- exhumed: made all nAngle variables full ints

This commit is contained in:
Christoph Oelckers 2021-11-16 18:41:34 +01:00
parent 28eca1a023
commit d63b6cda37
16 changed files with 36 additions and 36 deletions

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@ -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);

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@ -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);

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@ -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;

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@ -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;

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@ -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)

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@ -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;

View file

@ -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++)

View file

@ -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)
{ {

View file

@ -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;

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@ -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

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@ -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;

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@ -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);

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@ -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;

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@ -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)

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@ -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);

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@ -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)