diff --git a/source/games/blood/src/aibat.cpp b/source/games/blood/src/aibat.cpp index 826cccc92..059bb3921 100644 --- a/source/games/blood/src/aibat.cpp +++ b/source/games/blood/src/aibat.cpp @@ -301,7 +301,7 @@ static void batMoveForward(DBloodActor* actor) auto nAng = deltaangle(actor->spr.angle, actor->xspr.goalAng); auto nTurnRange = pDudeInfo->TurnRange(); actor->spr.angle += clamp(nAng, -nTurnRange, nTurnRange); - int nAccel = pDudeInfo->frontSpeed << 2; + double nAccel = pDudeInfo->FrontSpeed() * 4; if (abs(nAng) > DAngle60) return; if (actor->GetTarget() == nullptr) @@ -313,9 +313,9 @@ static void batMoveForward(DBloodActor* actor) AdjustVelocity(actor, ADJUSTER{ if (actor->GetTarget() == nullptr) - t1 += FixedToFloat(nAccel); + t1 += nAccel; else - t1 += FixedToFloat(nAccel * 0.5); + t1 += nAccel * 0.5; }); } @@ -326,7 +326,7 @@ static void batMoveSwoop(DBloodActor* actor) auto nAng = deltaangle(actor->spr.angle, actor->xspr.goalAng); auto nTurnRange = pDudeInfo->TurnRange(); actor->spr.angle += clamp(nAng, -nTurnRange, nTurnRange); - int nAccel = pDudeInfo->frontSpeed << 2; + double nAccel = pDudeInfo->FrontSpeed() * 4; if (abs(nAng) > DAngle60) { actor->xspr.goalAng += DAngle90; @@ -338,7 +338,7 @@ static void batMoveSwoop(DBloodActor* actor) return; AdjustVelocity(actor, ADJUSTER{ - t1 += FixedToFloat(nAccel) * 0.5; + t1 += nAccel * 0.5; }); actor->vel.Z = 4.26666; } @@ -350,7 +350,7 @@ static void batMoveFly(DBloodActor* actor) auto nAng = deltaangle(actor->spr.angle, actor->xspr.goalAng); auto nTurnRange = pDudeInfo->TurnRange(); actor->spr.angle += clamp(nAng, -nTurnRange, nTurnRange); - int nAccel = pDudeInfo->frontSpeed << 2; + double nAccel = pDudeInfo->FrontSpeed() * 4; if (abs(nAng) > DAngle60) { actor->spr.angle += DAngle90; @@ -361,7 +361,7 @@ static void batMoveFly(DBloodActor* actor) if (Chance(0x4000) && nDist <= 0x200) return; AdjustVelocity(actor, ADJUSTER{ - t1 += FixedToFloat(nAccel) * 0.5; + t1 += nAccel * 0.5; }); actor->vel.Z = FixedToFloat(-0x2d555); } diff --git a/source/games/blood/src/aibeast.cpp b/source/games/blood/src/aibeast.cpp index c6cac6964..661709552 100644 --- a/source/games/blood/src/aibeast.cpp +++ b/source/games/blood/src/aibeast.cpp @@ -412,7 +412,7 @@ static void sub_628A0(DBloodActor* actor) auto nAng = deltaangle(actor->spr.angle, actor->xspr.goalAng); auto nTurnRange = pDudeInfo->TurnRange(); actor->spr.angle += clamp(nAng, -nTurnRange, nTurnRange); - int nAccel = pDudeInfo->frontSpeed << 2; + double nAccel = pDudeInfo->FrontSpeed() * 4; if (abs(nAng) > DAngle60) return; if (actor->GetTarget() == nullptr) @@ -423,9 +423,9 @@ static void sub_628A0(DBloodActor* actor) return; AdjustVelocity(actor, ADJUSTER{ if (actor->GetTarget() == nullptr) - t1 += FixedToFloat(nAccel); + t1 += nAccel; else - t1 += FixedToFloat(nAccel * 0.25); + t1 += nAccel * 0.25; }); } @@ -440,7 +440,7 @@ static void sub_62AE0(DBloodActor* actor) auto nAng = deltaangle(actor->spr.angle, actor->xspr.goalAng); auto nTurnRange = pDudeInfo->TurnRange(); actor->spr.angle += clamp(nAng, -nTurnRange, nTurnRange); - int nAccel = pDudeInfo->frontSpeed << 2; + double nAccel = pDudeInfo->FrontSpeed() * 4; if (abs(nAng) > DAngle60) { actor->xspr.goalAng += DAngle90; @@ -452,7 +452,7 @@ static void sub_62AE0(DBloodActor* actor) if (Chance(0x600) && nDist <= 0x400) return; AdjustVelocity(actor, ADJUSTER{ - t1 += FixedToFloat(nAccel); + t1 += nAccel; }); actor->set_int_bvel_z(-dz); @@ -469,7 +469,7 @@ static void sub_62D7C(DBloodActor* actor) auto nAng = deltaangle(actor->spr.angle, actor->xspr.goalAng); auto nTurnRange = pDudeInfo->TurnRange(); actor->spr.angle += clamp(nAng, -nTurnRange, nTurnRange); - int nAccel = pDudeInfo->frontSpeed << 2; + double nAccel = pDudeInfo->FrontSpeed() * 4; if (abs(nAng) > DAngle60) { actor->spr.angle += DAngle90; @@ -481,7 +481,7 @@ static void sub_62D7C(DBloodActor* actor) if (Chance(0x4000) && nDist <= 0x400) return; AdjustVelocity(actor, ADJUSTER{ - t1 += FixedToFloat(nAccel * 0.5); + t1 += nAccel * 0.5; }); actor->set_int_bvel_z(dz); diff --git a/source/games/blood/src/aiboneel.cpp b/source/games/blood/src/aiboneel.cpp index b363a3473..fcf9c2c5b 100644 --- a/source/games/blood/src/aiboneel.cpp +++ b/source/games/blood/src/aiboneel.cpp @@ -321,9 +321,9 @@ static void eelMoveForward(DBloodActor* actor) return; AdjustVelocity(actor, ADJUSTER{ if (actor->GetTarget() == nullptr) - t1 += FixedToFloat(nAccel); + t1 += nAccel; else - t1 += FixedToFloat(nAccel * 0.5); + t1 += nAccel * 0.5; }); } @@ -343,7 +343,7 @@ static void eelMoveSwoop(DBloodActor* actor) if (Chance(0x8000) && nDist <= 0x399) return; AdjustVelocity(actor, ADJUSTER{ - t1 += FixedToFloat(nAccel * 0.5); + t1 += nAccel * 0.5; }); actor->vel.Z = FixedToFloat(0x22222); @@ -364,7 +364,7 @@ static void eelMoveAscend(DBloodActor* actor) if (Chance(0x4000) && nDist <= 0x399) return; AdjustVelocity(actor, ADJUSTER{ - t1 += FixedToFloat(nAccel * 0.5); + t1 += nAccel * 0.5; }); actor->vel.Z = FixedToFloat(-0x8000); diff --git a/source/games/blood/src/aicaleb.cpp b/source/games/blood/src/aicaleb.cpp index abbf5f4c1..75224127c 100644 --- a/source/games/blood/src/aicaleb.cpp +++ b/source/games/blood/src/aicaleb.cpp @@ -281,7 +281,7 @@ static void sub_65D04(DBloodActor* actor) auto nAng = deltaangle(actor->spr.angle, actor->xspr.goalAng); auto nTurnRange = pDudeInfo->TurnRange(); actor->spr.angle += clamp(nAng, -nTurnRange, nTurnRange); - int nAccel = pDudeInfo->frontSpeed << 2; + double nAccel = pDudeInfo->FrontSpeed() * 4; if (abs(nAng) > DAngle60) return; if (actor->GetTarget() == nullptr) @@ -292,9 +292,9 @@ static void sub_65D04(DBloodActor* actor) return; AdjustVelocity(actor, ADJUSTER{ if (actor->GetTarget() == nullptr) - t1 += FixedToFloat(nAccel); + t1 += nAccel; else - t1 += FixedToFloat(nAccel * 0.25); + t1 += nAccel * 0.25; }); } @@ -311,7 +311,7 @@ static void sub_65F44(DBloodActor* actor) auto nAng = deltaangle(actor->spr.angle, actor->xspr.goalAng); auto nTurnRange = pDudeInfo->TurnRange(); actor->spr.angle += clamp(nAng, -nTurnRange, nTurnRange); - int nAccel = pDudeInfo->frontSpeed << 2; + double nAccel = pDudeInfo->FrontSpeed() * 4; if (abs(nAng) > DAngle60) { actor->xspr.goalAng += DAngle90; @@ -323,7 +323,7 @@ static void sub_65F44(DBloodActor* actor) if (Chance(0x600) && nDist <= 0x400) return; AdjustVelocity(actor, ADJUSTER{ - t1 += FixedToFloat(nAccel); + t1 += nAccel; }); actor->set_int_bvel_z(-dz); @@ -341,7 +341,7 @@ static void sub_661E0(DBloodActor* actor) auto nAng = deltaangle(actor->spr.angle, actor->xspr.goalAng); auto nTurnRange = pDudeInfo->TurnRange(); actor->spr.angle += clamp(nAng, -nTurnRange, nTurnRange); - int nAccel = pDudeInfo->frontSpeed << 2; + double nAccel = pDudeInfo->FrontSpeed() * 4; if (abs(nAng) > DAngle60) { actor->spr.angle += DAngle90; @@ -353,7 +353,7 @@ static void sub_661E0(DBloodActor* actor) if (Chance(0x4000) && nDist <= 0x400) return; AdjustVelocity(actor, ADJUSTER{ - t1 += FixedToFloat(nAccel * 0.5); + t1 += nAccel * 0.5; }); actor->set_int_bvel_z(dz); diff --git a/source/games/blood/src/aigarg.cpp b/source/games/blood/src/aigarg.cpp index 52105034d..634273d46 100644 --- a/source/games/blood/src/aigarg.cpp +++ b/source/games/blood/src/aigarg.cpp @@ -514,7 +514,7 @@ static void gargMoveForward(DBloodActor* actor) auto nAng = deltaangle(actor->spr.angle, actor->xspr.goalAng); auto nTurnRange = pDudeInfo->TurnRange(); actor->spr.angle += clamp(nAng, -nTurnRange, nTurnRange); - int nAccel = pDudeInfo->frontSpeed << 2; + double nAccel = pDudeInfo->FrontSpeed() * 4; if (abs(nAng) > DAngle60) return; if (actor->GetTarget() == nullptr) @@ -525,9 +525,9 @@ static void gargMoveForward(DBloodActor* actor) return; AdjustVelocity(actor, ADJUSTER{ if (actor->GetTarget() == nullptr) - t1 += FixedToFloat(nAccel); + t1 += nAccel; else - t1 += FixedToFloat(nAccel * 0.5); + t1 += nAccel * 0.5; }); } @@ -542,7 +542,7 @@ static void gargMoveSlow(DBloodActor* actor) auto nAng = deltaangle(actor->spr.angle, actor->xspr.goalAng); auto nTurnRange = pDudeInfo->TurnRange(); actor->spr.angle += clamp(nAng, -nTurnRange, nTurnRange); - int nAccel = pDudeInfo->frontSpeed << 2; + double nAccel = pDudeInfo->FrontSpeed() * 4; if (abs(nAng) > DAngle60) { actor->xspr.goalAng += DAngle90; @@ -553,7 +553,7 @@ static void gargMoveSlow(DBloodActor* actor) if (Chance(0x600) && nDist <= 0x400) return; AdjustVelocity(actor, ADJUSTER{ - t1 += FixedToFloat(nAccel * 0.5); + t1 += nAccel * 0.5; t2 *= 0.5; }); @@ -577,7 +577,7 @@ static void gargMoveSwoop(DBloodActor* actor) auto nAng = deltaangle(actor->spr.angle, actor->xspr.goalAng); auto nTurnRange = pDudeInfo->TurnRange(); actor->spr.angle += clamp(nAng, -nTurnRange, nTurnRange); - int nAccel = pDudeInfo->frontSpeed << 2; + double nAccel = pDudeInfo->FrontSpeed() * 4; if (abs(nAng) > DAngle60) { actor->xspr.goalAng += DAngle90; @@ -589,7 +589,7 @@ static void gargMoveSwoop(DBloodActor* actor) return; AdjustVelocity(actor, ADJUSTER{ - t1 += FixedToFloat(nAccel * 0.5); + t1 += nAccel * 0.5; switch (actor->spr.type) { case kDudeGargoyleFlesh: actor->vel.Z = t1; @@ -612,7 +612,7 @@ static void gargMoveFly(DBloodActor* actor) auto nAng = deltaangle(actor->spr.angle, actor->xspr.goalAng); auto nTurnRange = pDudeInfo->TurnRange(); actor->spr.angle += clamp(nAng, -nTurnRange, nTurnRange); - int nAccel = pDudeInfo->frontSpeed << 2; + double nAccel = pDudeInfo->FrontSpeed() * 4; if (abs(nAng) > DAngle60) { actor->spr.angle += DAngle90; @@ -624,7 +624,7 @@ static void gargMoveFly(DBloodActor* actor) return; AdjustVelocity(actor, ADJUSTER{ - t1 += FixedToFloat(nAccel * 0.5); + t1 += nAccel * 0.5; switch (actor->spr.type) { case kDudeGargoyleFlesh: actor->vel.Z = -t1; diff --git a/source/games/blood/src/aighost.cpp b/source/games/blood/src/aighost.cpp index 1f74a43df..feb4863ce 100644 --- a/source/games/blood/src/aighost.cpp +++ b/source/games/blood/src/aighost.cpp @@ -409,7 +409,7 @@ static void ghostMoveForward(DBloodActor* actor) auto nAng = deltaangle(actor->spr.angle, actor->xspr.goalAng); auto nTurnRange = pDudeInfo->TurnRange(); actor->spr.angle += clamp(nAng, -nTurnRange, nTurnRange); - int nAccel = pDudeInfo->frontSpeed << 2; + double nAccel = pDudeInfo->FrontSpeed() * 4; if (abs(nAng) > DAngle60) return; if (actor->GetTarget() == nullptr) @@ -420,9 +420,9 @@ static void ghostMoveForward(DBloodActor* actor) return; AdjustVelocity(actor, ADJUSTER{ if (actor->GetTarget() == nullptr) - t1 += FixedToFloat(nAccel); + t1 += nAccel; else - t1 += FixedToFloat(nAccel * 0.5); + t1 += nAccel * 0.5; }); } @@ -436,7 +436,7 @@ static void ghostMoveSlow(DBloodActor* actor) auto nAng = deltaangle(actor->spr.angle, actor->xspr.goalAng); auto nTurnRange = pDudeInfo->TurnRange(); actor->spr.angle += clamp(nAng, -nTurnRange, nTurnRange); - int nAccel = pDudeInfo->frontSpeed << 2; + double nAccel = pDudeInfo->FrontSpeed() * 4; if (abs(nAng) > DAngle60) { actor->xspr.goalAng += DAngle90; @@ -447,7 +447,7 @@ static void ghostMoveSlow(DBloodActor* actor) if (Chance(0x600) && nDist <= 0x400) return; AdjustVelocity(actor, ADJUSTER{ - t1 += FixedToFloat(nAccel * 0.5); + t1 += nAccel * 0.5; t2 *= 0.5; }); switch (actor->spr.type) { @@ -467,7 +467,7 @@ static void ghostMoveSwoop(DBloodActor* actor) auto nAng = deltaangle(actor->spr.angle, actor->xspr.goalAng); auto nTurnRange = pDudeInfo->TurnRange(); actor->spr.angle += clamp(nAng, -nTurnRange, nTurnRange); - int nAccel = pDudeInfo->frontSpeed << 2; + double nAccel = pDudeInfo->FrontSpeed() * 4; if (abs(nAng) > DAngle60) { actor->xspr.goalAng += DAngle90; @@ -478,7 +478,7 @@ static void ghostMoveSwoop(DBloodActor* actor) if (Chance(0x600) && nDist <= 0x400) return; AdjustVelocity(actor, ADJUSTER{ - t1 += FixedToFloat(nAccel * 0.5); + t1 += nAccel * 0.5; switch (actor->spr.type) { case kDudePhantasm: actor->vel.Z = t1; @@ -497,7 +497,7 @@ static void ghostMoveFly(DBloodActor* actor) auto nAng = deltaangle(actor->spr.angle, actor->xspr.goalAng); auto nTurnRange = pDudeInfo->TurnRange(); actor->spr.angle += clamp(nAng, -nTurnRange, nTurnRange); - int nAccel = pDudeInfo->frontSpeed << 2; + double nAccel = pDudeInfo->FrontSpeed() * 4; if (abs(nAng) > DAngle60) { actor->spr.angle += DAngle90; @@ -508,7 +508,7 @@ static void ghostMoveFly(DBloodActor* actor) if (Chance(0x4000) && nDist <= 0x400) return; AdjustVelocity(actor, ADJUSTER{ - t1 += FixedToFloat(nAccel * 0.5); + t1 += nAccel * 0.5; switch (actor->spr.type) { case kDudePhantasm: actor->vel.Z = -t1; diff --git a/source/games/blood/src/aigilbst.cpp b/source/games/blood/src/aigilbst.cpp index 74a22de07..e8408e9c9 100644 --- a/source/games/blood/src/aigilbst.cpp +++ b/source/games/blood/src/aigilbst.cpp @@ -279,9 +279,9 @@ static void sub_6CB00(DBloodActor* actor) return; AdjustVelocity(actor, ADJUSTER{ if (actor->GetTarget() == nullptr) - t1 += FixedToFloat(nAccel); + t1 += nAccel; else - t1 += FixedToFloat(nAccel * 0.25); + t1 += nAccel * 0.25; }); } @@ -309,7 +309,7 @@ static void sub_6CD74(DBloodActor* actor) if (Chance(0x600) && nDist <= 0x400) return; AdjustVelocity(actor, ADJUSTER{ - t1 += FixedToFloat(nAccel); + t1 += nAccel; }); actor->set_int_bvel_z(-dz); @@ -338,7 +338,7 @@ static void sub_6D03C(DBloodActor* actor) if (Chance(0x4000) && nDist <= 0x400) return; AdjustVelocity(actor, ADJUSTER{ - t1 += FixedToFloat(nAccel * 0.5); + t1 += nAccel * 0.5; }); actor->set_int_bvel_z(dz); diff --git a/source/games/blood/src/aiunicult.cpp b/source/games/blood/src/aiunicult.cpp index ec2156875..e08c1695b 100644 --- a/source/games/blood/src/aiunicult.cpp +++ b/source/games/blood/src/aiunicult.cpp @@ -1116,7 +1116,7 @@ void aiGenDudeMoveForward(DBloodActor* actor) auto nAng = deltaangle(actor->spr.angle, actor->xspr.goalAng); auto nTurnRange = pDudeInfo->TurnRange(); actor->spr.angle += clamp(nAng, -nTurnRange, nTurnRange); - int nAccel = pDudeInfo->frontSpeed << 2; + double nAccel = pDudeInfo->FrontSpeed() * 4; if (abs(nAng) > DAngle60) return; if (actor->GetTarget() == nullptr) @@ -1127,9 +1127,9 @@ void aiGenDudeMoveForward(DBloodActor* actor) return; AdjustVelocity(actor, ADJUSTER{ if (actor->GetTarget() == nullptr) - t1 += FixedToFloat(nAccel); + t1 += nAccel; else - t1 += FixedToFloat(nAccel * 0.5); + t1 += nAccel * 0.5; }); }