- removed all occurences of FVector2 and FVector3 from the playsim code.

This commit is contained in:
Christoph Oelckers 2016-02-11 20:01:12 +01:00
commit 584147b8bb
4 changed files with 25 additions and 25 deletions

View file

@ -5875,7 +5875,7 @@ AActor *P_SpawnMissileXYZ (fixed_t x, fixed_t y, fixed_t z,
// Answer: No, because this way, you can set up sets of parallel missiles.
fixedvec3 fixvel = source->Vec3To(dest);
FVector3 velocity(fixvel.x, fixvel.y, fixvel.z);
TVector3<double> velocity(fixvel.x, fixvel.y, fixvel.z);
// Floor and ceiling huggers should never have a vertical component to their velocity
if (th->flags3 & (MF3_FLOORHUGGER|MF3_CEILINGHUGGER))
{
@ -5887,9 +5887,9 @@ AActor *P_SpawnMissileXYZ (fixed_t x, fixed_t y, fixed_t z,
velocity.Z += (dest->height - z + source->Z());
}
velocity.Resize (speed);
th->velx = (fixed_t)(velocity.X);
th->vely = (fixed_t)(velocity.Y);
th->velz = (fixed_t)(velocity.Z);
th->velx = xs_CRoundToInt(velocity.X);
th->vely = xs_CRoundToInt(velocity.Y);
th->velz = xs_CRoundToInt(velocity.Z);
// invisible target: rotate velocity vector in 2D
// [RC] Now monsters can aim at invisible player as if they were fully visible.
@ -6163,16 +6163,16 @@ AActor *P_SpawnPlayerMissile (AActor *source, fixed_t x, fixed_t y, fixed_t z,
vz = -finesine[pitch>>ANGLETOFINESHIFT];
speed = MissileActor->Speed;
FVector3 vec(vx, vy, vz);
TVector3<double> vec(vx, vy, vz);
if (MissileActor->flags3 & (MF3_FLOORHUGGER|MF3_CEILINGHUGGER))
{
vec.Z = 0;
}
vec.Resize(speed);
MissileActor->velx = (fixed_t)vec.X;
MissileActor->vely = (fixed_t)vec.Y;
MissileActor->velz = (fixed_t)vec.Z;
MissileActor->velx = xs_CRoundToInt(vec.X);
MissileActor->vely = xs_CRoundToInt(vec.Y);
MissileActor->velz = xs_CRoundToInt(vec.Z);
if (MissileActor->flags4 & MF4_SPECTRAL)
{