Christoph Oelckers
97e93004b1
- quick’n easy replacements
2022-10-12 22:10:37 +02:00
Christoph Oelckers
f269ceff64
slope functions with position vectors
2022-10-12 22:10:37 +02:00
Christoph Oelckers
0499be0c26
- getting rid of some int_pos calls.
2022-10-12 22:10:37 +02:00
Christoph Oelckers
18a445aee5
- added ZeroVelocity function to DBloodActor.
2022-10-12 22:10:36 +02:00
Christoph Oelckers
a5a3669238
- eliminated the SetActor/Z function receiving a vec3_t pointer.
...
The only one left is the one with a DVector3 now.
2022-10-12 22:10:36 +02:00
Christoph Oelckers
00436bfdac
- eliminated one UpdateActor pverload.
2022-10-12 22:10:36 +02:00
Christoph Oelckers
f0769048ed
- yet another bunch of SpawnActor calls in weapon.cpp
2022-10-12 22:10:35 +02:00
Christoph Oelckers
a0c0894e41
- aiSetTarget calls
2022-10-12 22:10:34 +02:00
Christoph Oelckers
db0ce36143
- use engine's updatesector in Blood instead of the limited homegrown FindSector variant.
2022-10-11 18:09:48 +02:00
Christoph Oelckers
085839af32
- CheckPickUp floatification
2022-10-10 17:37:20 +02:00
Christoph Oelckers
a808f04415
- cansee refactoring part 4
2022-10-10 17:37:20 +02:00
Christoph Oelckers
3da68ab038
- cansee refactoring, part 3
2022-10-10 17:37:20 +02:00
Christoph Oelckers
80412bdc51
- cansee refactoring, part 2
2022-10-10 17:37:20 +02:00
Christoph Oelckers
781ffc9a43
- cansee refactoring, part 1.
2022-10-10 17:37:20 +02:00
Christoph Oelckers
1c154a984d
- floatified XSPRITE::TargetPos
2022-10-10 17:37:19 +02:00
Christoph Oelckers
d26a4e70c3
- wrapped XSPRITE::TargetPos
2022-10-10 17:37:19 +02:00
Christoph Oelckers
4888b363e8
- added vector variant of gFX.fxSpawnActor
2022-10-10 17:37:19 +02:00
Christoph Oelckers
139969d017
- FindSector variants with vectors
2022-10-10 17:37:19 +02:00
Christoph Oelckers
f41c78d622
- actDropObject
2022-10-10 17:37:19 +02:00
Christoph Oelckers
e7ec2c072a
- floatified Blood’s startpos
2022-10-10 17:37:19 +02:00
Christoph Oelckers
cb39a07580
- position in actSpawnSprite
2022-10-10 17:37:18 +02:00
Christoph Oelckers
08c19cd2a4
- floatified CheckProximity position parameter
2022-10-10 17:37:18 +02:00
Christoph Oelckers
12d54a8b5c
- use vector math for distances in actRadiusDamage
2022-10-10 17:37:18 +02:00
Christoph Oelckers
9460239417
- pass a vector to GetClosestSpriteSectors
2022-10-10 17:37:18 +02:00
Christoph Oelckers
64cf9a4ec6
- pass vector position to actRadiusDamage
2022-10-10 17:37:18 +02:00
Christoph Oelckers
645c606e39
- floatified ConcussSprite
2022-10-10 17:37:18 +02:00
Christoph Oelckers
45f37525e0
- minor angle stuff in Blood
2022-10-10 17:31:30 +02:00
Christoph Oelckers
209867e036
- cleaned out some unnecessary inlines.
2022-10-09 22:00:43 +02:00
Christoph Oelckers
ade20cbfe2
- some angular stuff.
2022-10-09 08:21:54 +02:00
Christoph Oelckers
766ddeb445
- one more batch of trivial replacements
2022-10-09 08:21:53 +02:00
Christoph Oelckers
f13d9892dc
- trivial wrapper replacements in Duke
2022-10-09 08:21:53 +02:00
Christoph Oelckers
4db457f3b0
- stuff in animatesprite.cpp
2022-10-09 08:21:53 +02:00
Christoph Oelckers
96e6424772
- floatified damage logic in aibeast.StompSeqCallback
2022-10-08 19:28:57 +02:00
Christoph Oelckers
aa0080039f
- refactored coordinate display to have a single unified printing function.
...
The games will now only return the data, this has also been added for Exhumed.
Printing will now be in actual map units, not build's internal mixed format.
2022-10-08 19:28:57 +02:00
Christoph Oelckers
b32c4444c4
- replaced all add_int_z calls with constants.
2022-10-08 19:28:57 +02:00
Christoph Oelckers
424a58f91b
- Blood: sfxPlay3DSound
2022-10-08 16:11:23 +02:00
Christoph Oelckers
4d02cdcce9
- use explicit types in hitscan calls
2022-10-06 20:50:47 +02:00
Christoph Oelckers
5505c362e2
- floatified hitpos
2022-10-05 18:11:59 +02:00
Christoph Oelckers
55ade2eda4
- use int_hitpos() access function where applicable
2022-10-05 18:10:44 +02:00
Christoph Oelckers
296b5d7edd
- renamed HitInfo::hitpos
2022-10-05 18:03:41 +02:00
Christoph Oelckers
64391c52f9
- large batch of set_int_pos, minus Exhumed
2022-10-05 17:33:01 +02:00
Mitchell Richters
478e7a6801
- Eliminate some TAngle floating point Build method usage.
2022-10-05 00:36:31 +02:00
Mitchell Richters
d28d6cd4cf
- Utilise actor sprite's full precision in instances where angle was converted to Build and back again.
2022-10-05 00:36:30 +02:00
Mitchell Richters
5c84f93c08
- Use the static constexpr nullAngle
everywhere possible.
2022-10-05 00:36:30 +02:00
Mitchell Richters
02dfe2cb62
- Repair interpolation issues following change of sprite angles from integer to DAngle
types.
2022-10-05 00:36:30 +02:00
Christoph Oelckers
fe6fcdff1f
- use DAngle for actors
...
Note that intangle needs to be kept - primarily for SW's ST tags.
2022-10-05 00:36:29 +02:00
Christoph Oelckers
02ce593f06
-removed leftover binangles in Blood's animatesprites.cpp
2022-10-05 00:36:28 +02:00
Mitchell Richters
abb8b87be1
- Eliminate last remaining binangle
inline utilities.
2022-10-05 00:36:28 +02:00
Mitchell Richters
b23e77d9c7
- Replace player's ang
with DAngle
object.
...
* This commit does not build. Committed items are everything that's been done by find and replace.
* Next commit has hand-performed changes that are better separated out for clarity.
2022-10-05 00:36:27 +02:00
Mitchell Richters
7a6f5c0864
- Replace binangle
usage in PlayerHorizon::calcviewpitch()
with DAngle
object.
2022-10-05 00:36:27 +02:00