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- converted all remaining add_int_bvel* calls.
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068feae64e
commit
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2 changed files with 12 additions and 31 deletions
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@ -118,21 +118,6 @@ public:
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vel .Z = FixedToFloat(x);
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}
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void add_int_bvel_x(int x)
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{
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vel .X += FixedToFloat(x);
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}
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void add_int_bvel_y(int x)
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{
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vel .Y += FixedToFloat(x);
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}
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void add_int_bvel_z(int x)
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{
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vel .Z += FixedToFloat(x);
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}
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void ZeroVelocityXY()
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{
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vel .X = vel .Y = 0;
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@ -5631,17 +5631,16 @@ static void actCheckThings()
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GetActorExtents(actor, &top, &bottom);
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if (getflorzofslopeptr(pSector, actor->spr.pos) <= bottom)
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{
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int angle = pXSector->panAngle.Buildang();
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int speed = 0;
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DAngle angle = pXSector->panAngle;
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double speed = 0;
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if (pXSector->panAlways || pXSector->state || pXSector->busy)
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{
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speed = pXSector->panVel << 9;
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if (!pXSector->panAlways && pXSector->busy) speed = MulScale(speed, pXSector->busy, 16);
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speed = pXSector->panVel / 128.;
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if (!pXSector->panAlways && pXSector->busy) speed = MulScaleF(speed, pXSector->busy, 16);
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}
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if (pSector->floorstat & CSTAT_SECTOR_ALIGN) angle = (angle + GetWallAngle(pSector->firstWall()) + 512) & 2047;
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if (pSector->floorstat & CSTAT_SECTOR_ALIGN) angle += pSector->firstWall()->normalAngle();
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actor->add_int_bvel_x(MulScale(speed, Cos(angle), 30));
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actor->add_int_bvel_y(MulScale(speed, Sin(angle), 30));
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actor->vel += angle.ToVector() * speed;
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}
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}
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actAirDrag(actor, 128);
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@ -6056,20 +6055,17 @@ static void actCheckDudes()
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GetActorExtents(actor, &top, &bottom);
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if (getflorzofslopeptr(pSector, actor->spr.pos) <= bottom)
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{
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int angle = pXSector->panAngle.Buildang();
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int speed = 0;
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DAngle angle = pXSector->panAngle;
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double speed = 0;
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if (pXSector->panAlways || pXSector->state || pXSector->busy)
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{
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speed = pXSector->panVel << 9;
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speed = pXSector->panVel / 128.;
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if (!pXSector->panAlways && pXSector->busy)
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speed = MulScale(speed, pXSector->busy, 16);
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speed = MulScaleF(speed, pXSector->busy, 16);
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}
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if (pSector->floorstat & CSTAT_SECTOR_ALIGN)
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angle = (angle + GetWallAngle(pSector->firstWall()) + 512) & 2047;
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int dx = MulScale(speed, Cos(angle), 30);
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int dy = MulScale(speed, Sin(angle), 30);
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actor->add_int_bvel_x(dx);
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actor->add_int_bvel_y(dy);
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angle += pSector->firstWall()->normalAngle();
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actor->vel += angle.ToVector() * speed;
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}
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}
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if (pXSector && pXSector->Underwater) actAirDrag(actor, 5376);
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