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- Blood: Remove all remaining angle wrapper usage.
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parent
1aad5eacfa
commit
d3bc2f39a4
3 changed files with 7 additions and 6 deletions
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@ -9278,7 +9278,7 @@ void changeSpriteAngle(DBloodActor* pSpr, DAngle nAng)
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{
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PLAYER* pPlayer = getPlayerById(pSpr->spr.type);
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if (pPlayer)
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pPlayer->Angles.ZzANGLE() = nAng;
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pPlayer->actor->spr.Angles.Yaw = nAng;
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else
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{
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pSpr->spr.Angles.Yaw = nAng;
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@ -40,7 +40,8 @@ void GameInterface::WarpToCoords(double x, double y, double z, DAngle ang)
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if (ang != DAngle::fromDeg(INT_MIN))
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{
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pPlayer->Angles.ZzOLDANGLE() = pPlayer->Angles.ZzANGLE() = ang;
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pPlayer->actor->spr.Angles.Yaw = ang;
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pPlayer->actor->backupang();
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}
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}
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@ -822,7 +822,7 @@ void playerStart(int nPlayer, int bNewLevel)
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pPlayer->actor->xspr.health = pDudeInfo->startHealth << 4;
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pPlayer->actor->spr.cstat &= ~CSTAT_SPRITE_INVISIBLE;
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pPlayer->bloodlust = 0;
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pPlayer->Angles.ZzHORIZON() = pPlayer->Angles.ViewAngles.Pitch = nullAngle;
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pPlayer->actor->spr.Angles.Pitch = pPlayer->Angles.ViewAngles.Pitch = nullAngle;
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pPlayer->slope = 0;
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pPlayer->fragger = nullptr;
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pPlayer->underwaterTime = 1200;
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@ -1544,11 +1544,11 @@ void ProcessInput(PLAYER* pPlayer)
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DBloodActor* fragger = pPlayer->fragger;
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if (fragger)
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{
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pPlayer->Angles.addYaw(deltaangle(pPlayer->Angles.ZzANGLE(), (fragger->spr.pos.XY() - actor->spr.pos.XY()).Angle()));
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pPlayer->Angles.addYaw(deltaangle(pPlayer->actor->spr.Angles.Yaw, (fragger->spr.pos.XY() - actor->spr.pos.XY()).Angle()));
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}
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pPlayer->deathTime += 4;
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if (!bSeqStat)
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pPlayer->Angles.addPitch(deltaangle(pPlayer->Angles.ZzHORIZON(), gi->playerPitchMax() * (1. - BobVal(min((pPlayer->deathTime << 3) + 512, 1536))) * 0.5));
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pPlayer->Angles.addPitch(deltaangle(pPlayer->actor->spr.Angles.Pitch, gi->playerPitchMax() * (1. - BobVal(min((pPlayer->deathTime << 3) + 512, 1536))) * 0.5));
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if (pPlayer->curWeapon)
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pInput->setNewWeapon(pPlayer->curWeapon);
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if (pInput->actions & SB_OPEN)
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@ -1722,7 +1722,7 @@ void ProcessInput(PLAYER* pPlayer)
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pPlayer->Angles.unlockYaw();
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pPlayer->Angles.unlockPitch();
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pPlayer->slope = pPlayer->Angles.ZzHORIZON().Tan();
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pPlayer->slope = pPlayer->actor->spr.Angles.Pitch.Tan();
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if (pInput->actions & SB_INVPREV)
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{
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pInput->actions &= ~SB_INVPREV;
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