- replaced AActor::vel and player_t::Vel with a floating point version.
- Converted P_MovePlayer and all associated variables to floating point because this wasn't working well with a mixture between float and fixed. Like the angle commit this has just been patched up to compile, the bulk of work is yet to be done.
This commit is contained in:
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51a98d0e5d
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51b05d331d
140 changed files with 2406 additions and 2403 deletions
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@ -983,8 +983,7 @@ void FParser::SF_ObjX(void)
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mo = Script->trigger;
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}
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t_return.type = svt_fixed; // haleyjd: SoM's fixed-point fix
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t_return.value.f = mo ? mo->X() : 0; // null ptr check
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t_return.setDouble(mo ? mo->X() : 0.);
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}
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//==========================================================================
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@ -1006,8 +1005,7 @@ void FParser::SF_ObjY(void)
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mo = Script->trigger;
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}
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t_return.type = svt_fixed; // haleyjd
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t_return.value.f = mo ? mo->Y() : 0; // null ptr check
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t_return.setDouble(mo ? mo->Y() : 0.);
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}
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//==========================================================================
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@ -1029,8 +1027,7 @@ void FParser::SF_ObjZ(void)
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mo = Script->trigger;
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}
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t_return.type = svt_fixed; // haleyjd
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t_return.value.f = mo ? mo->Z() : 0; // null ptr check
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t_return.setDouble(mo ? mo->Z() : 0.);
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}
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@ -1334,11 +1331,10 @@ void FParser::SF_MobjMomx(void)
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if(t_argc > 1)
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{
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if(mo)
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mo->vel.x = fixedvalue(t_argv[1]);
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mo->Vel.X = floatvalue(t_argv[1]);
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}
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t_return.type = svt_fixed;
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t_return.value.f = mo ? mo->vel.x : 0;
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t_return.setDouble(mo ? mo->Vel.X : 0.);
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}
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}
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@ -1357,12 +1353,11 @@ void FParser::SF_MobjMomy(void)
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mo = actorvalue(t_argv[0]);
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if(t_argc > 1)
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{
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if(mo)
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mo->vel.y = fixedvalue(t_argv[1]);
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if(mo)
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mo->Vel.Y = floatvalue(t_argv[1]);
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}
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t_return.type = svt_fixed;
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t_return.value.f = mo ? mo->vel.y : 0;
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t_return.setDouble(mo ? mo->Vel.Y : 0.);
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}
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}
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@ -1379,14 +1374,13 @@ void FParser::SF_MobjMomz(void)
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if (CheckArgs(1))
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{
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mo = actorvalue(t_argv[0]);
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if(t_argc > 1)
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if (t_argc > 1)
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{
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if(mo)
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mo->vel.z = fixedvalue(t_argv[1]);
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if (mo)
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mo->Vel.Z = floatvalue(t_argv[1]);
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}
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t_return.type = svt_fixed;
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t_return.value.f = mo ? mo->vel.z : 0;
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t_return.setDouble(mo ? mo->Vel.Z : 0.);
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}
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}
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@ -1467,8 +1461,8 @@ void FParser::SF_SetCamera(void)
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angle = t_argc < 2 ? newcamera->Angles.Yaw : floatvalue(t_argv[1]);
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newcamera->special1 = newcamera->Angles.Yaw.BAMs();
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newcamera->special2=newcamera->Z();
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newcamera->SetZ(t_argc < 3 ? (newcamera->Z() + (41 << FRACBITS)) : (intvalue(t_argv[2]) << FRACBITS));
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newcamera->special2=newcamera->_f_Z();
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newcamera->_f_SetZ(t_argc < 3 ? (newcamera->_f_Z() + (41 << FRACBITS)) : (intvalue(t_argv[2]) << FRACBITS));
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newcamera->Angles.Yaw = angle;
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if (t_argc < 4) newcamera->Angles.Pitch = 0.;
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else newcamera->Angles.Pitch = clamp(floatvalue(t_argv[3]), -50., 50.) * (20. / 32.);
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@ -1493,7 +1487,7 @@ void FParser::SF_ClearCamera(void)
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{
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player->camera=player->mo;
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cam->Angles.Yaw = ANGLE2DBL(cam->special1);
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cam->SetZ(cam->special2);
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cam->_f_SetZ(cam->special2);
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}
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}
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@ -3100,8 +3094,8 @@ void FParser::SF_MoveCamera(void)
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anglespeed = (angle_t)FixedToAngle(fixedvalue(t_argv[5]));
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// figure out how big one step will be
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fixedvec2 dist = cam->Vec2To(target);
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zdist = targetheight - cam->Z();
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fixedvec2 dist = cam->_f_Vec2To(target);
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zdist = targetheight - cam->_f_Z();
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// Angle checking...
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// 90
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@ -3174,18 +3168,18 @@ void FParser::SF_MoveCamera(void)
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anglestep = anglespeed;
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if(abs(xstep) >= (abs(dist.x) - 1))
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x = cam->X() + dist.x;
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x = cam->_f_X() + dist.x;
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else
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{
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x = cam->X() + xstep;
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x = cam->_f_X() + xstep;
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moved = 1;
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}
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if(abs(ystep) >= (abs(dist.y) - 1))
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y = cam->Y() + dist.y;
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y = cam->_f_Y() + dist.y;
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else
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{
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y = cam->Y() + ystep;
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y = cam->_f_Y() + ystep;
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moved = 1;
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}
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@ -3193,7 +3187,7 @@ void FParser::SF_MoveCamera(void)
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z = targetheight;
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else
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{
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z = cam->Z() + zstep;
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z = cam->_f_Z() + zstep;
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moved = 1;
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}
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@ -3215,12 +3209,12 @@ void FParser::SF_MoveCamera(void)
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cam->radius=8;
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cam->height=8;
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if ((x != cam->X() || y != cam->Y()) && !P_TryMove(cam, x, y, true))
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if ((x != cam->_f_X() || y != cam->_f_Y()) && !P_TryMove(cam, x, y, true))
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{
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Printf("Illegal camera move to (%f, %f)\n", x/65536.f, y/65536.f);
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return;
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}
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cam->SetZ(z);
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cam->_f_SetZ(z);
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t_return.type = svt_int;
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t_return.value.i = moved;
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@ -3415,8 +3409,8 @@ void FParser::SF_SetObjPosition()
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mobj->SetOrigin(
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fixedvalue(t_argv[1]),
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(t_argc >= 3)? fixedvalue(t_argv[2]) : mobj->Y(),
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(t_argc >= 4)? fixedvalue(t_argv[3]) : mobj->Z(), false);
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(t_argc >= 3)? fixedvalue(t_argv[2]) : mobj->_f_Y(),
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(t_argc >= 4)? fixedvalue(t_argv[3]) : mobj->_f_Z(), false);
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}
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}
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@ -4285,7 +4279,8 @@ void FParser::SF_SpawnShot2(void)
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{
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S_Sound (mo, CHAN_VOICE, mo->SeeSound, 1, ATTN_NORM);
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mo->target = source;
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P_ThrustMobj(mo, (mo->Angles.Yaw = source->Angles.Yaw), mo->Speed);
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mo->Angles.Yaw = source->Angles.Yaw;
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mo->Thrust();
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if (!P_CheckMissileSpawn(mo, source->radius)) mo = NULL;
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}
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t_return.value.mobj = mo;
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