From e5b2a0f0a6f3b541ee4cc7d8c6b7cff5d4c2e46f Mon Sep 17 00:00:00 2001 From: Christoph Oelckers Date: Sat, 3 Sep 2022 19:18:12 +0200 Subject: [PATCH] - simple angle stuff. --- source/games/exhumed/src/lion.cpp | 6 +++--- source/games/exhumed/src/move.cpp | 2 +- source/games/exhumed/src/rex.cpp | 4 ++-- source/games/exhumed/src/roach.cpp | 4 ++-- source/games/exhumed/src/set.cpp | 2 +- source/games/exhumed/src/wasp.cpp | 2 +- source/games/sw/src/jweapon.cpp | 10 +++++----- source/games/sw/src/weapon.cpp | 20 ++++++++++---------- 8 files changed, 25 insertions(+), 25 deletions(-) diff --git a/source/games/exhumed/src/lion.cpp b/source/games/exhumed/src/lion.cpp index fbb51a973..89bea1ab4 100644 --- a/source/games/exhumed/src/lion.cpp +++ b/source/games/exhumed/src/lion.cpp @@ -289,7 +289,7 @@ void AILion::Tick(RunListEvent* ev) if (nMov.type == kHitWall) { // loc_378FA: - pActor->set_int_ang((pActor->int_ang() + 256) & kAngleMask); + pActor->spr.angle += DAngle45; pActor->VelFromAngle(-1); break; } @@ -319,7 +319,7 @@ void AILion::Tick(RunListEvent* ev) else { // loc_378FA: - pActor->set_int_ang((pActor->int_ang() + 256) & kAngleMask); + pActor->spr.angle += DAngle45; pActor->VelFromAngle(-1); break; } @@ -443,7 +443,7 @@ void AILion::Tick(RunListEvent* ev) else { // loc_378FA: - pActor->set_int_ang((pActor->int_ang() + 256) & kAngleMask); + pActor->spr.angle += DAngle45; pActor->VelFromAngle(-1); break; } diff --git a/source/games/exhumed/src/move.cpp b/source/games/exhumed/src/move.cpp index 58522b8c2..cb377998f 100644 --- a/source/games/exhumed/src/move.cpp +++ b/source/games/exhumed/src/move.cpp @@ -637,7 +637,7 @@ Collision MoveCreatureWithCaution(DExhumedActor* pActor) ChangeActorSect(pActor, pSectorPre); - pActor->set_int_ang((pActor->int_ang() + 256) & kAngleMask); + pActor->spr.angle += DAngle45; pActor->VelFromAngle(-2); Collision c; c.setNone(); diff --git a/source/games/exhumed/src/rex.cpp b/source/games/exhumed/src/rex.cpp index be211715c..098b2e60a 100644 --- a/source/games/exhumed/src/rex.cpp +++ b/source/games/exhumed/src/rex.cpp @@ -285,7 +285,7 @@ void AIRex::Tick(RunListEvent* ev) } case kHitWall: { - pActor->set_int_ang((pActor->int_ang() + 256) & kAngleMask); + pActor->spr.angle += DAngle45; pActor->VelFromAngle(-2); pActor->nAction = 1; pActor->nFrame = 0; @@ -315,7 +315,7 @@ void AIRex::Tick(RunListEvent* ev) SetQuake(pActor, 25); pActor->nCount = 60; - pActor->set_int_ang((pActor->int_ang() + 256) & kAngleMask); + pActor->spr.angle += DAngle45; pActor->VelFromAngle(-2); pActor->nAction = 1; pActor->nFrame = 0; diff --git a/source/games/exhumed/src/roach.cpp b/source/games/exhumed/src/roach.cpp index d19bbc853..5015ab3b4 100644 --- a/source/games/exhumed/src/roach.cpp +++ b/source/games/exhumed/src/roach.cpp @@ -279,13 +279,13 @@ void AIRoach::Tick(RunListEvent* ev) } else { - pActor->set_int_ang((pActor->int_ang() + 256) & kAngleMask); + pActor->spr.angle += DAngle45; GoRoach(pActor); } } else if (nMov.type == kHitWall) { - pActor->set_int_ang((pActor->int_ang() + 256) & kAngleMask); + pActor->spr.angle += DAngle45; GoRoach(pActor); } else diff --git a/source/games/exhumed/src/set.cpp b/source/games/exhumed/src/set.cpp index 95567f83f..94a9ccabb 100644 --- a/source/games/exhumed/src/set.cpp +++ b/source/games/exhumed/src/set.cpp @@ -417,7 +417,7 @@ void AISet::Tick(RunListEvent* ev) } } - pActor->set_int_ang((pActor->int_ang() + 256) & kAngleMask); + pActor->spr.angle += DAngle45; pActor->VelFromAngle(-1); break; } diff --git a/source/games/exhumed/src/wasp.cpp b/source/games/exhumed/src/wasp.cpp index c42134a97..dcec4f8e0 100644 --- a/source/games/exhumed/src/wasp.cpp +++ b/source/games/exhumed/src/wasp.cpp @@ -169,7 +169,7 @@ void AIWasp::Damage(RunListEvent* ev) pActor->nFrame = 0; pActor->spr.cstat = 0; - pActor->set_int_ang((pActor->int_ang() + 1024) & kAngleMask); + pActor->spr.angle += DAngle180; SetWaspVel(pActor); diff --git a/source/games/sw/src/jweapon.cpp b/source/games/sw/src/jweapon.cpp index e8cac6ee1..f2be40ca5 100644 --- a/source/games/sw/src/jweapon.cpp +++ b/source/games/sw/src/jweapon.cpp @@ -2106,7 +2106,7 @@ int SpawnShell(DSWActor* actor, int ShellNum) { actorNew->spr.angle = actor->spr.angle; HelpMissileLateral(actorNew,2500); - actorNew->set_int_ang(NORM_ANGLE(actorNew->spr.int_ang() - 512)); + actorNew->spr.angle -= DAngle90; HelpMissileLateral(actorNew,1000); // Was 1500 actorNew->set_int_ang(NORM_ANGLE(actorNew->spr.int_ang() + 712)); } @@ -2114,12 +2114,12 @@ int SpawnShell(DSWActor* actor, int ShellNum) { actorNew->spr.angle = actor->spr.angle; HelpMissileLateral(actorNew,2500); - actorNew->set_int_ang(NORM_ANGLE(actorNew->spr.int_ang() + 512)); + actorNew->spr.angle += DAngle90; HelpMissileLateral(actorNew,1500); actorNew->set_int_ang(NORM_ANGLE(actorNew->spr.int_ang() - 128)); } actorNew->add_int_ang((RANDOM_P2(128<<5)>>5) - (128 / 2)); - actorNew->set_int_ang(NORM_ANGLE(actorNew->int_ang())); + actorNew->norm_ang(); // Set the shell number actorNew->user.ShellNum = ShellCount; @@ -2129,11 +2129,11 @@ int SpawnShell(DSWActor* actor, int ShellNum) actorNew->spr.pos.Z -= 13; actorNew->spr.angle = actor->spr.angle; HelpMissileLateral(actorNew,2500); - actorNew->set_int_ang(NORM_ANGLE(actorNew->spr.int_ang() + 512)); + actorNew->spr.angle += DAngle90; HelpMissileLateral(actorNew,1300); actorNew->set_int_ang(NORM_ANGLE(actorNew->spr.int_ang() - 128 - 64)); actorNew->add_int_ang((RANDOM_P2(128<<5)>>5) - (128 / 2)); - actorNew->set_int_ang(NORM_ANGLE(actorNew->int_ang())); + actorNew->norm_ang(); // Set the shell number actorNew->user.ShellNum = ShellCount; diff --git a/source/games/sw/src/weapon.cpp b/source/games/sw/src/weapon.cpp index 1e6abbd13..2ca6e706b 100644 --- a/source/games/sw/src/weapon.cpp +++ b/source/games/sw/src/weapon.cpp @@ -12822,7 +12822,7 @@ int InitLaser(PLAYER* pp) if (WeaponAutoAim(pp->actor, actorNew, 32, false) == -1) { - actorNew->set_int_ang(NORM_ANGLE(actorNew->int_ang() - 5)); + actorNew->spr.angle -= DAngle::fromBuild(5); } UpdateChange(actorNew); @@ -12900,7 +12900,7 @@ int InitRail(PLAYER* pp) actorNew->set_int_zvel(zvel >> 1); if (WeaponAutoAim(pp->actor, actorNew, 32, false) == -1) { - actorNew->set_int_ang(NORM_ANGLE(actorNew->int_ang() - 4)); + actorNew->spr.angle -= DAngle::fromBuild(4); } else zvel = actorNew->int_zvel(); // Let autoaiming set zvel now @@ -13073,7 +13073,7 @@ int InitRocket(PLAYER* pp) actorNew->set_int_zvel(zvel >> 1); if (WeaponAutoAim(pp->actor, actorNew, 32, false) == -1) { - actorNew->set_int_ang(NORM_ANGLE(actorNew->int_ang() - 5)); + actorNew->spr.angle -= DAngle::fromBuild(5); } else zvel = actorNew->int_zvel(); // Let autoaiming set zvel now @@ -13173,7 +13173,7 @@ int InitBunnyRocket(PLAYER* pp) actorNew->set_int_zvel(zvel >> 1); if (WeaponAutoAim(pp->actor, actorNew, 32, false) == -1) { - actorNew->set_int_ang(NORM_ANGLE(actorNew->int_ang() - 5)); + actorNew->spr.angle -= DAngle::fromBuild(5); } else zvel = actorNew->int_zvel(); // Let autoaiming set zvel now @@ -13261,7 +13261,7 @@ int InitNuke(PLAYER* pp) actorNew->set_int_zvel(zvel >> 1); if (WeaponAutoAim(pp->actor, actorNew, 32, false) == -1) { - actorNew->set_int_ang(NORM_ANGLE(actorNew->int_ang() - 5)); + actorNew->spr.angle -= DAngle::fromBuild(5); } else zvel = actorNew->int_zvel(); // Let autoaiming set zvel now @@ -13337,7 +13337,7 @@ int InitEnemyNuke(DSWActor* actor) actorNew->set_int_zvel(zvel >> 1); if (WeaponAutoAim(actor, actorNew, 32, false) == -1) { - actorNew->set_int_ang(NORM_ANGLE(actorNew->int_ang() - 5)); + actorNew->spr.angle -= DAngle::fromBuild(5); } else zvel = actorNew->int_zvel(); // Let autoaiming set zvel now @@ -14897,7 +14897,7 @@ int InitTankShell(DSWActor* actor, PLAYER* pp) WeaponAutoAim(actor, actorNew, 64, false); // a bit of randomness actorNew->add_int_ang(RandomRange(30) - 15); - actorNew->set_int_ang(NORM_ANGLE(actorNew->int_ang())); + actorNew->norm_ang(); UpdateChange(actorNew); @@ -15063,7 +15063,7 @@ int InitTurretFireball(DSWActor* actor, PLAYER* pp) WeaponAutoAim(actor, actorNew, 64, false); // a bit of randomness actorNew->add_int_ang(RandomRange(30) - 15); - actorNew->set_int_ang(NORM_ANGLE(actorNew->int_ang())); + actorNew->norm_ang(); UpdateChange(actorNew); @@ -15106,7 +15106,7 @@ int InitTurretRail(DSWActor* actor, PLAYER* pp) if (WeaponAutoAim(pp->actor, actorNew, 32, false) == -1) { - actorNew->set_int_ang(NORM_ANGLE(actorNew->int_ang())); + actorNew->norm_ang(); } UpdateChange(actorNew); @@ -15144,7 +15144,7 @@ int InitTurretLaser(DSWActor* actor, PLAYER* pp) if (WeaponAutoAim(actor, actorNew, 32, false) == -1) { - actorNew->set_int_ang(NORM_ANGLE(actorNew->int_ang())); + actorNew->norm_ang(); } UpdateChange(actorNew);