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- Exhumed: Get rid of GetWallNormal()
in favour of backend utility.
This commit is contained in:
parent
9906586569
commit
eaa58e6687
6 changed files with 7 additions and 13 deletions
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@ -228,7 +228,6 @@ DExhumedActor* BuildCreatureChunk(DExhumedActor* pSrc, int nPic, bool bSpecial =
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double PlotCourseToSprite(DExhumedActor* nSprite1, DExhumedActor* nSprite2);
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void CheckSectorFloor(sectortype* pSector, double z, DVector2& xy);
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DAngle GetAngleToSprite(DExhumedActor* nSprite1, DExhumedActor* nSprite2);
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DAngle GetWallNormal(walltype* nWall);
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void MoveSector(sectortype* pSector, DAngle nAngle, DVector2& vel);
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Collision AngleChase(DExhumedActor* nSprite, DExhumedActor* nSprite2, int ebx, int ecx, DAngle push1);
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void SetQuake(DExhumedActor* nSprite, int nVal);
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@ -96,7 +96,7 @@ void ThrowGrenade(int nPlayer, double dz, double push1)
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auto nMov = movesprite(pActor, vec, dz, 0, CLIPMASK1);
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if (nMov.type == kHitWall)
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{
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nAngle = GetWallNormal(nMov.hitWall);
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nAngle = nMov.hitWall->normalAngle();
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BounceGrenade(pActor, nAngle);
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}
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}
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@ -359,7 +359,7 @@ void AIGrenade::Tick(RunListEvent* ev)
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// loc_2CF60:
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if (nMov.type == kHitWall)
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{
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BounceGrenade(pActor, GetWallNormal(nMov.hitWall));
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BounceGrenade(pActor, nMov.hitWall->normalAngle());
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}
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else if (nMov.type == kHitSprite)
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{
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@ -418,7 +418,7 @@ void AILion::Tick(RunListEvent* ev)
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if (nMov.type == kHitWall)
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{
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pActor->nAction = 7;
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pActor->spr.Angles.Yaw = (GetWallNormal(nMov.hitWall) + DAngle180).Normalized360();
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pActor->spr.Angles.Yaw = (nMov.hitWall->normalAngle() + DAngle180).Normalized360();
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pActor->nCount = RandomSize(4);
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return;
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}
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@ -1025,11 +1025,6 @@ Collision AngleChase(DExhumedActor* pActor, DExhumedActor* pActor2, int threshol
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return movesprite(pActor, vec, zz * 16 + BobVal(zbob) * 2, 0, nClipType);
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}
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DAngle GetWallNormal(walltype* pWall)
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{
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return (pWall->delta().Angle() + DAngle90).Normalized360();
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}
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//---------------------------------------------------------------------------
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//
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//
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@ -1276,7 +1271,7 @@ void AICreatureChunk::Tick(RunListEvent* ev)
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}
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else if (nVal.type == kHitWall)
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{
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nAngle = GetWallNormal(nVal.hitWall);
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nAngle = nVal.hitWall->normalAngle();
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}
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else
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{
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@ -770,7 +770,7 @@ static void CheckMovingBlocks(Player* const pPlayer, Collision& nMove, DVector3&
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else //if (nMove.type == kHitWall)
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{
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sect = nMove.hitWall->nextSector();
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nNormal = GetWallNormal(nMove.hitWall);
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nNormal = nMove.hitWall->normalAngle();
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}
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// moving blocks - move this to a separate function!
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@ -601,7 +601,7 @@ void AIQueenEgg::Tick(RunListEvent* ev)
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default:
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return;
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case kHitWall:
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nAngle = GetWallNormal(nMov.hitWall);
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nAngle = nMov.hitWall->normalAngle();
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break;
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case kHitSprite:
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nAngle = nMov.actor()->spr.Angles.Yaw;
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@ -856,7 +856,7 @@ void AIQueenHead::Tick(RunListEvent* ev)
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if (nMov.exbits == 0)
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{
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if (nMov.type == kHitSprite) nNewAng = nMov.actor()->spr.Angles.Yaw;
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else if (nMov.type == kHitWall) nNewAng = GetWallNormal(nMov.hitWall);
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else if (nMov.type == kHitWall) nNewAng = nMov.hitWall->normalAngle();
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}
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else if (nMov.exbits == kHitAux2)
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{
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