mirror of
https://github.com/ZDoom/Raze.git
synced 2024-11-15 17:01:28 +00:00
- exhumed: made all nAngle variables full ints
This commit is contained in:
parent
28eca1a023
commit
d63b6cda37
16 changed files with 36 additions and 36 deletions
|
@ -83,7 +83,7 @@ DExhumedActor* BuildBullet(DExhumedActor* pActor, int nType, int val1, int nAngl
|
||||||
|
|
||||||
void IgniteSprite(DExhumedActor* nSprite);
|
void IgniteSprite(DExhumedActor* nSprite);
|
||||||
void FuncBullet(int, int, int, int);
|
void FuncBullet(int, int, int, int);
|
||||||
void BackUpBullet(int *x, int *y, short nAngle);
|
void BackUpBullet(int *x, int *y, int nAngle);
|
||||||
|
|
||||||
// fish
|
// fish
|
||||||
|
|
||||||
|
@ -171,7 +171,7 @@ void DoRegenerates();
|
||||||
|
|
||||||
// lavadude
|
// lavadude
|
||||||
|
|
||||||
void BuildLava(DExhumedActor* nSprite, int x, int y, int z, int nSector, short nAngle, int nChannel);
|
void BuildLava(DExhumedActor* nSprite, int x, int y, int z, int nSector, int nAngle, int nChannel);
|
||||||
DExhumedActor* BuildLavaLimb(DExhumedActor* nSprite, int edx, int ebx);
|
DExhumedActor* BuildLavaLimb(DExhumedActor* nSprite, int edx, int ebx);
|
||||||
void FuncLavaLimb(int, int, int, int);
|
void FuncLavaLimb(int, int, int, int);
|
||||||
void FuncLava(int, int, int, int);
|
void FuncLava(int, int, int, int);
|
||||||
|
@ -194,7 +194,7 @@ extern short bTorch;
|
||||||
|
|
||||||
// lion
|
// lion
|
||||||
|
|
||||||
void BuildLion(DExhumedActor* nSprite, int x, int y, int z, int nSector, short nAngle);
|
void BuildLion(DExhumedActor* nSprite, int x, int y, int z, int nSector, int nAngle);
|
||||||
void FuncLion(int, int, int, int);
|
void FuncLion(int, int, int, int);
|
||||||
|
|
||||||
// move
|
// move
|
||||||
|
@ -340,7 +340,7 @@ void FuncRat(int a, int, int b, int nRun);
|
||||||
|
|
||||||
// rex
|
// rex
|
||||||
|
|
||||||
void BuildRex(DExhumedActor* nSprite, int x, int y, int z, int nSector, short nAngle, int nChannel);
|
void BuildRex(DExhumedActor* nSprite, int x, int y, int z, int nSector, int nAngle, int nChannel);
|
||||||
void FuncRex(int, int, int, int);
|
void FuncRex(int, int, int, int);
|
||||||
|
|
||||||
// roach
|
// roach
|
||||||
|
@ -707,12 +707,12 @@ void runlist_ExecObjects();
|
||||||
|
|
||||||
// scorp
|
// scorp
|
||||||
|
|
||||||
void BuildScorp(DExhumedActor* nSprite, int x, int y, int z, int nSector, short nAngle, int nChannel);
|
void BuildScorp(DExhumedActor* nSprite, int x, int y, int z, int nSector, int nAngle, int nChannel);
|
||||||
void FuncScorp(int, int, int, int);
|
void FuncScorp(int, int, int, int);
|
||||||
|
|
||||||
// set
|
// set
|
||||||
|
|
||||||
void BuildSet(DExhumedActor* nSprite, int x, int y, int z, int nSector, short nAngle, int nChannel);
|
void BuildSet(DExhumedActor* nSprite, int x, int y, int z, int nSector, int nAngle, int nChannel);
|
||||||
void FuncSoul(int, int, int, int);
|
void FuncSoul(int, int, int, int);
|
||||||
void FuncSet(int, int, int, int);
|
void FuncSet(int, int, int, int);
|
||||||
|
|
||||||
|
@ -772,7 +772,7 @@ std::pair<int, int> BuildSwPressWall(short nChannel, short nLink, int nWall);
|
||||||
|
|
||||||
// wasp
|
// wasp
|
||||||
|
|
||||||
DExhumedActor* BuildWasp(DExhumedActor* nSprite, int x, int y, int z, int nSector, short nAngle, bool bEggWasp);
|
DExhumedActor* BuildWasp(DExhumedActor* nSprite, int x, int y, int z, int nSector, int nAngle, bool bEggWasp);
|
||||||
void FuncWasp(int eax, int, int edx, int nRun);
|
void FuncWasp(int eax, int, int edx, int nRun);
|
||||||
|
|
||||||
|
|
||||||
|
|
|
@ -228,7 +228,7 @@ void BulletHitsSprite(Bullet *pBullet, DExhumedActor* pBulletActor, DExhumedActo
|
||||||
|
|
||||||
if (nStat == kStatAnubisDrum)
|
if (nStat == kStatAnubisDrum)
|
||||||
{
|
{
|
||||||
short nAngle = (pSprite->ang + 256) - RandomSize(9);
|
int nAngle = (pSprite->ang + 256) - RandomSize(9);
|
||||||
|
|
||||||
pHitSprite->xvel = bcos(nAngle, 1);
|
pHitSprite->xvel = bcos(nAngle, 1);
|
||||||
pHitSprite->yvel = bsin(nAngle, 1);
|
pHitSprite->yvel = bsin(nAngle, 1);
|
||||||
|
@ -291,7 +291,7 @@ void BulletHitsSprite(Bullet *pBullet, DExhumedActor* pBulletActor, DExhumedActo
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
void BackUpBullet(int *x, int *y, short nAngle)
|
void BackUpBullet(int *x, int *y, int nAngle)
|
||||||
{
|
{
|
||||||
*x -= bcos(nAngle, -11);
|
*x -= bcos(nAngle, -11);
|
||||||
*y -= bsin(nAngle, -11);
|
*y -= bsin(nAngle, -11);
|
||||||
|
|
|
@ -37,7 +37,7 @@ void DestroyGrenade(DExhumedActor* pActor)
|
||||||
DeleteActor(pActor);
|
DeleteActor(pActor);
|
||||||
}
|
}
|
||||||
|
|
||||||
void BounceGrenade(DExhumedActor* pActor, short nAngle)
|
void BounceGrenade(DExhumedActor* pActor, int nAngle)
|
||||||
{
|
{
|
||||||
pActor->nTurn >>= 1;
|
pActor->nTurn >>= 1;
|
||||||
|
|
||||||
|
@ -57,7 +57,7 @@ void ThrowGrenade(short nPlayer, int, int, int ecx, int push1)
|
||||||
auto pPlayerActor = PlayerList[nPlayer].Actor();
|
auto pPlayerActor = PlayerList[nPlayer].Actor();
|
||||||
auto pPlayerSprite = &pPlayerActor->s();
|
auto pPlayerSprite = &pPlayerActor->s();
|
||||||
|
|
||||||
short nAngle = pPlayerSprite->ang;
|
int nAngle = pPlayerSprite->ang;
|
||||||
|
|
||||||
ChangeActorSect(pActor, PlayerList[nPlayer].nPlayerViewSect);
|
ChangeActorSect(pActor, PlayerList[nPlayer].nPlayerViewSect);
|
||||||
|
|
||||||
|
@ -180,7 +180,7 @@ void ExplodeGrenade(DExhumedActor* pActor)
|
||||||
{
|
{
|
||||||
auto pPlayerActor = PlayerList[nPlayer].Actor();
|
auto pPlayerActor = PlayerList[nPlayer].Actor();
|
||||||
auto pPlayerSprite = &pPlayerActor->s();
|
auto pPlayerSprite = &pPlayerActor->s();
|
||||||
short nAngle = pPlayerSprite->ang;
|
int nAngle = pPlayerSprite->ang;
|
||||||
|
|
||||||
pGrenadeSprite->z = pPlayerSprite->z;
|
pGrenadeSprite->z = pPlayerSprite->z;
|
||||||
pGrenadeSprite->x = bcos(nAngle, -5) + pPlayerSprite->x;
|
pGrenadeSprite->x = bcos(nAngle, -5) + pPlayerSprite->x;
|
||||||
|
|
|
@ -668,7 +668,7 @@ loc_flag:
|
||||||
}
|
}
|
||||||
|
|
||||||
short nAmmoType = WeaponInfo[nWeapon].nAmmoType;
|
short nAmmoType = WeaponInfo[nWeapon].nAmmoType;
|
||||||
short nAngle = pPlayerSprite->ang;
|
int nAngle = pPlayerSprite->ang;
|
||||||
int theX = pPlayerSprite->x;
|
int theX = pPlayerSprite->x;
|
||||||
int theY = pPlayerSprite->y;
|
int theY = pPlayerSprite->y;
|
||||||
int theZ = pPlayerSprite->z;
|
int theZ = pPlayerSprite->z;
|
||||||
|
|
|
@ -104,7 +104,7 @@ void AILavaDudeLimb::Draw(RunListEvent* ev)
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
void BuildLava(DExhumedActor* pActor, int x, int y, int, int nSector, short nAngle, int nChannel)
|
void BuildLava(DExhumedActor* pActor, int x, int y, int, int nSector, int nAngle, int nChannel)
|
||||||
{
|
{
|
||||||
spritetype* pSprite;
|
spritetype* pSprite;
|
||||||
if (pActor == nullptr)
|
if (pActor == nullptr)
|
||||||
|
|
|
@ -691,7 +691,7 @@ void AddFlow(int nIndex, int nSpeed, int b, int nAngle)
|
||||||
StartInterpolation(nIndex, Interp_Wall_PanX);
|
StartInterpolation(nIndex, Interp_Wall_PanX);
|
||||||
StartInterpolation(nIndex, Interp_Wall_PanY);
|
StartInterpolation(nIndex, Interp_Wall_PanY);
|
||||||
|
|
||||||
short nAngle;
|
int nAngle;
|
||||||
|
|
||||||
if (b == 2) {
|
if (b == 2) {
|
||||||
nAngle = 512;
|
nAngle = 512;
|
||||||
|
|
|
@ -41,7 +41,7 @@ static actionSeq LionSeq[] = {
|
||||||
};
|
};
|
||||||
|
|
||||||
|
|
||||||
void BuildLion(DExhumedActor* pActor, int x, int y, int z, int nSector, short nAngle)
|
void BuildLion(DExhumedActor* pActor, int x, int y, int z, int nSector, int nAngle)
|
||||||
{
|
{
|
||||||
spritetype* pSprite;
|
spritetype* pSprite;
|
||||||
if (pActor == nullptr)
|
if (pActor == nullptr)
|
||||||
|
@ -395,7 +395,7 @@ void AILion::Tick(RunListEvent* ev)
|
||||||
|
|
||||||
int nCheckDist = 0x7FFFFFFF;
|
int nCheckDist = 0x7FFFFFFF;
|
||||||
|
|
||||||
short nAngle = pSprite->ang;
|
int nAngle = pSprite->ang;
|
||||||
short nScanAngle = (pSprite->ang - 512) & kAngleMask;
|
short nScanAngle = (pSprite->ang - 512) & kAngleMask;
|
||||||
|
|
||||||
for (int i = 0; i < 5; i++)
|
for (int i = 0; i < 5; i++)
|
||||||
|
|
|
@ -1206,7 +1206,7 @@ Collision AngleChase(DExhumedActor* pActor, DExhumedActor* pActor2, int ebx, int
|
||||||
nClipType = CLIPMASK0;
|
nClipType = CLIPMASK0;
|
||||||
}
|
}
|
||||||
|
|
||||||
short nAngle;
|
int nAngle;
|
||||||
|
|
||||||
if (pActor2 == nullptr)
|
if (pActor2 == nullptr)
|
||||||
{
|
{
|
||||||
|
@ -1498,7 +1498,7 @@ void AICreatureChunk::Tick(RunListEvent* ev)
|
||||||
if (!nVal.type && !nVal.exbits)
|
if (!nVal.type && !nVal.exbits)
|
||||||
return;
|
return;
|
||||||
|
|
||||||
short nAngle;
|
int nAngle;
|
||||||
|
|
||||||
if (nVal.exbits & kHitAux2)
|
if (nVal.exbits & kHitAux2)
|
||||||
{
|
{
|
||||||
|
|
|
@ -98,7 +98,7 @@ void RestoreSavePoint(int nPlayer, int *x, int *y, int *z, short *nSector, short
|
||||||
*nAngle = PlayerList[nPlayer].sPlayerSave.nAngle;
|
*nAngle = PlayerList[nPlayer].sPlayerSave.nAngle;
|
||||||
}
|
}
|
||||||
|
|
||||||
void SetSavePoint(int nPlayer, int x, int y, int z, int nSector, short nAngle)
|
void SetSavePoint(int nPlayer, int x, int y, int z, int nSector, int nAngle)
|
||||||
{
|
{
|
||||||
PlayerList[nPlayer].sPlayerSave.x = x;
|
PlayerList[nPlayer].sPlayerSave.x = x;
|
||||||
PlayerList[nPlayer].sPlayerSave.y = y;
|
PlayerList[nPlayer].sPlayerSave.y = y;
|
||||||
|
|
|
@ -25,7 +25,7 @@ Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
|
||||||
BEGIN_PS_NS
|
BEGIN_PS_NS
|
||||||
|
|
||||||
void RestoreSavePoint(int nPlayer, int *x, int *y, int *z, short *nSector, short *nAngle);
|
void RestoreSavePoint(int nPlayer, int *x, int *y, int *z, short *nSector, short *nAngle);
|
||||||
void SetSavePoint(int nPlayer, int x, int y, int z, int nSector, short nAngle);
|
void SetSavePoint(int nPlayer, int x, int y, int z, int nSector, int nAngle);
|
||||||
void InitPlayer();
|
void InitPlayer();
|
||||||
void InitPlayerKeys(short nPlayer);
|
void InitPlayerKeys(short nPlayer);
|
||||||
int GrabPlayer();
|
int GrabPlayer();
|
||||||
|
@ -53,7 +53,7 @@ struct PlayerSave
|
||||||
int y;
|
int y;
|
||||||
int z;
|
int z;
|
||||||
int nSector;
|
int nSector;
|
||||||
short nAngle;
|
int16_t nAngle;
|
||||||
};
|
};
|
||||||
|
|
||||||
struct Player
|
struct Player
|
||||||
|
|
|
@ -270,7 +270,7 @@ void DestroyAllEggs()
|
||||||
void SetHeadVel(DExhumedActor* pActor)
|
void SetHeadVel(DExhumedActor* pActor)
|
||||||
{
|
{
|
||||||
auto pSprite = &pActor->s();
|
auto pSprite = &pActor->s();
|
||||||
short nAngle = pSprite->ang;
|
int nAngle = pSprite->ang;
|
||||||
|
|
||||||
pSprite->xvel = bcos(nAngle, nVelShift);
|
pSprite->xvel = bcos(nAngle, nVelShift);
|
||||||
pSprite->yvel = bsin(nAngle, nVelShift);
|
pSprite->yvel = bsin(nAngle, nVelShift);
|
||||||
|
@ -278,7 +278,7 @@ void SetHeadVel(DExhumedActor* pActor)
|
||||||
|
|
||||||
Collision QueenAngleChase(DExhumedActor* pActor, DExhumedActor* pActor2, int val1, int val2)
|
Collision QueenAngleChase(DExhumedActor* pActor, DExhumedActor* pActor2, int val1, int val2)
|
||||||
{
|
{
|
||||||
short nAngle;
|
int nAngle;
|
||||||
|
|
||||||
spritetype* pSprite = &pActor->s();
|
spritetype* pSprite = &pActor->s();
|
||||||
if (pActor2 == nullptr)
|
if (pActor2 == nullptr)
|
||||||
|
@ -439,7 +439,7 @@ void BuildQueenEgg(short nQueen, int nVal)
|
||||||
int y = pSprite->y;
|
int y = pSprite->y;
|
||||||
int nSector =pSprite->sectnum;
|
int nSector =pSprite->sectnum;
|
||||||
int nFloorZ = sector[nSector].floorz;
|
int nFloorZ = sector[nSector].floorz;
|
||||||
short nAngle = pSprite->ang;
|
int nAngle = pSprite->ang;
|
||||||
|
|
||||||
auto pActor2 = insertActor(nSector, 121);
|
auto pActor2 = insertActor(nSector, 121);
|
||||||
auto pSprite2 = &pActor2->s();
|
auto pSprite2 = &pActor2->s();
|
||||||
|
@ -570,7 +570,7 @@ void AIQueenEgg::Tick(RunListEvent* ev)
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
short nAngle;
|
int nAngle;
|
||||||
|
|
||||||
switch (nMov.type)
|
switch (nMov.type)
|
||||||
{
|
{
|
||||||
|
@ -697,7 +697,7 @@ void BuildQueenHead(short nQueen)
|
||||||
|
|
||||||
int x = pSprite->x;
|
int x = pSprite->x;
|
||||||
int y = pSprite->y;
|
int y = pSprite->y;
|
||||||
short nAngle = pSprite->ang;
|
int nAngle = pSprite->ang;
|
||||||
int nSector =pSprite->sectnum;
|
int nSector =pSprite->sectnum;
|
||||||
int z = sector[nSector].floorz;
|
int z = sector[nSector].floorz;
|
||||||
|
|
||||||
|
|
|
@ -37,7 +37,7 @@ static actionSeq RexSeq[] = {
|
||||||
{28, 1}
|
{28, 1}
|
||||||
};
|
};
|
||||||
|
|
||||||
void BuildRex(DExhumedActor* pActor, int x, int y, int z, int nSector, short nAngle, int nChannel)
|
void BuildRex(DExhumedActor* pActor, int x, int y, int z, int nSector, int nAngle, int nChannel)
|
||||||
{
|
{
|
||||||
spritetype* pSprite;
|
spritetype* pSprite;
|
||||||
if (pActor == nullptr)
|
if (pActor == nullptr)
|
||||||
|
@ -213,7 +213,7 @@ void AIRex::Tick(RunListEvent* ev)
|
||||||
{
|
{
|
||||||
if (pTarget == nullptr)
|
if (pTarget == nullptr)
|
||||||
{
|
{
|
||||||
short nAngle = pSprite->ang; // make backup of this variable
|
auto nAngle = pSprite->ang; // make backup of this variable
|
||||||
pActor->pTarget = FindPlayer(pActor, 60);
|
pActor->pTarget = FindPlayer(pActor, 60);
|
||||||
pSprite->ang = nAngle;
|
pSprite->ang = nAngle;
|
||||||
}
|
}
|
||||||
|
@ -345,7 +345,7 @@ void AIRex::Tick(RunListEvent* ev)
|
||||||
|
|
||||||
if (pSprite2->statnum && pSprite2->statnum < 107)
|
if (pSprite2->statnum && pSprite2->statnum < 107)
|
||||||
{
|
{
|
||||||
short nAngle = pSprite->ang;
|
int nAngle = pSprite->ang;
|
||||||
|
|
||||||
runlist_DamageEnemy(nMov.actor, pActor, 15);
|
runlist_DamageEnemy(nMov.actor, pActor, 15);
|
||||||
|
|
||||||
|
|
|
@ -38,7 +38,7 @@ static actionSeq ScorpSeq[] = {
|
||||||
{53, 1}
|
{53, 1}
|
||||||
};
|
};
|
||||||
|
|
||||||
void BuildScorp(DExhumedActor* pActor, int x, int y, int z, int nSector, short nAngle, int nChannel)
|
void BuildScorp(DExhumedActor* pActor, int x, int y, int z, int nSector, int nAngle, int nChannel)
|
||||||
{
|
{
|
||||||
spritetype* pSprite;
|
spritetype* pSprite;
|
||||||
|
|
||||||
|
|
|
@ -39,7 +39,7 @@ static actionSeq SetSeq[] = {
|
||||||
{74, 1}
|
{74, 1}
|
||||||
};
|
};
|
||||||
|
|
||||||
void BuildSet(DExhumedActor* pActor, int x, int y, int z, int nSector, short nAngle, int nChannel)
|
void BuildSet(DExhumedActor* pActor, int x, int y, int z, int nSector, int nAngle, int nChannel)
|
||||||
{
|
{
|
||||||
spritetype* pSprite;
|
spritetype* pSprite;
|
||||||
if (pActor == nullptr)
|
if (pActor == nullptr)
|
||||||
|
|
|
@ -129,7 +129,7 @@ void BuildSnake(short nPlayer, short zVal)
|
||||||
int x = pPlayerSprite->x;
|
int x = pPlayerSprite->x;
|
||||||
int y = pPlayerSprite->y;
|
int y = pPlayerSprite->y;
|
||||||
int z = (pPlayerSprite->z + zVal) - 2560;
|
int z = (pPlayerSprite->z + zVal) - 2560;
|
||||||
short nAngle = pPlayerSprite->ang;
|
int nAngle = pPlayerSprite->ang;
|
||||||
|
|
||||||
short hitsect;
|
short hitsect;
|
||||||
int hitx, hity, hitz;
|
int hitx, hity, hitz;
|
||||||
|
@ -272,7 +272,7 @@ DExhumedActor* FindSnakeEnemy(short nSnake)
|
||||||
auto pActor = SnakeList[nSnake].pSprites[0]; // CHECKME
|
auto pActor = SnakeList[nSnake].pSprites[0]; // CHECKME
|
||||||
auto pSprite = &pActor->s();
|
auto pSprite = &pActor->s();
|
||||||
|
|
||||||
short nAngle = pSprite->ang;
|
int nAngle = pSprite->ang;
|
||||||
int nSector =pSprite->sectnum;
|
int nSector =pSprite->sectnum;
|
||||||
|
|
||||||
int esi = 2048;
|
int esi = 2048;
|
||||||
|
@ -370,7 +370,7 @@ void AISnake::Tick(RunListEvent* ev)
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
short nAngle = pSprite->ang;
|
int nAngle = pSprite->ang;
|
||||||
int var_30 = -bcos(nAngle, 6);
|
int var_30 = -bcos(nAngle, 6);
|
||||||
int var_34 = -bsin(nAngle, 6);
|
int var_34 = -bsin(nAngle, 6);
|
||||||
|
|
||||||
|
|
|
@ -40,7 +40,7 @@ void SetWaspVel(spritetype* pSprite)
|
||||||
pSprite->yvel = bsin(pSprite->ang);
|
pSprite->yvel = bsin(pSprite->ang);
|
||||||
}
|
}
|
||||||
|
|
||||||
DExhumedActor* BuildWasp(DExhumedActor* pActor, int x, int y, int z, int nSector, short nAngle, bool bEggWasp)
|
DExhumedActor* BuildWasp(DExhumedActor* pActor, int x, int y, int z, int nSector, int nAngle, bool bEggWasp)
|
||||||
{
|
{
|
||||||
spritetype* pSprite;
|
spritetype* pSprite;
|
||||||
if (pActor == nullptr)
|
if (pActor == nullptr)
|
||||||
|
|
Loading…
Reference in a new issue