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- floatified more of sprite.cpp
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parent
30d4d5ddfe
commit
efe7f7c90e
2 changed files with 11 additions and 13 deletions
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@ -6217,8 +6217,6 @@ void DoPlayerDeathCheckKick(PLAYER* pp)
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{
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DSWActor* plActor = pp->actor;
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unsigned stat;
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int dist;
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int a,b,c;
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for (stat = 0; stat < SIZ(StatDamageList); stat++)
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{
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@ -6232,9 +6230,9 @@ void DoPlayerDeathCheckKick(PLAYER* pp)
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if (!(itActor->spr.extra & SPRX_PLAYER_OR_ENEMY))
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continue;
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DISTANCE(itActor->spr.pos, plActor->spr.pos, dist, a, b, c);
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double dist = (itActor->spr.pos.XY() - plActor->spr.pos.XY()).Length();
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if (unsigned(dist) < itActor->user.Radius + 100)
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if (dist < (itActor->user.Radius + 100) * inttoworld)
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{
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pp->KillerActor = itActor;
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@ -4828,7 +4828,7 @@ int DoGrating(DSWActor* actor)
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const double GRATE_FACTOR = GRATE_FACTORI * maptoworld;
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// reduce to 0 to 3 value
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dir = actor->int_ang() >> 9;
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dir = int(actor->spr.angle.Normalized360().Degrees()) / 90;
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DVector2 v(0, 0);
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if ((dir & 1) == 0)
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@ -4868,7 +4868,7 @@ int DoGrating(DSWActor* actor)
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int DoKey(DSWActor* actor)
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{
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actor->set_int_ang(NORM_ANGLE(actor->int_ang() + (14 * ACTORMOVETICS)));
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actor->spr.angle += DAngle::fromBuild(14 * ACTORMOVETICS);
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DoGet(actor);
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return 0;
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@ -5162,7 +5162,7 @@ int DoGet(DSWActor* actor)
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{
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PLAYER* pp;
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short pnum, key_num;
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int dist, a,b,c;
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int a,b,c;
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bool can_see;
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// For flag stuff
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@ -5200,8 +5200,8 @@ int DoGet(DSWActor* actor)
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if (pp->Flags & (PF_DEAD))
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continue;
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DISTANCE(pp->pos, actor->spr.pos, dist, a,b,c);
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if ((unsigned)dist > (plActor->user.Radius + actor->user.Radius))
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double dist = (pp->pos.XY() - actor->spr.pos).Length();
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if ((unsigned)dist > (plActor->user.Radius * 2 * inttoworld))
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{
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continue;
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}
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@ -6060,7 +6060,7 @@ void ProcessActiveVars(DSWActor* actor)
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//
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//---------------------------------------------------------------------------
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void AdjustActiveRange(PLAYER* pp, DSWActor* actor, int dist)
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void AdjustActiveRange(PLAYER* pp, DSWActor* actor, double dist)
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{
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DSWActor* plActor = pp->actor;
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@ -6071,7 +6071,7 @@ void AdjustActiveRange(PLAYER* pp, DSWActor* actor, int dist)
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actor->user.wait_active_check = 0;
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// check aboslute max
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if (dist > MAX_ACTIVE_RANGE * worldtoint)
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if (dist > MAX_ACTIVE_RANGE)
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return;
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// do not do a FAFcansee if your already active
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@ -6209,7 +6209,7 @@ void SpriteControl(void)
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int32_t stat;
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short pnum, CloseToPlayer;
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PLAYER* pp;
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int tx, ty, tmin, dist;
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int tx, ty, tmin;
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short StateTics;
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SWStatIterator it(STAT_MISC);
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@ -6248,7 +6248,7 @@ void SpriteControl(void)
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pp = &Player[pnum];
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// Only update the ones closest
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DISTANCE(pp->pos, actor->spr.pos, dist, tx, ty, tmin);
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double dist = (pp->pos.XY() - actor->spr.pos.XY()).Length();
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AdjustActiveRange(pp, actor, dist);
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