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- angular cleanup.
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6 changed files with 9 additions and 9 deletions
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@ -6471,7 +6471,7 @@ DBloodActor* actFireMissile(DBloodActor* actor, double xyoff, double zoff, DVect
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spawned->spr.xrepeat = pMissileInfo->xrepeat;
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spawned->spr.yrepeat = pMissileInfo->yrepeat;
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spawned->spr.picnum = pMissileInfo->picnum;
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spawned->spr.angle = actor->spr.angle += DAngle::fromBuild(pMissileInfo->angleOfs);
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spawned->spr.angle = actor->spr.angle += mapangle(pMissileInfo->angleOfs);
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spawned->vel = dv * pMissileInfo->fVelocity();
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spawned->SetOwner(actor);
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spawned->spr.cstat |= CSTAT_SPRITE_BLOCK;
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@ -253,6 +253,7 @@ void StartLevel(MapRecord* level, bool newgame)
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BloodSpawnSpriteDef sprites;
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DVector3 startpos;
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dbLoadMap(currentLevel->fileName, startpos, &startang, &startsector, nullptr, sprites);
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auto startangle = mapangle(startang);
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SECRET_SetMapName(currentLevel->DisplayName(), currentLevel->name);
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STAT_NewLevel(currentLevel->fileName);
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TITLE_InformName(currentLevel->name);
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@ -294,18 +295,18 @@ void StartLevel(MapRecord* level, bool newgame)
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for (int i = 0; i < kMaxPlayers; i++) {
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gStartZone[i].pos = startpos;
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gStartZone[i].sector = startsector;
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gStartZone[i].angle = DAngle::fromBuild(startang);
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gStartZone[i].angle = startangle;
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#ifdef NOONE_EXTENSIONS
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// Create spawn zones for players in teams mode.
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if (gModernMap && i <= kMaxPlayers / 2) {
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gStartZoneTeam1[i].pos = startpos;
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gStartZoneTeam1[i].sector = startsector;
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gStartZoneTeam1[i].angle = DAngle::fromBuild(startang);
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gStartZoneTeam1[i].angle = startangle;
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gStartZoneTeam2[i].pos = startpos;
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gStartZoneTeam2[i].sector = startsector;
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gStartZoneTeam2[i].angle = DAngle::fromBuild(startang);
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gStartZoneTeam2[i].angle = startangle;
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}
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#endif
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}
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@ -94,7 +94,6 @@ public:
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void destroy(DBloodActor*);
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void remove(DBloodActor*);
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DBloodActor* fxSpawnActor(FX_ID a, sectortype* b, const DVector3& pos, DAngle f);
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DBloodActor* fxSpawnActor(FX_ID a, sectortype* b, const DVector3& pos, unsigned int f);
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void fxProcess(void);
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};
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@ -6077,7 +6077,7 @@ bool modernTypeOperateSprite(DBloodActor* actor, EVENT& event)
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}
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else if (valueIsBetween(actor->xspr.data2, -kAng360, kAng360))
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{
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pPlayer->angle.settarget(DAngle::fromBuild(actor->xspr.data2));
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pPlayer->angle.settarget(mapangle(actor->xspr.data2));
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pPlayer->angle.lockinput();
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}
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break;
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@ -8169,7 +8169,7 @@ void aiPatrolMove(DBloodActor* actor)
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actor->spr.flags |= kPhysGravity | kPhysFalling;
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}
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DAngle nTurnRange = DAngle::fromBuild((pDudeInfo->angSpeed << 2) >> 4);
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DAngle nTurnRange = pDudeInfo->TurnRange() / 64;
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DAngle nAng = deltaangle(actor->spr.angle, actor->xspr.goalAng);
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actor->spr.angle += clamp(nAng, -nTurnRange, nTurnRange);
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@ -9203,7 +9203,7 @@ void callbackUniMissileBurst(DBloodActor* actor, sectortype*) // 22
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burstactor->spr.flags = actor->spr.flags;
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burstactor->spr.xrepeat = actor->spr.xrepeat / 2;
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burstactor->spr.yrepeat = actor->spr.yrepeat / 2;
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burstactor->spr.angle = actor->spr.angle + DAngle::fromBuild(missileInfo[actor->spr.type - kMissileBase].angleOfs);
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burstactor->spr.angle = actor->spr.angle + mapangle(missileInfo[actor->spr.type - kMissileBase].angleOfs);
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burstactor->SetOwner(actor);
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actBuildMissile(burstactor, actor);
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@ -2282,6 +2282,7 @@ void voodooTarget(PLAYER* pPlayer)
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}
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for (int i = 0; i < 4; i++)
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{
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// both voodooVar's are always 0. This is only kept in case someone implements an extension.
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DAngle ang1 = DAngle::fromBuild(pPlayer->voodooVar1 + pPlayer->vodooVar2);
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actFireVector(actor, 0, dz, DVector3(ang1.ToVector(), aimz), kVectorVoodoo10);
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DAngle ang2 = DAngle::fromBuild(pPlayer->voodooVar1 - pPlayer->vodooVar2);
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@ -114,7 +114,6 @@ struct PLAYER
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double ozWeapon;
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double zWeaponVel;
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double slope;
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[[deprecated]] int int_slope() const { return slope * 16384; }
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bool isUnderwater;
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bool hasKey[8];
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int8_t hasFlag;
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