- Replaced the vector math routines with the ones I developed for the FP code.
SVN r454 (trunk)
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20 changed files with 2201 additions and 1317 deletions
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@ -3081,7 +3081,7 @@ void P_RailAttack (AActor *source, int damage, int offset, int color1, int color
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fixed_t vx, vy, vz;
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angle_t angle, pitch;
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fixed_t x1, y1;
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vec3_t start, end;
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FVector3 start, end;
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FTraceResults trace;
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pitch = (angle_t)(-source->pitch) >> ANGLETOFINESHIFT;
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@ -3100,7 +3100,9 @@ void P_RailAttack (AActor *source, int damage, int offset, int color1, int color
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y1 += offset*finesine[angle];
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RailHits.Clear ();
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VectorFixedSet (start, x1, y1, shootz);
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start.X = FIXED2FLOAT(x1);
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start.Y = FIXED2FLOAT(y1);
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start.Z = FIXED2FLOAT(shootz);
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Trace (x1, y1, shootz, source->Sector, vx, vy, vz,
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8192*FRACUNIT, MF_SHOOTABLE, ML_BLOCKEVERYTHING, source, trace,
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@ -3179,7 +3181,9 @@ void P_RailAttack (AActor *source, int damage, int offset, int color1, int color
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P_TraceBleed (damage, x, y, z, RailHits[i].HitActor, angle, pitch);
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}
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VectorFixedSet (end, trace.X, trace.Y, trace.Z);
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end.X = FIXED2FLOAT(trace.X);
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end.Y = FIXED2FLOAT(trace.Y);
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end.Z = FIXED2FLOAT(trace.Z);
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P_DrawRailTrail (source, start, end, color1, color2, maxdiff, silent);
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}
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@ -3508,7 +3512,7 @@ int bombdistance;
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float bombdistancefloat;
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bool DamageSource;
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FName bombmod;
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vec3_t bombvec;
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FVector3 bombvec;
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bool bombdodamage;
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//=============================================================================
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@ -3710,7 +3714,9 @@ void P_RadiusAttack (AActor *spot, AActor *source, int damage, int distance, FNa
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bombdamagefloat = (float)damage;
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bombmod = damageType;
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bombdodamage = dodamage;
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VectorPosition (spot, bombvec);
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bombvec.X = FIXED2FLOAT(spot->x);
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bombvec.Y = FIXED2FLOAT(spot->y);
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bombvec.Z = FIXED2FLOAT(spot->z);
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radbt.Clear();
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