- 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.
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140 changed files with 2406 additions and 2403 deletions
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@ -394,7 +394,7 @@ void P_BobWeapon (player_t *player, pspdef_t *psp, fixed_t *x, fixed_t *y)
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// [RH] Smooth transitions between bobbing and not-bobbing frames.
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// This also fixes the bug where you can "stick" a weapon off-center by
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// shooting it when it's at the peak of its swing.
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bobtarget = (player->WeaponState & WF_WEAPONBOBBING) ? player->bob : 0;
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bobtarget = (player->WeaponState & WF_WEAPONBOBBING) ? FLOAT2FIXED(player->bob) : 0;
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if (curbob != bobtarget)
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{
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if (abs (bobtarget - curbob) <= 1*FRACUNIT)
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@ -417,8 +417,8 @@ void P_BobWeapon (player_t *player, pspdef_t *psp, fixed_t *x, fixed_t *y)
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if (curbob != 0)
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{
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fixed_t bobx = FixedMul(player->bob, rangex);
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fixed_t boby = FixedMul(player->bob, rangey);
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fixed_t bobx = fixed_t(player->bob * rangex);
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fixed_t boby = fixed_t(player->bob * rangey);
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switch (bobstyle)
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{
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case AWeapon::BobNormal:
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