- block direct comparisons of TAngle with floats
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f0fbdba593
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19 changed files with 64 additions and 60 deletions
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@ -1692,7 +1692,7 @@ int P_FaceMobj (AActor *source, AActor *target, DAngle *delta)
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DAngle diff;
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diff = deltaangle(source->Angles.Yaw, source->AngleTo(target));
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if (diff > 0)
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if (diff > nullAngle)
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{
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*delta = diff;
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return 1;
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@ -2237,7 +2237,7 @@ explode:
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// For that we need to adjust the start point, and the movement vector.
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DAngle anglediff = deltaangle(oldangle, mo->Angles.Yaw);
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if (anglediff != 0)
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if (anglediff != nullAngle)
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{
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move = move.Rotated(anglediff);
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oldangle = mo->Angles.Yaw;
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@ -3250,7 +3250,7 @@ bool AActor::AdjustReflectionAngle (AActor *thing, DAngle &angle)
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if (thing->flags4&MF4_SHIELDREFLECT)
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{
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// Shield reflection (from the Centaur)
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if (absangle(angle, thing->Angles.Yaw) > 45)
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if (absangle(angle, thing->Angles.Yaw) > DAngle::fromDeg(45))
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return true; // Let missile explode
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if (thing->flags7 & MF7_NOSHIELDREFLECT) return true;
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@ -3378,7 +3378,7 @@ bool AActor::IsOkayToAttack (AActor *link)
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if (flags3 & MF3_SCREENSEEKER)
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{
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DAngle angle = absangle(Friend->AngleTo(link), Friend->Angles.Yaw);
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if (angle < 30 * (256./360.))
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if (angle < DAngle::fromDeg(30 * (256./360.)))
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{
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return true;
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}
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@ -6965,7 +6965,7 @@ DEFINE_ACTION_FUNCTION(AActor, SpawnPlayerMissile)
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PARAM_BOOL(noautoaim);
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PARAM_INT(aimflags);
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AActor *missileactor;
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if (angle == 1e37) angle = self->Angles.Yaw;
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if (angle == DAngle::fromDeg(1e37)) angle = self->Angles.Yaw;
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AActor *misl = P_SpawnPlayerMissile(self, x, y, z, type, angle, lt, &missileactor, nofreeaim, noautoaim, aimflags);
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if (numret > 0) ret[0].SetObject(misl);
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if (numret > 1) ret[1].SetObject(missileactor), numret = 2;
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