- Exhumed: Replace all uses of binangle with DAngle objects.

# Conflicts:
#	source/games/exhumed/src/view.cpp
This commit is contained in:
Mitchell Richters 2022-08-27 18:11:54 +10:00 committed by Christoph Oelckers
parent 8912d7d6cc
commit aee102ba73

View file

@ -50,7 +50,7 @@ int16_t nQuake[kMaxPlayers] = { 0 };
int nChunkTotal = 0;
binangle nCameraa;
DAngle nCameraa;
fixedhoriz nCamerapan;
int nViewTop;
bool bCamera = false;
@ -191,7 +191,7 @@ void DrawView(double smoothRatio, bool sceneonly)
int playerY;
int playerZ;
sectortype* pSector = nullptr;
binangle nAngle, rotscrnang;
DAngle nAngle, rotscrnang;
fixedhoriz pan = {};
zbob = bsin(2 * bobangle, -3);
@ -211,8 +211,8 @@ void DrawView(double smoothRatio, bool sceneonly)
playerY = pActor->int_pos().Y;
playerZ = pActor->int_pos().Z;
pSector = pActor->sector();
nAngle = buildang(pActor->int_ang());
rotscrnang = buildang(0);
nAngle = DAngle::fromBuild(pActor->int_ang());
rotscrnang = DAngle::fromDeg(0.);
SetGreenPal();
@ -241,14 +241,14 @@ void DrawView(double smoothRatio, bool sceneonly)
if (!SyncInput())
{
pan = PlayerList[nLocalPlayer].horizon.sum();
nAngle = PlayerList[nLocalPlayer].angle.sum();
rotscrnang = PlayerList[nLocalPlayer].angle.rotscrnang;
nAngle = DAngle::fromBam(PlayerList[nLocalPlayer].angle.sum().asbam());
rotscrnang = DAngle::fromBam(PlayerList[nLocalPlayer].angle.rotscrnang.asbam());
}
else
{
pan = PlayerList[nLocalPlayer].horizon.interpolatedsum(smoothRatio);
nAngle = PlayerList[nLocalPlayer].angle.interpolatedsum(smoothRatio);
rotscrnang = PlayerList[nLocalPlayer].angle.interpolatedrotscrn(smoothRatio);
nAngle = DAngle::fromBam(PlayerList[nLocalPlayer].angle.interpolatedsum(smoothRatio).asbam());
rotscrnang = DAngle::fromBam(PlayerList[nLocalPlayer].angle.interpolatedrotscrn(smoothRatio).asbam());
}
if (!bCamera)
@ -279,15 +279,15 @@ void DrawView(double smoothRatio, bool sceneonly)
if (viewz > floorZ)
viewz = floorZ;
nCameraa += buildang((nQuake[nLocalPlayer] >> 7) % 31);
nCameraa += DAngle::fromBuild((nQuake[nLocalPlayer] >> 7) % 31);
if (bCamera)
{
viewz -= 2560;
if (!calcChaseCamPos(&playerX, &playerY, &viewz, pPlayerActor, &pSector, DAngle::fromBam(nAngle.asbam()), pan, smoothRatio))
if (!calcChaseCamPos(&playerX, &playerY, &viewz, pPlayerActor, &pSector, nAngle, pan, smoothRatio))
{
viewz += 2560;
calcChaseCamPos(&playerX, &playerY, &viewz, pPlayerActor, &pSector, DAngle::fromBam(nAngle.asbam()), pan, smoothRatio);
calcChaseCamPos(&playerX, &playerY, &viewz, pPlayerActor, &pSector, nAngle, pan, smoothRatio);
}
}
}
@ -346,7 +346,7 @@ void DrawView(double smoothRatio, bool sceneonly)
if (!nFreeze && !sceneonly)
DrawWeapons(smoothRatio);
render_drawrooms(nullptr, { nCamerax, nCameray, viewz }, sectnum(pSector), DAngle::fromBam(nCameraa.asbam()), nCamerapan, DAngle::fromBam(rotscrnang.asbam()), smoothRatio);
render_drawrooms(nullptr, { nCamerax, nCameray, viewz }, sectnum(pSector), nCameraa, nCamerapan, rotscrnang, smoothRatio);
if (HavePLURemap())
{
@ -374,7 +374,7 @@ void DrawView(double smoothRatio, bool sceneonly)
pPlayerActor->spr.cstat |= CSTAT_SPRITE_INVISIBLE;
int ang2 = nCameraa.asbuild() - pPlayerActor->int_ang();
int ang2 = nCameraa.Buildang() - pPlayerActor->int_ang();
if (ang2 < 0)
ang2 = -ang2;