- 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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@ -1187,8 +1187,8 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CustomMissile)
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{
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if (CMF_OFFSETPITCH & flags)
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{
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FVector2 velocity (missile->velx, missile->vely);
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pitch += R_PointToAngle2(0,0, (fixed_t)velocity.Length(), missile->velz);
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TVector2<double> velocity (missile->velx, missile->vely);
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pitch += R_PointToAngle2(0,0, xs_CRoundToInt(velocity.Length()), missile->velz);
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}
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ang = pitch >> ANGLETOFINESHIFT;
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missilespeed = abs(FixedMul(finecosine[ang], missile->Speed));
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@ -1196,8 +1196,8 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CustomMissile)
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}
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else
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{
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FVector2 velocity (missile->velx, missile->vely);
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missilespeed = (fixed_t)velocity.Length();
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TVector2<double> velocity (missile->velx, missile->vely);
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missilespeed = xs_CRoundToInt(velocity.Length());
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}
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if (CMF_SAVEPITCH & flags)
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@ -1603,8 +1603,8 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_FireCustomMissile)
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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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FVector3 velocity(misl->velx, misl->vely, 0);
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fixed_t missilespeed = (fixed_t)velocity.Length();
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TVector3<double> velocity(misl->velx, misl->vely, 0);
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fixed_t missilespeed = xs_CRoundToInt(velocity.Length());
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misl->angle += angle;
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angle_t an = misl->angle >> ANGLETOFINESHIFT;
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misl->velx = FixedMul (missilespeed, finecosine[an]);
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@ -6751,8 +6751,8 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_FaceMovementDirection)
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if (!(flags & FMDF_NOPITCH))
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{
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fixed_t current = mobj->pitch;
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const FVector2 velocity(mobj->velx, mobj->vely);
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const fixed_t pitch = R_PointToAngle2(0, 0, (fixed_t)velocity.Length(), -mobj->velz);
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const TVector2<double> velocity(mobj->velx, mobj->vely);
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const fixed_t pitch = R_PointToAngle2(0, 0, xs_CRoundToInt(velocity.Length()), -mobj->velz);
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if (pitchlimit > 0)
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{
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// [MC] angle_t for pitchlimit was required because otherwise
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