- angle assignments in Blood.

This commit is contained in:
Christoph Oelckers 2022-08-16 23:20:03 +02:00
parent f54e4b8a9a
commit 8f904c2256
17 changed files with 100 additions and 100 deletions

View file

@ -2732,7 +2732,7 @@ static void actNapalmMove(DBloodActor* actor)
{
int t1 = Random(0x33333) + 0x33333;
int rndang = Random2(0x71);
actor->spr.__int_angle = (rndang + ang + 2048) & 2047;
actor->set_int_ang((rndang + ang + 2048) & 2047);
auto spawned = actFireThing(actor, 0, 0, -0x93d0, kThingNapalmBall, t1);
spawned->SetOwner(actor->GetOwner());
seqSpawn(61, spawned, nNapalmClient);
@ -3881,7 +3881,7 @@ static void actImpactMissile(DBloodActor* missileActor, int hitCode)
if (pWallHit)
{
auto pFX = gFX.fxSpawnActor(FX_52, missileActor->sector(), missileActor->int_pos().X, missileActor->int_pos().Y, missileActor->int_pos().Z, 0);
if (pFX) pFX->spr.__int_angle = (GetWallAngle(pWallHit) + 512) & 2047;
if (pFX) pFX->set_int_ang((GetWallAngle(pWallHit) + 512) & 2047);
}
break;
}
@ -4720,7 +4720,7 @@ static Collision MoveThing(DBloodActor* actor)
}
}
if (actor->vel.X || actor->vel.Y)
actor->spr.__int_angle = getangle(actor->vel.X, actor->vel.Y);
actor->set_int_ang(getangle(actor->vel.X, actor->vel.Y));
return lhit;
}
@ -6260,7 +6260,7 @@ DBloodActor* actSpawnDude(DBloodActor* source, int nType, int a3, int a4)
spawned->spr.type = nType;
if (!VanillaMode())
spawned->spr.inittype = nType;
spawned->spr.__int_angle = angle;
spawned->set_int_ang(angle);
vec3_t pos = { x, y, z };
SetActor(spawned, &pos);
spawned->spr.cstat |= CSTAT_SPRITE_BLOCK_ALL | CSTAT_SPRITE_BLOOD_BIT1;
@ -6419,7 +6419,7 @@ DBloodActor* actFireThing(DBloodActor* actor, int a2, int a3, int a4, int thingT
}
auto fired = actSpawnThing(actor->sector(), x, y, z, thingType);
fired->SetOwner(actor);
fired->spr.__int_angle = actor->int_ang();
fired->set_int_ang(actor->int_ang());
fired->vel.X = MulScale(a6, Cos(fired->int_ang()), 30);
fired->vel.Y = MulScale(a6, Sin(fired->int_ang()), 30);
fired->vel.Z = MulScale(a6, a4, 14);
@ -6551,7 +6551,7 @@ DBloodActor* actFireMissile(DBloodActor* actor, int a2, int a3, int a4, int a5,
spawned->spr.xrepeat = pMissileInfo->xrepeat;
spawned->spr.yrepeat = pMissileInfo->yrepeat;
spawned->spr.picnum = pMissileInfo->picnum;
spawned->spr.__int_angle = (actor->int_ang() + pMissileInfo->angleOfs) & 2047;
spawned->set_int_ang((actor->int_ang() + pMissileInfo->angleOfs) & 2047);
spawned->vel.X = MulScale(pMissileInfo->velocity, a4, 14);
spawned->vel.Y = MulScale(pMissileInfo->velocity, a5, 14);
spawned->vel.Z = MulScale(pMissileInfo->velocity, a6, 14);
@ -6751,7 +6751,7 @@ void actFireVector(DBloodActor* shooter, int a2, int a3, int a4, int a5, int a6,
auto pFX = gFX.fxSpawnActor(pVectorData->surfHit[nnSurf].fx1, pSector, xx, yy, zz, 0);
if (pFX)
{
pFX->spr.__int_angle = (GetWallAngle(pWall) + 512) & 2047;
pFX->set_int_ang((GetWallAngle(pWall) + 512) & 2047);
pFX->spr.cstat |= CSTAT_SPRITE_ALIGNMENT_WALL;
}
}
@ -6855,7 +6855,7 @@ void actFireVector(DBloodActor* shooter, int a2, int a3, int a4, int a5, int a6,
if (pFX)
{
pFX->vel.Z = 0x2222;
pFX->spr.__int_angle = (GetWallAngle(pWall) + 512) & 2047;
pFX->set_int_ang((GetWallAngle(pWall) + 512) & 2047);
pFX->spr.cstat |= CSTAT_SPRITE_ALIGNMENT_WALL;
}
}

View file

@ -300,7 +300,7 @@ void aiMoveForward(DBloodActor* actor)
DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type);
int nAng = ((actor->xspr.goalAng + 1024 - actor->int_ang()) & 2047) - 1024;
int nTurnRange = (pDudeInfo->angSpeed << 2) >> 4;
actor->spr.__int_angle = (actor->int_ang() + ClipRange(nAng, -nTurnRange, nTurnRange)) & 2047;
actor->set_int_ang((actor->int_ang() + ClipRange(nAng, -nTurnRange, nTurnRange)) & 2047);
if (abs(nAng) > 341)
return;
actor->vel.X += MulScale(pDudeInfo->frontSpeed, Cos(actor->int_ang()), 30);
@ -319,7 +319,7 @@ void aiMoveTurn(DBloodActor* actor)
DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type);
int nAng = ((actor->xspr.goalAng + 1024 - actor->int_ang()) & 2047) - 1024;
int nTurnRange = (pDudeInfo->angSpeed << 2) >> 4;
actor->spr.__int_angle = (actor->int_ang() + ClipRange(nAng, -nTurnRange, nTurnRange)) & 2047;
actor->set_int_ang((actor->int_ang() + ClipRange(nAng, -nTurnRange, nTurnRange)) & 2047);
}
//---------------------------------------------------------------------------
@ -334,7 +334,7 @@ void aiMoveDodge(DBloodActor* actor)
DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type);
int nAng = ((actor->xspr.goalAng + 1024 - actor->int_ang()) & 2047) - 1024;
int nTurnRange = (pDudeInfo->angSpeed << 2) >> 4;
actor->spr.__int_angle = (actor->int_ang() + ClipRange(nAng, -nTurnRange, nTurnRange)) & 2047;
actor->set_int_ang((actor->int_ang() + ClipRange(nAng, -nTurnRange, nTurnRange)) & 2047);
if (actor->xspr.dodgeDir)
{
int nCos = Cos(actor->int_ang());

View file

@ -205,7 +205,7 @@ static void batMoveDodgeUp(DBloodActor* actor)
DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type);
int nAng = ((actor->xspr.goalAng + 1024 - actor->int_ang()) & 2047) - 1024;
int nTurnRange = (pDudeInfo->angSpeed << 2) >> 4;
actor->spr.__int_angle = (actor->int_ang() + ClipRange(nAng, -nTurnRange, nTurnRange)) & 2047;
actor->set_int_ang((actor->int_ang() + ClipRange(nAng, -nTurnRange, nTurnRange)) & 2047);
int nCos = Cos(actor->int_ang());
int nSin = Sin(actor->int_ang());
int dx = actor->vel.X;
@ -228,7 +228,7 @@ static void batMoveDodgeDown(DBloodActor* actor)
DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type);
int nAng = ((actor->xspr.goalAng + 1024 - actor->int_ang()) & 2047) - 1024;
int nTurnRange = (pDudeInfo->angSpeed << 2) >> 4;
actor->spr.__int_angle = (actor->int_ang() + ClipRange(nAng, -nTurnRange, nTurnRange)) & 2047;
actor->set_int_ang((actor->int_ang() + ClipRange(nAng, -nTurnRange, nTurnRange)) & 2047);
if (actor->xspr.dodgeDir == 0)
return;
int nCos = Cos(actor->int_ang());
@ -312,12 +312,12 @@ static void batMoveForward(DBloodActor* actor)
DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type);
int nAng = ((actor->xspr.goalAng + 1024 - actor->int_ang()) & 2047) - 1024;
int nTurnRange = (pDudeInfo->angSpeed << 2) >> 4;
actor->spr.__int_angle = (actor->int_ang() + ClipRange(nAng, -nTurnRange, nTurnRange)) & 2047;
actor->set_int_ang((actor->int_ang() + ClipRange(nAng, -nTurnRange, nTurnRange)) & 2047);
int nAccel = pDudeInfo->frontSpeed << 2;
if (abs(nAng) > 341)
return;
if (actor->GetTarget() == nullptr)
actor->spr.__int_angle = (actor->int_ang() + 256) & 2047;
actor->set_int_ang((actor->int_ang() + 256) & 2047);
int dx = actor->xspr.TargetPos.X - actor->int_pos().X;
int dy = actor->xspr.TargetPos.Y - actor->int_pos().Y;
int nDist = approxDist(dx, dy);
@ -343,7 +343,7 @@ static void batMoveSwoop(DBloodActor* actor)
DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type);
int nAng = ((actor->xspr.goalAng + 1024 - actor->int_ang()) & 2047) - 1024;
int nTurnRange = (pDudeInfo->angSpeed << 2) >> 4;
actor->spr.__int_angle = (actor->int_ang() + ClipRange(nAng, -nTurnRange, nTurnRange)) & 2047;
actor->set_int_ang((actor->int_ang() + ClipRange(nAng, -nTurnRange, nTurnRange)) & 2047);
int nAccel = pDudeInfo->frontSpeed << 2;
if (abs(nAng) > 341)
{
@ -373,11 +373,11 @@ static void batMoveFly(DBloodActor* actor)
DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type);
int nAng = ((actor->xspr.goalAng + 1024 - actor->int_ang()) & 2047) - 1024;
int nTurnRange = (pDudeInfo->angSpeed << 2) >> 4;
actor->spr.__int_angle = (actor->int_ang() + ClipRange(nAng, -nTurnRange, nTurnRange)) & 2047;
actor->set_int_ang((actor->int_ang() + ClipRange(nAng, -nTurnRange, nTurnRange)) & 2047);
int nAccel = pDudeInfo->frontSpeed << 2;
if (abs(nAng) > 341)
{
actor->spr.__int_angle = (actor->int_ang() + 512) & 2047;
actor->set_int_ang((actor->int_ang() + 512) & 2047);
return;
}
int dx = actor->xspr.TargetPos.X - actor->int_pos().X;

View file

@ -400,7 +400,7 @@ static void beastMoveForward(DBloodActor* actor)
DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type);
int nAng = ((actor->xspr.goalAng + 1024 - actor->int_ang()) & 2047) - 1024;
int nTurnRange = (pDudeInfo->angSpeed << 2) >> 4;
actor->spr.__int_angle = (actor->int_ang() + ClipRange(nAng, -nTurnRange, nTurnRange)) & 2047;
actor->set_int_ang((actor->int_ang() + ClipRange(nAng, -nTurnRange, nTurnRange)) & 2047);
if (abs(nAng) > 341)
return;
int dx = actor->xspr.TargetPos.X - actor->int_pos().X;
@ -418,12 +418,12 @@ static void sub_628A0(DBloodActor* actor)
DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type);
int nAng = ((actor->xspr.goalAng + 1024 - actor->int_ang()) & 2047) - 1024;
int nTurnRange = (pDudeInfo->angSpeed << 2) >> 4;
actor->spr.__int_angle = (actor->int_ang() + ClipRange(nAng, -nTurnRange, nTurnRange)) & 2047;
actor->set_int_ang((actor->int_ang() + ClipRange(nAng, -nTurnRange, nTurnRange)) & 2047);
int nAccel = pDudeInfo->frontSpeed << 2;
if (abs(nAng) > 341)
return;
if (actor->GetTarget() == nullptr)
actor->spr.__int_angle = (actor->int_ang() + 256) & 2047;
actor->set_int_ang((actor->int_ang() + 256) & 2047);
int dx = actor->xspr.TargetPos.X - actor->int_pos().X;
int dy = actor->xspr.TargetPos.Y - actor->int_pos().Y;
int nDist = approxDist(dx, dy);
@ -453,7 +453,7 @@ static void sub_62AE0(DBloodActor* actor)
int z2 = target->int_pos().Z + getDudeInfo(target->spr.type)->eyeHeight;
int nAng = ((actor->xspr.goalAng + 1024 - actor->int_ang()) & 2047) - 1024;
int nTurnRange = (pDudeInfo->angSpeed << 2) >> 4;
actor->spr.__int_angle = (actor->int_ang() + ClipRange(nAng, -nTurnRange, nTurnRange)) & 2047;
actor->set_int_ang((actor->int_ang() + ClipRange(nAng, -nTurnRange, nTurnRange)) & 2047);
int nAccel = pDudeInfo->frontSpeed << 2;
if (abs(nAng) > 341)
{
@ -488,11 +488,11 @@ static void sub_62D7C(DBloodActor* actor)
int z2 = target->int_pos().Z + getDudeInfo(target->spr.type)->eyeHeight;
int nAng = ((actor->xspr.goalAng + 1024 - actor->int_ang()) & 2047) - 1024;
int nTurnRange = (pDudeInfo->angSpeed << 2) >> 4;
actor->spr.__int_angle = (actor->int_ang() + ClipRange(nAng, -nTurnRange, nTurnRange)) & 2047;
actor->set_int_ang((actor->int_ang() + ClipRange(nAng, -nTurnRange, nTurnRange)) & 2047);
int nAccel = pDudeInfo->frontSpeed << 2;
if (abs(nAng) > 341)
{
actor->spr.__int_angle = (actor->int_ang() + 512) & 2047;
actor->set_int_ang((actor->int_ang() + 512) & 2047);
return;
}
int dx = actor->xspr.TargetPos.X - actor->int_pos().X;

View file

@ -219,7 +219,7 @@ static void eelMoveDodgeUp(DBloodActor* actor)
DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type);
int nAng = ((actor->xspr.goalAng + 1024 - actor->int_ang()) & 2047) - 1024;
int nTurnRange = (pDudeInfo->angSpeed << 2) >> 4;
actor->spr.__int_angle = (actor->int_ang() + ClipRange(nAng, -nTurnRange, nTurnRange)) & 2047;
actor->set_int_ang((actor->int_ang() + ClipRange(nAng, -nTurnRange, nTurnRange)) & 2047);
int nCos = Cos(actor->int_ang());
int nSin = Sin(actor->int_ang());
int dx = actor->vel.X;
@ -242,7 +242,7 @@ static void eelMoveDodgeDown(DBloodActor* actor)
DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type);
int nAng = ((actor->xspr.goalAng + 1024 - actor->int_ang()) & 2047) - 1024;
int nTurnRange = (pDudeInfo->angSpeed << 2) >> 4;
actor->spr.__int_angle = (actor->int_ang() + ClipRange(nAng, -nTurnRange, nTurnRange)) & 2047;
actor->set_int_ang((actor->int_ang() + ClipRange(nAng, -nTurnRange, nTurnRange)) & 2047);
if (actor->xspr.dodgeDir == 0)
return;
int nCos = Cos(actor->int_ang());
@ -322,12 +322,12 @@ static void eelMoveForward(DBloodActor* actor)
DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type);
int nAng = ((actor->xspr.goalAng + 1024 - actor->int_ang()) & 2047) - 1024;
int nTurnRange = (pDudeInfo->angSpeed << 2) >> 4;
actor->spr.__int_angle = (actor->int_ang() + ClipRange(nAng, -nTurnRange, nTurnRange)) & 2047;
actor->set_int_ang((actor->int_ang() + ClipRange(nAng, -nTurnRange, nTurnRange)) & 2047);
int nAccel = (pDudeInfo->frontSpeed - (((4 - gGameOptions.nDifficulty) << 26) / 120) / 120) << 2;
if (abs(nAng) > 341)
return;
if (actor->GetTarget() == nullptr)
actor->spr.__int_angle = (actor->int_ang() + 256) & 2047;
actor->set_int_ang((actor->int_ang() + 256) & 2047);
int dx = actor->xspr.TargetPos.X - actor->int_pos().X;
int dy = actor->xspr.TargetPos.Y - actor->int_pos().Y;
int nDist = approxDist(dx, dy);
@ -353,7 +353,7 @@ static void eelMoveSwoop(DBloodActor* actor)
DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type);
int nAng = ((actor->xspr.goalAng + 1024 - actor->int_ang()) & 2047) - 1024;
int nTurnRange = (pDudeInfo->angSpeed << 2) >> 4;
actor->spr.__int_angle = (actor->int_ang() + ClipRange(nAng, -nTurnRange, nTurnRange)) & 2047;
actor->set_int_ang((actor->int_ang() + ClipRange(nAng, -nTurnRange, nTurnRange)) & 2047);
int nAccel = (pDudeInfo->frontSpeed - (((4 - gGameOptions.nDifficulty) << 26) / 120) / 120) << 2;
if (abs(nAng) > 341)
return;
@ -380,7 +380,7 @@ static void eelMoveAscend(DBloodActor* actor)
DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type);
int nAng = ((actor->xspr.goalAng + 1024 - actor->int_ang()) & 2047) - 1024;
int nTurnRange = (pDudeInfo->angSpeed << 2) >> 4;
actor->spr.__int_angle = (actor->int_ang() + ClipRange(nAng, -nTurnRange, nTurnRange)) & 2047;
actor->set_int_ang((actor->int_ang() + ClipRange(nAng, -nTurnRange, nTurnRange)) & 2047);
int nAccel = (pDudeInfo->frontSpeed - (((4 - gGameOptions.nDifficulty) << 26) / 120) / 120) << 2;
if (abs(nAng) > 341)
return;

View file

@ -278,12 +278,12 @@ static void sub_65D04(DBloodActor* actor)
DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type);
int nAng = ((actor->xspr.goalAng + 1024 - actor->int_ang()) & 2047) - 1024;
int nTurnRange = (pDudeInfo->angSpeed << 2) >> 4;
actor->spr.__int_angle = (actor->int_ang() + ClipRange(nAng, -nTurnRange, nTurnRange)) & 2047;
actor->set_int_ang((actor->int_ang() + ClipRange(nAng, -nTurnRange, nTurnRange)) & 2047);
int nAccel = pDudeInfo->frontSpeed << 2;
if (abs(nAng) > 341)
return;
if (actor->GetTarget() == nullptr)
actor->spr.__int_angle = (actor->int_ang() + 256) & 2047;
actor->set_int_ang((actor->int_ang() + 256) & 2047);
int dx = actor->xspr.TargetPos.X - actor->int_pos().X;
int dy = actor->xspr.TargetPos.Y - actor->int_pos().Y;
int nDist = approxDist(dx, dy);
@ -314,7 +314,7 @@ static void sub_65F44(DBloodActor* actor)
int z2 = target->int_pos().Z + getDudeInfo(target->spr.type)->eyeHeight;
int nAng = ((actor->xspr.goalAng + 1024 - actor->int_ang()) & 2047) - 1024;
int nTurnRange = (pDudeInfo->angSpeed << 2) >> 4;
actor->spr.__int_angle = (actor->int_ang() + ClipRange(nAng, -nTurnRange, nTurnRange)) & 2047;
actor->set_int_ang((actor->int_ang() + ClipRange(nAng, -nTurnRange, nTurnRange)) & 2047);
int nAccel = pDudeInfo->frontSpeed << 2;
if (abs(nAng) > 341)
{
@ -350,11 +350,11 @@ static void sub_661E0(DBloodActor* actor)
int z2 = target->int_pos().Z + getDudeInfo(target->spr.type)->eyeHeight;
int nAng = ((actor->xspr.goalAng + 1024 - actor->int_ang()) & 2047) - 1024;
int nTurnRange = (pDudeInfo->angSpeed << 2) >> 4;
actor->spr.__int_angle = (actor->int_ang() + ClipRange(nAng, -nTurnRange, nTurnRange)) & 2047;
actor->set_int_ang((actor->int_ang() + ClipRange(nAng, -nTurnRange, nTurnRange)) & 2047);
int nAccel = pDudeInfo->frontSpeed << 2;
if (abs(nAng) > 341)
{
actor->spr.__int_angle = (actor->int_ang() + 512) & 2047;
actor->set_int_ang((actor->int_ang() + 512) & 2047);
return;
}
int dx = actor->xspr.TargetPos.X - actor->int_pos().X;

View file

@ -281,7 +281,7 @@ static void gargMoveDodgeUp(DBloodActor* actor)
DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type);
int nAng = ((actor->xspr.goalAng + 1024 - actor->int_ang()) & 2047) - 1024;
int nTurnRange = (pDudeInfo->angSpeed << 2) >> 4;
actor->spr.__int_angle = (actor->int_ang() + ClipRange(nAng, -nTurnRange, nTurnRange)) & 2047;
actor->set_int_ang((actor->int_ang() + ClipRange(nAng, -nTurnRange, nTurnRange)) & 2047);
int nCos = Cos(actor->int_ang());
int nSin = Sin(actor->int_ang());
int dx = actor->vel.X;
@ -307,7 +307,7 @@ static void gargMoveDodgeDown(DBloodActor* actor)
DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type);
int nAng = ((actor->xspr.goalAng + 1024 - actor->int_ang()) & 2047) - 1024;
int nTurnRange = (pDudeInfo->angSpeed << 2) >> 4;
actor->spr.__int_angle = (actor->int_ang() + ClipRange(nAng, -nTurnRange, nTurnRange)) & 2047;
actor->set_int_ang((actor->int_ang() + ClipRange(nAng, -nTurnRange, nTurnRange)) & 2047);
if (actor->xspr.dodgeDir == 0)
return;
int nCos = Cos(actor->int_ang());
@ -525,12 +525,12 @@ static void gargMoveForward(DBloodActor* actor)
DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type);
int nAng = ((actor->xspr.goalAng + 1024 - actor->int_ang()) & 2047) - 1024;
int nTurnRange = (pDudeInfo->angSpeed << 2) >> 4;
actor->spr.__int_angle = (actor->int_ang() + ClipRange(nAng, -nTurnRange, nTurnRange)) & 2047;
actor->set_int_ang((actor->int_ang() + ClipRange(nAng, -nTurnRange, nTurnRange)) & 2047);
int nAccel = pDudeInfo->frontSpeed << 2;
if (abs(nAng) > 341)
return;
if (actor->GetTarget() == nullptr)
actor->spr.__int_angle = (actor->int_ang() + 256) & 2047;
actor->set_int_ang((actor->int_ang() + 256) & 2047);
int dx = actor->xspr.TargetPos.X - actor->int_pos().X;
int dy = actor->xspr.TargetPos.Y - actor->int_pos().Y;
int nDist = approxDist(dx, dy);
@ -559,7 +559,7 @@ static void gargMoveSlow(DBloodActor* actor)
DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type);
int nAng = ((actor->xspr.goalAng + 1024 - actor->int_ang()) & 2047) - 1024;
int nTurnRange = (pDudeInfo->angSpeed << 2) >> 4;
actor->spr.__int_angle = (actor->int_ang() + ClipRange(nAng, -nTurnRange, nTurnRange)) & 2047;
actor->set_int_ang((actor->int_ang() + ClipRange(nAng, -nTurnRange, nTurnRange)) & 2047);
int nAccel = pDudeInfo->frontSpeed << 2;
if (abs(nAng) > 341)
{
@ -600,7 +600,7 @@ static void gargMoveSwoop(DBloodActor* actor)
DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type);
int nAng = ((actor->xspr.goalAng + 1024 - actor->int_ang()) & 2047) - 1024;
int nTurnRange = (pDudeInfo->angSpeed << 2) >> 4;
actor->spr.__int_angle = (actor->int_ang() + ClipRange(nAng, -nTurnRange, nTurnRange)) & 2047;
actor->set_int_ang((actor->int_ang() + ClipRange(nAng, -nTurnRange, nTurnRange)) & 2047);
int nAccel = pDudeInfo->frontSpeed << 2;
if (abs(nAng) > 341)
{
@ -640,11 +640,11 @@ static void gargMoveFly(DBloodActor* actor)
DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type);
int nAng = ((actor->xspr.goalAng + 1024 - actor->int_ang()) & 2047) - 1024;
int nTurnRange = (pDudeInfo->angSpeed << 2) >> 4;
actor->spr.__int_angle = (actor->int_ang() + ClipRange(nAng, -nTurnRange, nTurnRange)) & 2047;
actor->set_int_ang((actor->int_ang() + ClipRange(nAng, -nTurnRange, nTurnRange)) & 2047);
int nAccel = pDudeInfo->frontSpeed << 2;
if (abs(nAng) > 341)
{
actor->spr.__int_angle = (actor->int_ang() + 512) & 2047;
actor->set_int_ang((actor->int_ang() + 512) & 2047);
return;
}
int dx = actor->xspr.TargetPos.X - actor->int_pos().X;

View file

@ -260,7 +260,7 @@ static void ghostMoveDodgeUp(DBloodActor* actor)
DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type);
int nAng = ((actor->xspr.goalAng + 1024 - actor->int_ang()) & 2047) - 1024;
int nTurnRange = (pDudeInfo->angSpeed << 2) >> 4;
actor->spr.__int_angle = (actor->int_ang() + ClipRange(nAng, -nTurnRange, nTurnRange)) & 2047;
actor->set_int_ang((actor->int_ang() + ClipRange(nAng, -nTurnRange, nTurnRange)) & 2047);
int nCos = Cos(actor->int_ang());
int nSin = Sin(actor->int_ang());
int dx = actor->vel.X;
@ -286,7 +286,7 @@ static void ghostMoveDodgeDown(DBloodActor* actor)
DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type);
int nAng = ((actor->xspr.goalAng + 1024 - actor->int_ang()) & 2047) - 1024;
int nTurnRange = (pDudeInfo->angSpeed << 2) >> 4;
actor->spr.__int_angle = (actor->int_ang() + ClipRange(nAng, -nTurnRange, nTurnRange)) & 2047;
actor->set_int_ang((actor->int_ang() + ClipRange(nAng, -nTurnRange, nTurnRange)) & 2047);
if (actor->xspr.dodgeDir == 0)
return;
int nCos = Cos(actor->int_ang());
@ -421,12 +421,12 @@ static void ghostMoveForward(DBloodActor* actor)
DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type);
int nAng = ((actor->xspr.goalAng + 1024 - actor->int_ang()) & 2047) - 1024;
int nTurnRange = (pDudeInfo->angSpeed << 2) >> 4;
actor->spr.__int_angle = (actor->int_ang() + ClipRange(nAng, -nTurnRange, nTurnRange)) & 2047;
actor->set_int_ang((actor->int_ang() + ClipRange(nAng, -nTurnRange, nTurnRange)) & 2047);
int nAccel = pDudeInfo->frontSpeed << 2;
if (abs(nAng) > 341)
return;
if (actor->GetTarget() == nullptr)
actor->spr.__int_angle = (actor->int_ang() + 256) & 2047;
actor->set_int_ang((actor->int_ang() + 256) & 2047);
int dx = actor->xspr.TargetPos.X - actor->int_pos().X;
int dy = actor->xspr.TargetPos.Y - actor->int_pos().Y;
int nDist = approxDist(dx, dy);
@ -455,7 +455,7 @@ static void ghostMoveSlow(DBloodActor* actor)
DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type);
int nAng = ((actor->xspr.goalAng + 1024 - actor->int_ang()) & 2047) - 1024;
int nTurnRange = (pDudeInfo->angSpeed << 2) >> 4;
actor->spr.__int_angle = (actor->int_ang() + ClipRange(nAng, -nTurnRange, nTurnRange)) & 2047;
actor->set_int_ang((actor->int_ang() + ClipRange(nAng, -nTurnRange, nTurnRange)) & 2047);
int nAccel = pDudeInfo->frontSpeed << 2;
if (abs(nAng) > 341)
{
@ -493,7 +493,7 @@ static void ghostMoveSwoop(DBloodActor* actor)
DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type);
int nAng = ((actor->xspr.goalAng + 1024 - actor->int_ang()) & 2047) - 1024;
int nTurnRange = (pDudeInfo->angSpeed << 2) >> 4;
actor->spr.__int_angle = (actor->int_ang() + ClipRange(nAng, -nTurnRange, nTurnRange)) & 2047;
actor->set_int_ang((actor->int_ang() + ClipRange(nAng, -nTurnRange, nTurnRange)) & 2047);
int nAccel = pDudeInfo->frontSpeed << 2;
if (abs(nAng) > 341)
{
@ -530,11 +530,11 @@ static void ghostMoveFly(DBloodActor* actor)
DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type);
int nAng = ((actor->xspr.goalAng + 1024 - actor->int_ang()) & 2047) - 1024;
int nTurnRange = (pDudeInfo->angSpeed << 2) >> 4;
actor->spr.__int_angle = (actor->int_ang() + ClipRange(nAng, -nTurnRange, nTurnRange)) & 2047;
actor->set_int_ang((actor->int_ang() + ClipRange(nAng, -nTurnRange, nTurnRange)) & 2047);
int nAccel = pDudeInfo->frontSpeed << 2;
if (abs(nAng) > 341)
{
actor->spr.__int_angle = (actor->int_ang() + 512) & 2047;
actor->set_int_ang((actor->int_ang() + 512) & 2047);
return;
}
int dx = actor->xspr.TargetPos.X - actor->int_pos().X;

View file

@ -268,12 +268,12 @@ static void sub_6CB00(DBloodActor* actor)
DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type);
int nAng = ((actor->xspr.goalAng + 1024 - actor->int_ang()) & 2047) - 1024;
int nTurnRange = (pDudeInfo->angSpeed << 2) >> 4;
actor->spr.__int_angle = (actor->int_ang() + ClipRange(nAng, -nTurnRange, nTurnRange)) & 2047;
actor->set_int_ang((actor->int_ang() + ClipRange(nAng, -nTurnRange, nTurnRange)) & 2047);
int nAccel = (pDudeInfo->frontSpeed - (((4 - gGameOptions.nDifficulty) << 27) / 120) / 120) << 2;
if (abs(nAng) > 341)
return;
if (actor->GetTarget() == nullptr)
actor->spr.__int_angle = (actor->int_ang() + 256) & 2047;
actor->set_int_ang((actor->int_ang() + 256) & 2047);
int dx = actor->xspr.TargetPos.X - actor->int_pos().X;
int dy = actor->xspr.TargetPos.Y - actor->int_pos().Y;
int nDist = approxDist(dx, dy);
@ -303,7 +303,7 @@ static void sub_6CD74(DBloodActor* actor)
int z2 = target->int_pos().Z + getDudeInfo(target->spr.type)->eyeHeight;
int nAng = ((actor->xspr.goalAng + 1024 - actor->int_ang()) & 2047) - 1024;
int nTurnRange = (pDudeInfo->angSpeed << 2) >> 4;
actor->spr.__int_angle = (actor->int_ang() + ClipRange(nAng, -nTurnRange, nTurnRange)) & 2047;
actor->set_int_ang((actor->int_ang() + ClipRange(nAng, -nTurnRange, nTurnRange)) & 2047);
int nAccel = (pDudeInfo->frontSpeed - (((4 - gGameOptions.nDifficulty) << 27) / 120) / 120) << 2;
if (abs(nAng) > 341)
{
@ -338,11 +338,11 @@ static void sub_6D03C(DBloodActor* actor)
int z2 = target->int_pos().Z + getDudeInfo(target->spr.type)->eyeHeight;
int nAng = ((actor->xspr.goalAng + 1024 - actor->int_ang()) & 2047) - 1024;
int nTurnRange = (pDudeInfo->angSpeed << 2) >> 4;
actor->spr.__int_angle = (actor->int_ang() + ClipRange(nAng, -nTurnRange, nTurnRange)) & 2047;
actor->set_int_ang((actor->int_ang() + ClipRange(nAng, -nTurnRange, nTurnRange)) & 2047);
int nAccel = (pDudeInfo->frontSpeed - (((4 - gGameOptions.nDifficulty) << 27) / 120) / 120) << 2;
if (abs(nAng) > 341)
{
actor->spr.__int_angle = (actor->int_ang() + 512) & 2047;
actor->set_int_ang((actor->int_ang() + 512) & 2047);
return;
}
int dx = actor->xspr.TargetPos.X - actor->int_pos().X;

View file

@ -1116,12 +1116,12 @@ void aiGenDudeMoveForward(DBloodActor* actor)
{
int nAng = ((actor->xspr.goalAng + 1024 - actor->int_ang()) & 2047) - 1024;
int nTurnRange = (pDudeInfo->angSpeed << 2) >> 4;
actor->spr.__int_angle = (actor->int_ang() + ClipRange(nAng, -nTurnRange, nTurnRange)) & 2047;
actor->set_int_ang((actor->int_ang() + ClipRange(nAng, -nTurnRange, nTurnRange)) & 2047);
int nAccel = pDudeInfo->frontSpeed << 2;
if (abs(nAng) > 341)
return;
if (actor->GetTarget() == nullptr)
actor->spr.__int_angle = (actor->int_ang() + 256) & 2047;
actor->set_int_ang((actor->int_ang() + 256) & 2047);
int dx = actor->xspr.TargetPos.X - actor->int_pos().X;
int dy = actor->xspr.TargetPos.Y - actor->int_pos().Y;
int nDist = approxDist(dx, dy);
@ -1143,7 +1143,7 @@ void aiGenDudeMoveForward(DBloodActor* actor)
else
{
int dang = ((kAng180 + actor->xspr.goalAng - actor->int_ang()) & 2047) - kAng180;
actor->spr.__int_angle = ((actor->int_ang() + ClipRange(dang, -maxTurn, maxTurn)) & 2047);
actor->set_int_ang(((actor->int_ang() + ClipRange(dang, -maxTurn, maxTurn)) & 2047));
// don't move forward if trying to turn around
if (abs(dang) > kAng60)
@ -1801,7 +1801,7 @@ void dudeLeechOperate(DBloodActor* actor, const EVENT& event)
x += (actTarget->vel.X * t) >> 12;
y += (actTarget->vel.Y * t) >> 12;
int angBak = actor->int_ang();
actor->spr.__int_angle = getangle(x - actor->int_pos().X, y - actor->int_pos().Y);
actor->set_int_ang(getangle(x - actor->int_pos().X, y - actor->int_pos().Y));
int dx = bcos(actor->int_ang());
int dy = bsin(actor->int_ang());
int tz = actTarget->int_pos().Z - (actTarget->spr.yrepeat * pDudeInfo->aimHeight) * 4;
@ -1820,7 +1820,7 @@ void dudeLeechOperate(DBloodActor* actor, const EVENT& event)
evPostActor(actor, t2, kCallbackLeechStateTimer);
actor->xspr.data3 = ClipLow(actor->xspr.data3 - 1, 0);
}
actor->spr.__int_angle = angBak;
actor->set_int_ang(angBak);
}
}
@ -1891,7 +1891,7 @@ DBloodActor* genDudeSpawn(DBloodActor* source, DBloodActor* actor, int nDist)
}
spawned->spr.type = nType; spawned->spr.__int_angle = nAngle;
spawned->spr.type = nType; spawned->set_int_ang(nAngle);
vec3_t pos = { x, y, z };
SetActor(spawned, &pos);
spawned->spr.cstat |= CSTAT_SPRITE_BLOCK_ALL | CSTAT_SPRITE_BLOOD_BIT1;

View file

@ -266,7 +266,7 @@ static void entryAIdle(DBloodActor* actor)
static void entryEStand(DBloodActor* actor)
{
sfxPlay3DSound(actor, 1100, -1, 0);
actor->spr.__int_angle = getangle(actor->xspr.TargetPos.X - actor->int_pos().X, actor->xspr.TargetPos.Y - actor->int_pos().Y);
actor->set_int_ang(getangle(actor->xspr.TargetPos.X - actor->int_pos().X, actor->xspr.TargetPos.Y - actor->int_pos().Y));
}
END_BLD_NS

View file

@ -198,7 +198,7 @@ void fxBloodSpurt(DBloodActor* actor, sectortype*) // 6
auto pFX = gFX.fxSpawnActor(FX_27, actor->sector(), actor->int_pos().X, actor->int_pos().Y, actor->int_pos().Z, 0);
if (pFX)
{
pFX->spr.__int_angle = 0;
pFX->set_int_ang(0);
pFX->vel.X = actor->vel.X >> 8;
pFX->vel.Y = actor->vel.Y >> 8;
pFX->vel.Z = actor->vel.Z >> 8;
@ -476,7 +476,7 @@ void fxBloodBits(DBloodActor* actor, sectortype*) // 14
{
auto pFX = gFX.fxSpawnActor(FX_36, actor->sector(), x, y, floorZ - 64, 0);
if (pFX)
pFX->spr.__int_angle = nAngle;
pFX->set_int_ang(nAngle);
}
gFX.remove(actor);
}
@ -625,7 +625,7 @@ void fxPodBloodSpray(DBloodActor* actor, sectortype*) // 18
pFX = gFX.fxSpawnActor(FX_54, actor->sector(), actor->int_pos().X, actor->int_pos().Y, actor->int_pos().Z, 0);
if (pFX)
{
pFX->spr.__int_angle = 0;
pFX->set_int_ang(0);
pFX->vel.X = actor->vel.X >> 8;
pFX->vel.Y = actor->vel.Y >> 8;
pFX->vel.Z = actor->vel.Z >> 8;
@ -665,13 +665,13 @@ void fxPodBloodSplat(DBloodActor* actor, sectortype*) // 19
if (Chance(0x500) || actor->spr.type == kThingPodGreenBall)
pFX = gFX.fxSpawnActor(FX_55, actor->sector(), x, y, floorZ - 64, 0);
if (pFX)
pFX->spr.__int_angle = nAngle;
pFX->set_int_ang(nAngle);
}
else
{
pFX = gFX.fxSpawnActor(FX_32, actor->sector(), x, y, floorZ - 64, 0);
if (pFX)
pFX->spr.__int_angle = nAngle;
pFX->set_int_ang(nAngle);
}
gFX.remove(actor);
}
@ -709,7 +709,7 @@ void sub_76A08(DBloodActor* actor, DBloodActor* actor2, PLAYER* pPlayer) // ???
int top, bottom;
GetActorExtents(actor, &top, &bottom);
actor->set_int_pos({ actor2->int_pos().X, actor2->int_pos().Y, actor2->sector()->int_floorz() - (bottom - actor->int_pos().Z) });
actor->spr.__int_angle = actor2->int_ang();
actor->set_int_ang(actor2->int_ang());
ChangeActorSect(actor, actor2->sector());
sfxPlay3DSound(actor2, 201, -1, 0);
actor->vel.X = actor->vel.Y = actor->vel.Z = 0;
@ -746,7 +746,7 @@ void DropVoodooCb(DBloodActor* actor, sectortype*) // unused
evPostActor(actor, 0, kCallbackRemove);
return;
}
actor->spr.__int_angle = getangle(Owner->int_pos().X - actor->int_pos().X, Owner->int_pos().Y - actor->int_pos().Y);
actor->set_int_ang(getangle(Owner->int_pos().X - actor->int_pos().X, Owner->int_pos().Y - actor->int_pos().Y));
if (actor->hasX())
{
if (actor->xspr.data1 == 0)

View file

@ -276,7 +276,7 @@ void fxSpawnBlood(DBloodActor* actor, int)
auto bloodactor = gFX.fxSpawnActor(FX_27, actor->sector(), actor->int_pos().X, actor->int_pos().Y, actor->int_pos().Z, 0);
if (bloodactor)
{
bloodactor->spr.__int_angle = 1024;
bloodactor->set_int_ang(1024);
bloodactor->vel.X = Random2(0x6aaaa);
bloodactor->vel.Y = Random2(0x6aaaa);
bloodactor->vel.Z = -(int)Random(0x10aaaa) - 100;
@ -306,7 +306,7 @@ void fxSpawnPodStuff(DBloodActor* actor, int)
spawnactor = gFX.fxSpawnActor(FX_54, actor->sector(), actor->int_pos().X, actor->int_pos().Y, actor->int_pos().Z, 0);
if (spawnactor)
{
spawnactor->spr.__int_angle = 1024;
spawnactor->set_int_ang(1024);
spawnactor->vel.X = Random2(0x6aaaa);
spawnactor->vel.Y = Random2(0x6aaaa);
spawnactor->vel.Z = -(int)Random(0x10aaaa) - 100;
@ -330,7 +330,7 @@ void fxSpawnEjectingBrass(DBloodActor* actor, int z, int a3, int a4)
if (pBrass)
{
if (!VanillaMode())
pBrass->spr.__int_angle = Random(2047);
pBrass->set_int_ang(Random(2047));
int nDist = (a4 << 18) / 120 + Random2(((a4 / 4) << 18) / 120);
int nAngle = actor->int_ang() + Random2(56) + 512;
pBrass->vel.X = MulScale(nDist, Cos(nAngle), 30);
@ -355,7 +355,7 @@ void fxSpawnEjectingShell(DBloodActor* actor, int z, int a3, int a4)
if (pShell)
{
if (!VanillaMode())
pShell->spr.__int_angle = Random(2047);
pShell->set_int_ang(Random(2047));
int nDist = (a4 << 18) / 120 + Random2(((a4 / 4) << 18) / 120);
int nAngle = actor->int_ang() + Random2(56) + 512;
pShell->vel.X = MulScale(nDist, Cos(nAngle), 30);

View file

@ -279,7 +279,7 @@ static DBloodActor* nnExtSpawnDude(DBloodActor* sourceactor, DBloodActor* origin
SetActor(pDudeActor, &pos);
pDudeActor->spr.type = nType;
pDudeActor->spr.__int_angle = angle;
pDudeActor->set_int_ang(angle);
pDudeActor->spr.cstat |= CSTAT_SPRITE_BLOOD_BIT1 | CSTAT_SPRITE_BLOCK_ALL;
pDudeActor->spr.clipdist = getDudeInfo(nType)->clipdist;
@ -1370,8 +1370,8 @@ void nnExtProcessSuperSprites()
}
int angStep = ClipLow(mulscale8(1, ((abs(debrisactor->vel.X) + abs(debrisactor->vel.Y)) >> 5)), (uwater) ? 1 : 0);
if (ang < debrisactor->xspr.goalAng) debrisactor->spr.__int_angle = ClipHigh(ang + angStep, debrisactor->xspr.goalAng);
else if (ang > debrisactor->xspr.goalAng) debrisactor->spr.__int_angle = ClipLow(ang - angStep, debrisactor->xspr.goalAng);
if (ang < debrisactor->xspr.goalAng) debrisactor->set_int_ang(ClipHigh(ang + angStep, debrisactor->xspr.goalAng));
else if (ang > debrisactor->xspr.goalAng) debrisactor->set_int_ang(ClipLow(ang - angStep, debrisactor->xspr.goalAng));
auto pSector = debrisactor->sector();
int cz = getceilzofslopeptr(pSector, debrisactor->int_pos().X, debrisactor->int_pos().Y);
@ -3402,7 +3402,7 @@ void useEffectGen(DBloodActor* sourceactor, DBloodActor* actor)
if (sourceactor->spr.flags & kModernTypeFlag4)
{
pEffect->spr.__int_angle = sourceactor->int_ang();
pEffect->set_int_ang(sourceactor->int_ang());
}
if (pEffect->spr.cstat & CSTAT_SPRITE_ONE_SIDE)
@ -3459,7 +3459,7 @@ void useSectorWindGen(DBloodActor* sourceactor, sectortype* pSector)
if ((sourceactor->xspr.data1 & 0x0002))
{
while (sourceactor->int_ang() == ang)
sourceactor->spr.__int_angle = nnExtRandom(-kAng360, kAng360) & 2047;
sourceactor->set_int_ang(nnExtRandom(-kAng360, kAng360) & 2047);
}
}
else if (sourceactor->spr.cstat & CSTAT_SPRITE_MOVE_FORWARD) sourceactor->spr.__int_angle += sourceactor->xspr.data4;
@ -3467,12 +3467,12 @@ void useSectorWindGen(DBloodActor* sourceactor, sectortype* pSector)
else if (sourceactor->xspr.sysData1 == 0)
{
if ((ang += sourceactor->xspr.data4) >= kAng180) sourceactor->xspr.sysData1 = 1;
sourceactor->spr.__int_angle = ClipHigh(ang, kAng180);
sourceactor->set_int_ang(ClipHigh(ang, kAng180));
}
else
{
if ((ang -= sourceactor->xspr.data4) <= -kAng180) sourceactor->xspr.sysData1 = 0;
sourceactor->spr.__int_angle = ClipLow(ang, -kAng180);
sourceactor->set_int_ang(ClipLow(ang, -kAng180));
}
pXSector->windAng = sourceactor->int_ang();
@ -3835,7 +3835,7 @@ void useSeqSpawnerGen(DBloodActor* sourceactor, int objType, sectortype* pSector
if (sourceactor->spr.flags & kModernTypeFlag4)
{
spawned->spr.__int_angle = sourceactor->int_ang();
spawned->set_int_ang(sourceactor->int_ang());
}
// should be: the more is seqs, the shorter is timer
@ -8098,7 +8098,7 @@ void aiPatrolStop(DBloodActor* actor, DBloodActor* targetactor, bool alarm)
if (mytarget && mytarget->spr.type == kMarkerPath)
{
if (targetactor == nullptr) actor->spr.__int_angle = mytarget->spr.__int_angle & 2047;
if (targetactor == nullptr) actor->set_int_ang(mytarget->spr.__int_angle & 2047);
actor->SetTarget(nullptr);
}
@ -8157,7 +8157,7 @@ void aiPatrolTurn(DBloodActor* actor)
{
int nTurnRange = (getDudeInfo(actor->spr.type)->angSpeed << 1) >> 4;
int nAng = ((actor->xspr.goalAng + 1024 - actor->int_ang()) & 2047) - 1024;
actor->spr.__int_angle = (actor->int_ang() + ClipRange(nAng, -nTurnRange, nTurnRange)) & 2047;
actor->set_int_ang((actor->int_ang() + ClipRange(nAng, -nTurnRange, nTurnRange)) & 2047);
}
@ -8205,7 +8205,7 @@ void aiPatrolMove(DBloodActor* actor)
int nTurnRange = (pDudeInfo->angSpeed << 2) >> 4;
int nAng = ((actor->xspr.goalAng + 1024 - actor->int_ang()) & 2047) - 1024;
actor->spr.__int_angle = (actor->int_ang() + ClipRange(nAng, -nTurnRange, nTurnRange)) & 2047;
actor->set_int_ang((actor->int_ang() + ClipRange(nAng, -nTurnRange, nTurnRange)) & 2047);
if (abs(nAng) > goalAng || ((targetactor->xspr.waitTime > 0 || targetactor->xspr.data1 == targetactor->xspr.data2) && aiPatrolMarkerReached(actor)))
{
@ -9235,7 +9235,7 @@ void callbackUniMissileBurst(DBloodActor* actor, sectortype*) // 22
burstactor->spr.flags = actor->spr.flags;
burstactor->spr.xrepeat = actor->spr.xrepeat / 2;
burstactor->spr.yrepeat = actor->spr.yrepeat / 2;
burstactor->spr.__int_angle = ((actor->int_ang() + missileInfo[actor->spr.type - kMissileBase].angleOfs) & 2047);
burstactor->set_int_ang(((actor->int_ang() + missileInfo[actor->spr.type - kMissileBase].angleOfs) & 2047));
burstactor->SetOwner(actor);
actBuildMissile(burstactor, actor);
@ -9334,7 +9334,7 @@ void triggerTouchWall(DBloodActor* actor, walltype* pHWall)
void changeSpriteAngle(DBloodActor* pSpr, int nAng)
{
if (!pSpr->IsDudeActor())
pSpr->spr.__int_angle = nAng;
pSpr->set_int_ang(nAng);
else
{
PLAYER* pPlayer = getPlayerById(pSpr->spr.type);
@ -9342,7 +9342,7 @@ void changeSpriteAngle(DBloodActor* pSpr, int nAng)
pPlayer->angle.ang = buildang(nAng);
else
{
pSpr->spr.__int_angle = nAng;
pSpr->set_int_ang(nAng);
if (pSpr->hasX())
pSpr->xspr.goalAng = pSpr->int_ang();
}

View file

@ -809,7 +809,7 @@ void playerStart(int nPlayer, int bNewLevel)
GetActorExtents(actor, &top, &bottom);
actor->add_int_z(-(bottom - actor->int_pos().Z));
actor->spr.pal = 11 + (pPlayer->teamId & 3);
actor->spr.__int_angle = pStartZone->ang;
actor->set_int_ang(pStartZone->ang);
pPlayer->angle.ang = buildang(actor->int_ang());
actor->spr.type = kDudePlayer1 + nPlayer;
actor->spr.clipdist = pDudeInfo->clipdist;
@ -1504,7 +1504,7 @@ int ActionScan(PLAYER* pPlayer, HitInfo* out)
void UpdatePlayerSpriteAngle(PLAYER* pPlayer)
{
pPlayer->actor->spr.__int_angle = pPlayer->angle.ang.asbuild();
pPlayer->actor->set_int_ang(pPlayer->angle.ang.asbuild());
}
//---------------------------------------------------------------------------
@ -1763,7 +1763,7 @@ void ProcessInput(PLAYER* pPlayer)
auto spawned = actSpawnDude(pactor, kDudeHand, pPlayer->actor->spr.clipdist << 1, 0);
if (spawned)
{
spawned->spr.__int_angle = (pPlayer->actor->int_ang() + 1024) & 2047;
spawned->set_int_ang((pPlayer->actor->int_ang() + 1024) & 2047);
int x = bcos(pPlayer->actor->int_ang());
int y = bsin(pPlayer->actor->int_ang());
spawned->vel.X = pPlayer->actor->vel.X + MulScale(0x155555, x, 14);

View file

@ -277,7 +277,7 @@ void LifeLeechOperate(DBloodActor* actor, EVENT event)
x += (target->vel.X * t) >> 12;
y += (target->vel.Y * t) >> 12;
int angBak = actor->int_ang();
actor->spr.__int_angle = getangle(x - actor->int_pos().X, y - actor->int_pos().Y);
actor->set_int_ang(getangle(x - actor->int_pos().X, y - actor->int_pos().Y));
int dx = bcos(actor->int_ang());
int dy = bsin(actor->int_ang());
int tz = target->int_pos().Z - (target->spr.yrepeat * pDudeInfo->aimHeight) * 4;
@ -298,7 +298,7 @@ void LifeLeechOperate(DBloodActor* actor, EVENT event)
if (!VanillaMode()) // disable collisions so lifeleech doesn't do that weird bobbing
missile->spr.cstat &= ~CSTAT_SPRITE_BLOCK_ALL;
}
actor->spr.__int_angle = angBak;
actor->set_int_ang(angBak);
}
}
}
@ -936,7 +936,7 @@ void TranslateSector(sectortype* pSector, int a2, int a3, int a4, int a5, int a6
if (ang)
RotatePoint(&x, &y, ang, a4, a5);
viewBackupSpriteLoc(actor);
actor->spr.__int_angle = (actor->int_ang() + v14) & 2047;
actor->set_int_ang((actor->int_ang() + v14) & 2047);
actor->set_int_xy(x + vc - a4, y + v8 - a5);
}
else if (actor->spr.cstat & CSTAT_SPRITE_MOVE_REVERSE)
@ -944,7 +944,7 @@ void TranslateSector(sectortype* pSector, int a2, int a3, int a4, int a5, int a6
if (ang)
RotatePoint((int*)&x, (int*)&y, -ang, a4, sprDy);
viewBackupSpriteLoc(actor);
actor->spr.__int_angle = (actor->int_ang() - v14) & 2047;
actor->set_int_ang((actor->int_ang() - v14) & 2047);
actor->set_int_xy(x - vc + a4, y - v8 + a5);
}
else if (pXSector->Drag)
@ -961,7 +961,7 @@ void TranslateSector(sectortype* pSector, int a2, int a3, int a4, int a5, int a6
RotatePoint(&pos.X, &pos.Y, v14, v20, v24);
actor->set_int_pos(pos);
}
actor->spr.__int_angle = (actor->int_ang() + v14) & 2047;
actor->set_int_ang((actor->int_ang() + v14) & 2047);
actor->add_int_pos({ v28, v2c, 0 });
}
}
@ -988,7 +988,7 @@ void TranslateSector(sectortype* pSector, int a2, int a3, int a4, int a5, int a6
if (ang)
RotatePoint(&x, &y, ang, a4, a5);
viewBackupSpriteLoc(ac);
ac->spr.__int_angle = (ac->int_ang() + v14) & 2047;
ac->set_int_ang((ac->int_ang() + v14) & 2047);
ac->set_int_xy(x + vc - a4, y + v8 - a5);
}
else if (ac->spr.cstat & CSTAT_SPRITE_MOVE_REVERSE)
@ -996,7 +996,7 @@ void TranslateSector(sectortype* pSector, int a2, int a3, int a4, int a5, int a6
if (ang)
RotatePoint(&x, &y, -ang, a4, sprDy);
viewBackupSpriteLoc(ac);
ac->spr.__int_angle = (ac->int_ang() - v14) & 2047;
ac->set_int_ang((ac->int_ang() - v14) & 2047);
ac->set_int_xy(x + vc - a4, y + v8 - a5);
}
}
@ -1636,7 +1636,7 @@ void OperateTeleport(sectortype* pSector)
}
actor->set_int_xy(destactor->int_pos().X, destactor->int_pos().Y);
actor->add_int_z(destactor->sector()->int_floorz() - pSector->int_floorz());
actor->spr.__int_angle = destactor->int_ang();
actor->set_int_ang(destactor->int_ang());
ChangeActorSect(actor, destactor->sector());
sfxPlay3DSound(destactor, 201, -1, 0);
actor->vel.X = actor->vel.Y = actor->vel.Z = 0;

View file

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