- removed all occurences of FVector2 and FVector3 from the playsim code.
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4 changed files with 25 additions and 25 deletions
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@ -5875,7 +5875,7 @@ AActor *P_SpawnMissileXYZ (fixed_t x, fixed_t y, fixed_t z,
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// Answer: No, because this way, you can set up sets of parallel missiles.
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fixedvec3 fixvel = source->Vec3To(dest);
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FVector3 velocity(fixvel.x, fixvel.y, fixvel.z);
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TVector3<double> velocity(fixvel.x, fixvel.y, fixvel.z);
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// Floor and ceiling huggers should never have a vertical component to their velocity
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if (th->flags3 & (MF3_FLOORHUGGER|MF3_CEILINGHUGGER))
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{
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@ -5887,9 +5887,9 @@ AActor *P_SpawnMissileXYZ (fixed_t x, fixed_t y, fixed_t z,
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velocity.Z += (dest->height - z + source->Z());
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}
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velocity.Resize (speed);
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th->velx = (fixed_t)(velocity.X);
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th->vely = (fixed_t)(velocity.Y);
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th->velz = (fixed_t)(velocity.Z);
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th->velx = xs_CRoundToInt(velocity.X);
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th->vely = xs_CRoundToInt(velocity.Y);
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th->velz = xs_CRoundToInt(velocity.Z);
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// invisible target: rotate velocity vector in 2D
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// [RC] Now monsters can aim at invisible player as if they were fully visible.
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@ -6163,16 +6163,16 @@ AActor *P_SpawnPlayerMissile (AActor *source, fixed_t x, fixed_t y, fixed_t z,
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vz = -finesine[pitch>>ANGLETOFINESHIFT];
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speed = MissileActor->Speed;
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FVector3 vec(vx, vy, vz);
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TVector3<double> vec(vx, vy, vz);
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if (MissileActor->flags3 & (MF3_FLOORHUGGER|MF3_CEILINGHUGGER))
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{
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vec.Z = 0;
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}
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vec.Resize(speed);
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MissileActor->velx = (fixed_t)vec.X;
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MissileActor->vely = (fixed_t)vec.Y;
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MissileActor->velz = (fixed_t)vec.Z;
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MissileActor->velx = xs_CRoundToInt(vec.X);
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MissileActor->vely = xs_CRoundToInt(vec.Y);
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MissileActor->velz = xs_CRoundToInt(vec.Z);
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if (MissileActor->flags4 & MF4_SPECTRAL)
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{
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