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