
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DAngle anglediff = absangle(pPlayerActor->spr.angle, angletotarget);
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if (anglediff < DAngle90)
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{
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@ -305,7 +305,7 @@ void AILavaDude::Tick(RunListEvent* ev)
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{
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if (coll.actor() == pTarget)
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{
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auto nAngDiff = absangle(pActor->spr.angle, VecToAngle(pTarget->spr.pos - pActor->spr.pos));
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auto nAngDiff = absangle(pActor->spr.angle, (pTarget->spr.pos - pActor->spr.pos).Angle());
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if (nAngDiff < DAngle22_5 / 2)
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{
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pActor->nAction = 2;
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@ -302,7 +302,7 @@ void AILion::Tick(RunListEvent* ev)
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}
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else
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{
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auto nAngDiff = absangle(pActor->spr.angle, VecToAngle(pTarget->spr.pos - pActor->spr.pos));
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auto nAngDiff = absangle(pActor->spr.angle, (pTarget->spr.pos - pActor->spr.pos).Angle());
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if (nAngDiff < DAngle22_5 / 2)
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{
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pActor->nAction = 3;
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@ -427,7 +427,7 @@ void AILion::Tick(RunListEvent* ev)
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{
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if (nMov.actor() == pTarget)
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{
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auto nAngDiff = absangle(pActor->spr.angle, VecToAngle(pTarget->spr.pos - pActor->spr.pos));
|
||||
auto nAngDiff = absangle(pActor->spr.angle, (pTarget->spr.pos - pActor->spr.pos).Angle());
|
||||
if (nAngDiff < DAngle22_5 / 2)
|
||||
{
|
||||
pActor->nAction = 3;
|
||||
|
|
|
@ -589,7 +589,7 @@ DAngle GetAngleToSprite(DExhumedActor* a1, DExhumedActor* a2)
|
|||
if (!a1 || !a2)
|
||||
return -minAngle;
|
||||
|
||||
return VecToAngle(a2->spr.pos - a1->spr.pos);
|
||||
return (a2->spr.pos - a1->spr.pos).Angle();
|
||||
}
|
||||
|
||||
//---------------------------------------------------------------------------
|
||||
|
|
|
@ -284,7 +284,7 @@ void AIMummy::Tick(RunListEvent* ev)
|
|||
{
|
||||
if (nMov.actor() == pTarget)
|
||||
{
|
||||
auto nAngDiff = absangle(pActor->spr.angle, VecToAngle(pTarget->spr.pos - pActor->spr.pos));
|
||||
auto nAngDiff = absangle(pActor->spr.angle, (pTarget->spr.pos - pActor->spr.pos).Angle());
|
||||
if (nAngDiff < DAngle22_5 / 2)
|
||||
{
|
||||
pActor->nAction = 2;
|
||||
|
|
|
@ -2493,7 +2493,7 @@ void DoMovingSects()
|
|||
int nTrail = sMoveSect[i].nTrailPoint;
|
||||
// TrailPoint *pTrail = &sTrailPoint[nTrail];
|
||||
|
||||
auto nAngle = VecToAngle(sTrailPoint[nTrail].pos - pBlockInfo->pos);
|
||||
auto nAngle = (sTrailPoint[nTrail].pos - pBlockInfo->pos).Angle();
|
||||
|
||||
auto vel = nAngle.ToVector() * sMoveSect[i].nMoveDist;
|
||||
auto delta = sTrailPoint[nTrail].pos - pBlockInfo->pos;
|
||||
|
|
|
@ -301,7 +301,7 @@ void AIRoach::Tick(RunListEvent* ev)
|
|||
|
||||
pActor->vel.X = 0;
|
||||
pActor->vel.Y = 0;
|
||||
pActor->spr.angle = VecToAngle(pTarget->spr.pos - pActor->spr.pos);
|
||||
pActor->spr.angle = (pTarget->spr.pos - pActor->spr.pos).Angle();
|
||||
|
||||
pActor->nFrame = 0;
|
||||
}
|
||||
|
@ -330,7 +330,7 @@ void AIRoach::Tick(RunListEvent* ev)
|
|||
|
||||
pActor->vel.X = 0;
|
||||
pActor->vel.Y = 0;
|
||||
pActor->spr.angle = VecToAngle(pTarget->spr.pos - pActor->spr.pos);
|
||||
pActor->spr.angle = (pTarget->spr.pos - pActor->spr.pos).Angle();
|
||||
|
||||
pActor->nFrame = 0;
|
||||
}
|
||||
|
|
|
@ -274,7 +274,7 @@ void AIScorp::Tick(RunListEvent* ev)
|
|||
{
|
||||
if (pTarget == nMov.actor())
|
||||
{
|
||||
auto nAngDiff = absangle(pActor->spr.angle, VecToAngle(pTarget->spr.pos - pActor->spr.pos));
|
||||
auto nAngDiff = absangle(pActor->spr.angle, (pTarget->spr.pos - pActor->spr.pos).Angle());
|
||||
if (nAngDiff < DAngle22_5 / 2)
|
||||
{
|
||||
pActor->nAction = 2;
|
||||
|
@ -460,7 +460,7 @@ void AIScorp::Effect(RunListEvent* ev, DExhumedActor* pTarget, int mode)
|
|||
{
|
||||
pActor->vel.X = 0;
|
||||
pActor->vel.Y = 0;
|
||||
pActor->spr.angle = VecToAngle(pTarget->spr.pos - pActor->spr.pos);
|
||||
pActor->spr.angle = (pTarget->spr.pos - pActor->spr.pos).Angle();
|
||||
|
||||
pActor->nIndex = RandomSize(2) + RandomSize(3);
|
||||
|
||||
|
|
|
@ -466,7 +466,7 @@ void AISet::Tick(RunListEvent* ev)
|
|||
{
|
||||
if (pTarget == nMov.actor())
|
||||
{
|
||||
auto nAngDiff = absangle(pActor->spr.angle, VecToAngle(pTarget->spr.pos - pActor->spr.pos));
|
||||
auto nAngDiff = absangle(pActor->spr.angle, (pTarget->spr.pos - pActor->spr.pos).Angle());
|
||||
if (nAngDiff < DAngle22_5 / 2)
|
||||
{
|
||||
pActor->nAction = 4;
|
||||
|
|
|
@ -317,7 +317,7 @@ void AISpider::Tick(RunListEvent* ev)
|
|||
{
|
||||
if (nMov.actor() == pTarget)
|
||||
{
|
||||
auto nAngDiff = absangle(spp->spr.angle, VecToAngle(pTarget->spr.pos - spp->spr.pos));
|
||||
auto nAngDiff = absangle(spp->spr.angle, (pTarget->spr.pos - spp->spr.pos).Angle());
|
||||
if (nAngDiff < DAngle22_5 / 2)
|
||||
{
|
||||
spp->nAction = 2;
|
||||
|
|
|
@ -223,7 +223,7 @@ int DoActorDie(DSWActor* actor, DSWActor* weapActor, int meansofdeath)
|
|||
}
|
||||
actor->user.ActorActionFunc = nullptr;
|
||||
// Get angle to player
|
||||
actor->spr.angle = VecToAngle(actor->user.targetActor->spr.pos - actor->spr.pos.Y) + DAngle180;
|
||||
actor->spr.angle = (actor->user.targetActor->spr.pos - actor->spr.pos.Y).Angle() + DAngle180;
|
||||
break;
|
||||
|
||||
case UZI_SMOKE+1: // Shotgun
|
||||
|
@ -246,7 +246,7 @@ int DoActorDie(DSWActor* actor, DSWActor* weapActor, int meansofdeath)
|
|||
DoActorBeginJump(actor);
|
||||
actor->user.ActorActionFunc = nullptr;
|
||||
// Get angle to player
|
||||
actor->spr.angle = VecToAngle(actor->user.targetActor->spr.pos - actor->spr.pos) + DAngle180;
|
||||
actor->spr.angle = (actor->user.targetActor->spr.pos - actor->spr.pos).Angle() + DAngle180;
|
||||
break;
|
||||
|
||||
default:
|
||||
|
|
|
@ -837,7 +837,7 @@ int DoActorCantMoveCloser(DSWActor* actor)
|
|||
if (actor->user.track >= 0)
|
||||
{
|
||||
auto tp = Track[actor->user.track].TrackPoint + actor->user.point;
|
||||
actor->spr.angle = VecToAngle(tp->pos - actor->spr.pos);
|
||||
actor->spr.angle = (tp->pos - actor->spr.pos).Angle();
|
||||
|
||||
DoActorSetSpeed(actor, MID_SPEED);
|
||||
actor->user.Flags |= (SPR_FIND_PLAYER);
|
||||
|
@ -889,7 +889,7 @@ int DoActorMoveCloser(DSWActor* actor)
|
|||
else
|
||||
{
|
||||
// turn to face player
|
||||
actor->spr.angle = VecToAngle(actor->user.targetActor->spr.pos - actor->spr.pos);
|
||||
actor->spr.angle = (actor->user.targetActor->spr.pos - actor->spr.pos).Angle();
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -1086,7 +1086,7 @@ int InitActorRunAway(DSWActor* actor)
|
|||
if (actor->user.track >= 0)
|
||||
{
|
||||
auto tp = Track[actor->user.track].TrackPoint + actor->user.point;
|
||||
actor->spr.angle = VecToAngle(tp->pos - actor->spr.pos);
|
||||
actor->spr.angle = (tp->pos - actor->spr.pos).Angle();
|
||||
DoActorSetSpeed(actor, FAST_SPEED);
|
||||
actor->user.Flags |= (SPR_RUN_AWAY);
|
||||
}
|
||||
|
@ -1173,7 +1173,7 @@ int InitActorAttack(DSWActor* actor)
|
|||
//NewStateGroup(actor, actor->user.ActorActionSet->Stand);
|
||||
|
||||
// face player when attacking
|
||||
actor->spr.angle = VecToAngle(actor->user.targetActor->spr.pos - actor->spr.pos);
|
||||
actor->spr.angle = (actor->user.targetActor->spr.pos - actor->spr.pos).Angle();
|
||||
|
||||
// If it's your own kind, lay off!
|
||||
if (actor->user.ID == actor->user.targetActor->user.ID && !actor->user.targetActor->user.PlayerP)
|
||||
|
@ -1262,7 +1262,7 @@ int InitActorEvade(DSWActor* actor)
|
|||
if (actor->user.track >= 0)
|
||||
{
|
||||
auto tp = Track[actor->user.track].TrackPoint + actor->user.point;
|
||||
actor->spr.angle = VecToAngle(tp->pos - actor->spr.pos);
|
||||
actor->spr.angle = (tp->pos - actor->spr.pos).Angle();
|
||||
DoActorSetSpeed(actor, FAST_SPEED);
|
||||
// NOT doing a RUN_AWAY
|
||||
actor->user.Flags &= ~(SPR_RUN_AWAY);
|
||||
|
@ -1289,7 +1289,7 @@ int InitActorWanderAround(DSWActor* actor)
|
|||
if (actor->user.track >= 0)
|
||||
{
|
||||
auto tp = Track[actor->user.track].TrackPoint + actor->user.point;
|
||||
actor->spr.angle = VecToAngle(tp->pos - actor->spr.pos);
|
||||
actor->spr.angle = (tp->pos - actor->spr.pos).Angle();
|
||||
DoActorSetSpeed(actor, NORM_SPEED);
|
||||
}
|
||||
|
||||
|
@ -1312,7 +1312,7 @@ int InitActorFindPlayer(DSWActor* actor)
|
|||
if (actor->user.track >= 0)
|
||||
{
|
||||
auto tp = Track[actor->user.track].TrackPoint + actor->user.point;
|
||||
actor->spr.angle = VecToAngle(tp->pos - actor->spr.pos);
|
||||
actor->spr.angle = (tp->pos - actor->spr.pos).Angle();
|
||||
DoActorSetSpeed(actor, MID_SPEED);
|
||||
actor->user.Flags |= (SPR_FIND_PLAYER);
|
||||
|
||||
|
@ -1497,7 +1497,7 @@ DAngle FindNewAngle(DSWActor* actor, int dir, double DistToMove)
|
|||
DistToMove *= .375;
|
||||
|
||||
// Find angle to from the player
|
||||
auto oang = VecToAngle(actor->user.targetActor->spr.pos - actor->spr.pos);
|
||||
auto oang = (actor->user.targetActor->spr.pos - actor->spr.pos).Angle();
|
||||
|
||||
// choose a random angle array
|
||||
switch (dir)
|
||||
|
|
|
@ -851,7 +851,7 @@ int DoBunnyBeginJumpAttack(DSWActor* actor)
|
|||
{
|
||||
DSWActor* target = actor->user.targetActor;
|
||||
|
||||
DAngle tang = VecToAngle(target->spr.pos - actor->spr.pos);
|
||||
DAngle tang = (target->spr.pos - actor->spr.pos).Angle();
|
||||
|
||||
Collision coll = move_sprite(actor, DVector3(tang.ToVector() * 8, 0), actor->user.ceiling_dist, actor->user.floor_dist, CLIPMASK_ACTOR, ACTORMOVETICS);
|
||||
|
||||
|
@ -1116,7 +1116,7 @@ int DoBunnyRipHeart(DSWActor* actor)
|
|||
actor->user.WaitTics = 6 * 120;
|
||||
|
||||
// player face bunny
|
||||
target->spr.angle = VecToAngle(actor->spr.pos - target->spr.pos);
|
||||
target->spr.angle = (actor->spr.pos - target->spr.pos).Angle();
|
||||
return 0;
|
||||
}
|
||||
|
||||
|
|
|
@ -113,7 +113,7 @@ int GetRotation(tspriteArray& tsprites, int tSpriteNum, const DVector2& view)
|
|||
|
||||
// Get which of the 8 angles of the sprite to draw (0-7)
|
||||
// rotation ranges from 0-7
|
||||
DAngle angle2 = VecToAngle(tsp->pos.X - view.X, tsp->pos.Y - view.Y);
|
||||
DAngle angle2 = (tsp->pos - view).Angle();
|
||||
rotation = (tsp->angle + DAngle180 + DAngle22_5 * 0.5 - angle2).Buildang() & 2047;
|
||||
rotation = (rotation >> 8) & 7;
|
||||
|
||||
|
|
|
@ -1917,12 +1917,12 @@ inline bool SectorIsUnderwaterArea(sectortype* sect)
|
|||
|
||||
inline bool PlayerFacingRange(PLAYER* pp, DSWActor* a, DAngle range)
|
||||
{
|
||||
return absangle(VecToAngle(a->spr.pos - pp->pos), pp->angle.ang) < range;
|
||||
return absangle((a->spr.pos - pp->pos).Angle(), pp->angle.ang) < range;
|
||||
}
|
||||
|
||||
inline bool FacingRange(DSWActor* a1, DSWActor* a2, DAngle range)
|
||||
{
|
||||
return absangle(VecToAngle(a1->spr.pos - a2->spr.pos), a2->spr.angle) < range;
|
||||
return absangle((a1->spr.pos - a2->spr.pos).Angle(), a2->spr.angle) < range;
|
||||
}
|
||||
inline void SET_BOOL1(DSWActor* sp) { sp->spr.extra |= SPRX_BOOL1; }
|
||||
inline void SET_BOOL2(DSWActor* sp) { sp->spr.extra |= SPRX_BOOL2; }
|
||||
|
@ -2040,7 +2040,7 @@ inline void SetActorSizeX(DSWActor* sp)
|
|||
|
||||
inline bool Facing(DSWActor* actor1, DSWActor* actor2)
|
||||
{
|
||||
return absangle(VecToAngle(actor1->spr.pos - actor2->spr.pos), actor2->spr.angle) < DAngle90;
|
||||
return absangle((actor1->spr.pos - actor2->spr.pos).Angle(), actor2->spr.angle) < DAngle90;
|
||||
}
|
||||
|
||||
// Given a z height and sprite return the correct y repeat value
|
||||
|
|
|
@ -338,7 +338,7 @@ void MorphTornado(SECTOR_OBJECT* sop)
|
|||
if ((sop->pmid - mpos).Length() > sop->morph_dist_max + sop->scale_dist)
|
||||
{
|
||||
// find and reverse angle
|
||||
sop->morph_ang = VecToAngle(mpos - sop->pmid) + DAngle180;
|
||||
sop->morph_ang = (mpos - sop->pmid).Angle() + DAngle180;
|
||||
|
||||
// move back some from last point
|
||||
mpos = spos + sop->morph_ang.ToVector() * sop->morph_speed * 2;
|
||||
|
|
|
@ -1196,7 +1196,7 @@ DSWActor* DoPickTarget(DSWActor* actor, DAngle max_delta_ang, int skip_targets)
|
|||
}
|
||||
|
||||
// Get the angle to the player
|
||||
DAngle angle2 = VecToAngle(itActor->spr.pos - actor->spr.pos);
|
||||
DAngle angle2 = (itActor->spr.pos - actor->spr.pos).Angle();
|
||||
|
||||
// Get the angle difference
|
||||
|
||||
|
@ -2543,7 +2543,7 @@ void DriveCrush(PLAYER* pp, DVector2* quad)
|
|||
double const vel = pp->vect.Length() * 8;
|
||||
if (vel < 70.3125)
|
||||
{
|
||||
DoActorBeginSlide(actor, VecToAngle(pp->vect.X, pp->vect.Y), vel);
|
||||
DoActorBeginSlide(actor, pp->vect.Angle(), vel);
|
||||
if (DoActorSlide(actor))
|
||||
continue;
|
||||
}
|
||||
|
@ -6239,7 +6239,7 @@ void DoPlayerDeathCheckKick(PLAYER* pp)
|
|||
{
|
||||
pp->KillerActor = itActor;
|
||||
|
||||
plActor->user.slide_ang = VecToAngle(plActor->spr.pos - itActor->spr.pos);
|
||||
plActor->user.slide_ang = (plActor->spr.pos - itActor->spr.pos).Angle();
|
||||
plActor->user.slide_ang += RandomAngle(22.5) - DAngle22_5 / 2;
|
||||
|
||||
plActor->user.slide_vel = itActor->vel.X * 2;
|
||||
|
@ -7108,7 +7108,7 @@ void domovethings(void)
|
|||
// auto tracking mode for single player multi-game
|
||||
if (numplayers <= 1 && PlayerTrackingMode && pnum == screenpeek && screenpeek != myconnectindex)
|
||||
{
|
||||
Player[screenpeek].angle.settarget(VecToAngle(Player[myconnectindex].pos - Player[screenpeek].pos));
|
||||
Player[screenpeek].angle.settarget((Player[myconnectindex].pos - Player[screenpeek].pos).Angle());
|
||||
}
|
||||
|
||||
if (!(pp->Flags & PF_DEAD))
|
||||
|
|
|
@ -1200,7 +1200,7 @@ int DoRipperRipHeart(DSWActor* actor)
|
|||
actor->user.WaitTics = 6 * 120;
|
||||
|
||||
// player face ripper
|
||||
target->spr.angle = VecToAngle(actor->spr.pos - target->spr.pos);
|
||||
target->spr.angle = (actor->spr.pos - target->spr.pos).Angle();
|
||||
return 0;
|
||||
}
|
||||
|
||||
|
|
|
@ -1204,7 +1204,7 @@ int DoRipper2RipHeart(DSWActor* actor)
|
|||
actor->user.WaitTics = 6 * 120;
|
||||
|
||||
// player face ripper2
|
||||
target->spr.angle = VecToAngle(actor->spr.pos - target->spr.pos);
|
||||
target->spr.angle = (actor->spr.pos - target->spr.pos).Angle();
|
||||
return 0;
|
||||
}
|
||||
|
||||
|
|
|
@ -492,7 +492,7 @@ int DoSkullWait(DSWActor* actor)
|
|||
|
||||
if (dist < 500)
|
||||
{
|
||||
actor->spr.angle = VecToAngle(actor->user.targetActor->spr.pos - actor->spr.pos);
|
||||
actor->spr.angle = (actor->user.targetActor->spr.pos - actor->spr.pos).Angle();
|
||||
actor->vel.X = 8 + RandomRangeF(16);
|
||||
actor->user.jump_speed = -700;
|
||||
NewStateGroup(actor, sg_SkullJump);
|
||||
|
@ -891,7 +891,7 @@ int DoBettyWait(DSWActor* actor)
|
|||
|
||||
if (dist < 8000)
|
||||
{
|
||||
actor->spr.angle = VecToAngle(actor->user.targetActor->spr.pos - actor->spr.pos);
|
||||
actor->spr.angle = (actor->user.targetActor->spr.pos - actor->spr.pos).Angle();
|
||||
actor->vel.X = 8 + RandomRangeF(16);
|
||||
actor->user.jump_speed = -700;
|
||||
NewStateGroup(actor, sg_BettyJump);
|
||||
|
|
|
@ -1396,7 +1396,7 @@ void PlaceSectorObjectsOnTracks(void)
|
|||
|
||||
NextTrackPoint(sop);
|
||||
|
||||
sop->ang = VecToAngle((tpoint + sop->point)->pos - sop->pmid);
|
||||
sop->ang = ((tpoint + sop->point)->pos - sop->pmid).Angle();
|
||||
sop->ang_moving = sop->ang_tgt = sop->ang;
|
||||
}
|
||||
|
||||
|
@ -1459,7 +1459,7 @@ void PlaceActorsOnTracks(void)
|
|||
}
|
||||
|
||||
// check angle in the "forward" direction
|
||||
actor->spr.angle = VecToAngle((tpoint + actor->user.point)->pos - actor->spr.pos);
|
||||
actor->spr.angle = ((tpoint + actor->user.point)->pos - actor->spr.pos).Angle();
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -1793,7 +1793,7 @@ void RefreshPoints(SECTOR_OBJECT* sop, const DVector2& move, bool dynamic)
|
|||
{
|
||||
if (!(wal.extra & WALLFX_DONT_SCALE))
|
||||
{
|
||||
auto ang = VecToAngle(pos - sop->pmid);
|
||||
auto ang = (pos - sop->pmid).Angle();
|
||||
|
||||
if (sop->scale_type == SO_SCALE_RANDOM_POINT)
|
||||
{
|
||||
|
@ -2190,7 +2190,7 @@ DVector2 DoTrack(SECTOR_OBJECT* sop, short locktics)
|
|||
// calculate an angle to the target
|
||||
|
||||
if (sop->vel)
|
||||
sop->ang_moving = sop->ang_tgt = VecToAngle(tpoint->pos - sop->pmid);
|
||||
sop->ang_moving = sop->ang_tgt = (tpoint->pos - sop->pmid).Angle();
|
||||
|
||||
// NOTE: Jittery ride - try new value out here
|
||||
// NOTE: Put a loop around this (locktics) to make it more acuruate
|
||||
|
@ -2450,7 +2450,7 @@ DVector2 DoTrack(SECTOR_OBJECT* sop, short locktics)
|
|||
sop->target_dist = (sop->pmid.XY() - tpoint->pos.XY()).Length();
|
||||
|
||||
// calculate a new angle to the target
|
||||
sop->ang_moving = sop->ang_tgt = VecToAngle(tpoint->pos - sop->pmid);
|
||||
sop->ang_moving = sop->ang_tgt = (tpoint->pos - sop->pmid).Angle();
|
||||
|
||||
if ((sop->flags & SOBJ_ZDIFF_MODE))
|
||||
{
|
||||
|
@ -2728,7 +2728,7 @@ void DoAutoTurretObject(SECTOR_OBJECT* sop)
|
|||
}
|
||||
}
|
||||
|
||||
sop->ang_tgt = VecToAngle(actor->user.targetActor->spr.pos - sop->pmid);
|
||||
sop->ang_tgt = (actor->user.targetActor->spr.pos - sop->pmid).Angle();
|
||||
|
||||
// get delta to target angle
|
||||
delta_ang = deltaangle(sop->ang, sop->ang_tgt);
|
||||
|
@ -2767,7 +2767,7 @@ void DoActorHitTrackEndPoint(DSWActor* actor)
|
|||
if (actor->user.track >= 0)
|
||||
{
|
||||
auto tp = Track[actor->user.track].TrackPoint + actor->user.point;
|
||||
actor->spr.angle = VecToAngle(tp->pos - actor->spr.pos);
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||||
actor->spr.angle = (tp->pos - actor->spr.pos).Angle();
|
||||
}
|
||||
else
|
||||
{
|
||||
|
@ -2784,7 +2784,7 @@ void DoActorHitTrackEndPoint(DSWActor* actor)
|
|||
if (actor->user.track >= 0)
|
||||
{
|
||||
auto tp = Track[actor->user.track].TrackPoint + actor->user.point;
|
||||
actor->spr.angle = VecToAngle(tp->pos - actor->spr.pos);
|
||||
actor->spr.angle = (tp->pos - actor->spr.pos).Angle();
|
||||
}
|
||||
else
|
||||
{
|
||||
|
@ -3371,7 +3371,7 @@ int ActorFollowTrack(DSWActor* actor, short locktics)
|
|||
|
||||
if (!(actor->user.Flags & (SPR_CLIMBING | SPR_DONT_UPDATE_ANG)))
|
||||
{
|
||||
actor->spr.angle = VecToAngle(tpoint->pos - actor->spr.pos);
|
||||
actor->spr.angle = (tpoint->pos - actor->spr.pos).Angle();
|
||||
}
|
||||
|
||||
double dist = (actor->spr.pos.XY() - tpoint->pos.XY()).Length();
|
||||
|
@ -3387,7 +3387,7 @@ int ActorFollowTrack(DSWActor* actor, short locktics)
|
|||
if (!(actor->user.Flags & (SPR_CLIMBING | SPR_DONT_UPDATE_ANG)))
|
||||
{
|
||||
// calculate a new angle to the target
|
||||
actor->spr.angle = VecToAngle(tpoint->pos - actor->spr.pos);
|
||||
actor->spr.angle = (tpoint->pos - actor->spr.pos).Angle();
|
||||
}
|
||||
|
||||
if (actor->user.Flags & (SPR_ZDIFF_MODE))
|
||||
|
@ -3433,7 +3433,7 @@ int ActorFollowTrack(DSWActor* actor, short locktics)
|
|||
|
||||
actor->vel.Z = 0;
|
||||
|
||||
actor->spr.angle = VecToAngle(tpoint->pos - actor->spr.pos);
|
||||
actor->spr.angle = (tpoint->pos - actor->spr.pos).Angle();
|
||||
|
||||
ActorLeaveTrack(actor);
|
||||
actor->spr.cstat &= ~(CSTAT_SPRITE_YCENTER);
|
||||
|
|
|
@ -5495,7 +5495,7 @@ int PlayerCheckDeath(PLAYER* pp, DSWActor* weapActor)
|
|||
DoPlayerBeginDie(pp);
|
||||
|
||||
// for death direction
|
||||
actor->user.slide_ang = VecToAngle(actor->spr.pos - weapActor->spr.pos);
|
||||
actor->user.slide_ang = (actor->spr.pos - weapActor->spr.pos).Angle();
|
||||
// for death velocity
|
||||
actor->user.slide_vel = actor->user.LastDamage * (5 / 16.);
|
||||
|
||||
|
@ -7890,7 +7890,7 @@ int MissileSeek(DSWActor* actor, int16_t delay_tics, DAngle aware_range/*, int16
|
|||
if (goal != nullptr)
|
||||
{
|
||||
// move to correct angle
|
||||
auto ang2tgt = VecToAngle(goal->spr.pos - actor->spr.pos);
|
||||
auto ang2tgt = (goal->spr.pos - actor->spr.pos).Angle();
|
||||
auto delta_ang = clamp(deltaangle(ang2tgt, actor->spr.angle), -DAngle45 / 8, DAngle45 / 8);
|
||||
actor->spr.angle -= delta_ang;
|
||||
|
||||
|
@ -7934,7 +7934,7 @@ int ComboMissileSeek(DSWActor* actor, int16_t delay_tics, DAngle aware_range/*,
|
|||
if (goal != nullptr)
|
||||
{
|
||||
// move to correct angle
|
||||
auto ang2tgt = VecToAngle(goal->spr.pos - actor->spr.pos);
|
||||
auto ang2tgt = (goal->spr.pos - actor->spr.pos).Angle();
|
||||
auto delta_ang = clamp(deltaangle(ang2tgt, actor->spr.angle), -DAngle45 / 8, DAngle45 / 8);
|
||||
actor->spr.angle -= delta_ang;
|
||||
UpdateChangeXY(actor);
|
||||
|
@ -7949,7 +7949,7 @@ int ComboMissileSeek(DSWActor* actor, int16_t delay_tics, DAngle aware_range/*,
|
|||
|
||||
void SetAngleFromChange(DSWActor* actor)
|
||||
{
|
||||
actor->spr.angle = VecToAngle(actor->user.change);
|
||||
actor->spr.angle = actor->user.change.Angle();
|
||||
}
|
||||
|
||||
//---------------------------------------------------------------------------
|
||||
|
@ -15851,7 +15851,7 @@ int InitTurretMicro(DSWActor* actor, PLAYER* pp)
|
|||
{
|
||||
picked = ts->actor;
|
||||
|
||||
angle = VecToAngle(picked->spr.pos - npos);
|
||||
angle = (picked->spr.pos - npos).Angle();
|
||||
|
||||
ts++;
|
||||
}
|
||||
|
|
|
@ -35,12 +35,12 @@ constexpr double HORIZ_MULTF = 64.;
|
|||
|
||||
inline DAngle AngToSprite(DSWActor* actor, DSWActor* other)
|
||||
{
|
||||
return VecToAngle(actor->spr.pos - other->spr.pos);
|
||||
return (actor->spr.pos - other->spr.pos).Angle();
|
||||
}
|
||||
|
||||
inline DAngle AngToPlayer(PLAYER* player, DSWActor* other)
|
||||
{
|
||||
return VecToAngle(player->pos - other->spr.pos);
|
||||
return (player->pos - other->spr.pos).Angle();
|
||||
}
|
||||
|
||||
|
||||
|
|
Loading…
Reference in a new issue