- fixed: P_SpawnMapThing always reduced the angular precision to 45 degrees.

- removed AngleIncrements because it's not really useful.


SVN r2246 (trunk)
This commit is contained in:
Christoph Oelckers 2010-03-26 16:57:00 +00:00
commit 0529ffa043
5 changed files with 9 additions and 28 deletions

View file

@ -2614,11 +2614,6 @@ void AActor::RemoveFromHash ()
tid = 0;
}
angle_t AActor::AngleIncrements ()
{
return ANGLE_45;
}
//==========================================================================
//
// AActor :: GetMissileDamage
@ -3700,8 +3695,6 @@ void AActor::LevelSpawned ()
{
if (tics > 0 && !(flags4 & MF4_SYNCHRONIZED))
tics = 1 + (pr_spawnmapthing() % tics);
angle_t incs = AngleIncrements ();
angle -= angle % incs;
flags &= ~MF_DROPPED; // [RH] clear MF_DROPPED flag
HandleSpawnFlags ();
}
@ -3960,7 +3953,15 @@ APlayerPawn *P_SpawnPlayer (FMapThing *mthing, bool tempplayer)
{
spawn_x = mthing->x;
spawn_y = mthing->y;
spawn_angle = ANG45 * (mthing->angle/45);
// Allow full angular precision but avoid roundoff errors for multiples of 45 degrees.
if (mthing->angle % 45 != 0)
{
spawn_angle = mthing->angle * (ANG45 / 45);
}
else
{
spawn_angle = ANG45 * (mthing->angle / 45);
}
}
mobj = static_cast<APlayerPawn *>