- Replaced the vector math routines with the ones I developed for the FP code.

SVN r454 (trunk)
This commit is contained in:
Randy Heit 2007-01-19 02:00:39 +00:00
commit 47c401f4ec
20 changed files with 2201 additions and 1317 deletions

View file

@ -736,9 +736,9 @@ void A_CustomMissile(AActor * self)
// Use the actual momentum instead of the missile's Speed property
// so that this can handle missiles with a high vertical velocity
// component properly.
vec3_t velocity = { missile->momx, missile->momy, 0 };
FVector3 velocity (missile->momx, missile->momy, 0);
fixed_t missilespeed=(fixed_t)VectorLength(velocity);
fixed_t missilespeed = (fixed_t)velocity.Length();
missile->angle += Angle;
ang = missile->angle >> ANGLETOFINESHIFT;
@ -1044,8 +1044,8 @@ void A_FireCustomMissile (AActor * self)
{
// This original implementation is to aim straight ahead and then offset
// the angle from the resulting direction.
vec3_t velocity = { misl->momx, misl->momy, 0 };
fixed_t missilespeed=(fixed_t)VectorLength(velocity);
FVector3 velocity(misl->momx, misl->momy, 0);
fixed_t missilespeed = (fixed_t)velocity.Length();
misl->angle += Angle;
angle_t an = misl->angle >> ANGLETOFINESHIFT;
misl->momx = FixedMul (missilespeed, finecosine[an]);