- Blood: Remove all remaining angle wrapper usage.

This commit is contained in:
Mitchell Richters 2022-11-25 22:28:12 +11:00 committed by Christoph Oelckers
parent 1aad5eacfa
commit d3bc2f39a4
3 changed files with 7 additions and 6 deletions

View file

@ -9278,7 +9278,7 @@ void changeSpriteAngle(DBloodActor* pSpr, DAngle nAng)
{ {
PLAYER* pPlayer = getPlayerById(pSpr->spr.type); PLAYER* pPlayer = getPlayerById(pSpr->spr.type);
if (pPlayer) if (pPlayer)
pPlayer->Angles.ZzANGLE() = nAng; pPlayer->actor->spr.Angles.Yaw = nAng;
else else
{ {
pSpr->spr.Angles.Yaw = nAng; pSpr->spr.Angles.Yaw = nAng;

View file

@ -40,7 +40,8 @@ void GameInterface::WarpToCoords(double x, double y, double z, DAngle ang)
if (ang != DAngle::fromDeg(INT_MIN)) if (ang != DAngle::fromDeg(INT_MIN))
{ {
pPlayer->Angles.ZzOLDANGLE() = pPlayer->Angles.ZzANGLE() = ang; pPlayer->actor->spr.Angles.Yaw = ang;
pPlayer->actor->backupang();
} }
} }

View file

@ -822,7 +822,7 @@ void playerStart(int nPlayer, int bNewLevel)
pPlayer->actor->xspr.health = pDudeInfo->startHealth << 4; pPlayer->actor->xspr.health = pDudeInfo->startHealth << 4;
pPlayer->actor->spr.cstat &= ~CSTAT_SPRITE_INVISIBLE; pPlayer->actor->spr.cstat &= ~CSTAT_SPRITE_INVISIBLE;
pPlayer->bloodlust = 0; pPlayer->bloodlust = 0;
pPlayer->Angles.ZzHORIZON() = pPlayer->Angles.ViewAngles.Pitch = nullAngle; pPlayer->actor->spr.Angles.Pitch = pPlayer->Angles.ViewAngles.Pitch = nullAngle;
pPlayer->slope = 0; pPlayer->slope = 0;
pPlayer->fragger = nullptr; pPlayer->fragger = nullptr;
pPlayer->underwaterTime = 1200; pPlayer->underwaterTime = 1200;
@ -1544,11 +1544,11 @@ void ProcessInput(PLAYER* pPlayer)
DBloodActor* fragger = pPlayer->fragger; DBloodActor* fragger = pPlayer->fragger;
if (fragger) if (fragger)
{ {
pPlayer->Angles.addYaw(deltaangle(pPlayer->Angles.ZzANGLE(), (fragger->spr.pos.XY() - actor->spr.pos.XY()).Angle())); pPlayer->Angles.addYaw(deltaangle(pPlayer->actor->spr.Angles.Yaw, (fragger->spr.pos.XY() - actor->spr.pos.XY()).Angle()));
} }
pPlayer->deathTime += 4; pPlayer->deathTime += 4;
if (!bSeqStat) if (!bSeqStat)
pPlayer->Angles.addPitch(deltaangle(pPlayer->Angles.ZzHORIZON(), gi->playerPitchMax() * (1. - BobVal(min((pPlayer->deathTime << 3) + 512, 1536))) * 0.5)); pPlayer->Angles.addPitch(deltaangle(pPlayer->actor->spr.Angles.Pitch, gi->playerPitchMax() * (1. - BobVal(min((pPlayer->deathTime << 3) + 512, 1536))) * 0.5));
if (pPlayer->curWeapon) if (pPlayer->curWeapon)
pInput->setNewWeapon(pPlayer->curWeapon); pInput->setNewWeapon(pPlayer->curWeapon);
if (pInput->actions & SB_OPEN) if (pInput->actions & SB_OPEN)
@ -1722,7 +1722,7 @@ void ProcessInput(PLAYER* pPlayer)
pPlayer->Angles.unlockYaw(); pPlayer->Angles.unlockYaw();
pPlayer->Angles.unlockPitch(); pPlayer->Angles.unlockPitch();
pPlayer->slope = pPlayer->Angles.ZzHORIZON().Tan(); pPlayer->slope = pPlayer->actor->spr.Angles.Pitch.Tan();
if (pInput->actions & SB_INVPREV) if (pInput->actions & SB_INVPREV)
{ {
pInput->actions &= ~SB_INVPREV; pInput->actions &= ~SB_INVPREV;