- made AActor::velx/y/z and player_t::velx/y fixedvec's.
(This commit is 95% search & replace with only a few places where velz was used as a local variable changed.)
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4116719a5a
commit
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81 changed files with 869 additions and 870 deletions
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@ -44,7 +44,7 @@ bool DBot::Reachable (AActor *rtarget)
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fixed_t estimated_dist = player->mo->AproxDistance(rtarget);
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bool reachable = true;
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FPathTraverse it(player->mo->X()+player->mo->velx, player->mo->Y()+player->mo->vely, rtarget->X(), rtarget->Y(), PT_ADDLINES|PT_ADDTHINGS);
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FPathTraverse it(player->mo->X()+player->mo->vel.x, player->mo->Y()+player->mo->vel.y, rtarget->X(), rtarget->Y(), PT_ADDLINES|PT_ADDTHINGS);
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intercept_t *in;
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while ((in = it.Next()))
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{
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@ -58,8 +58,8 @@ bool DBot::Reachable (AActor *rtarget)
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frac = in->frac - FixedDiv (4*FRACUNIT, MAX_TRAVERSE_DIST);
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dist = FixedMul (frac, MAX_TRAVERSE_DIST);
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hitx = it.Trace().x + FixedMul (player->mo->velx, frac);
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hity = it.Trace().y + FixedMul (player->mo->vely, frac);
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hitx = it.Trace().x + FixedMul (player->mo->vel.x, frac);
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hity = it.Trace().y + FixedMul (player->mo->vel.y, frac);
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if (in->isaline)
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{
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@ -170,7 +170,7 @@ void DBot::Dofire (ticcmd_t *cmd)
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no_fire = true;
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//Distance to enemy.
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dist = player->mo->AproxDistance(enemy, player->mo->velx - enemy->velx, player->mo->vely - enemy->vely);
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dist = player->mo->AproxDistance(enemy, player->mo->vel.x - enemy->vel.x, player->mo->vel.y - enemy->vel.y);
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//FIRE EACH TYPE OF WEAPON DIFFERENT: Here should all the different weapons go.
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if (player->ReadyWeapon->WeaponFlags & WIF_MELEEWEAPON)
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@ -223,7 +223,7 @@ void DBot::Dofire (ticcmd_t *cmd)
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shootmissile:
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dist = player->mo->AproxDistance (enemy);
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m = dist / GetDefaultByType (player->ReadyWeapon->ProjectileType)->Speed;
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bglobal.SetBodyAt (enemy->X() + enemy->velx*m*2, enemy->Y() + enemy->vely*m*2, enemy->Z(), 1);
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bglobal.SetBodyAt (enemy->X() + enemy->vel.x*m*2, enemy->Y() + enemy->vel.y*m*2, enemy->Z(), 1);
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angle = player->mo->AngleTo(bglobal.body1);
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if (Check_LOS (enemy, SHOOTFOV))
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no_fire = false;
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@ -472,16 +472,16 @@ fixed_t FCajunMaster::FakeFire (AActor *source, AActor *dest, ticcmd_t *cmd)
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fixedvec3 fixvel = source->Vec3To(dest);
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DVector3 velocity(fixvel.x, fixvel.y, fixvel.z);
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velocity.MakeUnit();
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th->velx = FLOAT2FIXED(velocity[0] * speed);
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th->vely = FLOAT2FIXED(velocity[1] * speed);
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th->velz = FLOAT2FIXED(velocity[2] * speed);
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th->vel.x = FLOAT2FIXED(velocity[0] * speed);
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th->vel.y = FLOAT2FIXED(velocity[1] * speed);
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th->vel.z = FLOAT2FIXED(velocity[2] * speed);
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fixed_t dist = 0;
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while (dist < SAFE_SELF_MISDIST)
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{
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dist += th->Speed;
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th->Move(th->velx, th->vely, th->velz);
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th->Move(th->vel.x, th->vel.y, th->vel.z);
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if (!CleanAhead (th, th->X(), th->Y(), cmd))
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break;
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}
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@ -496,8 +496,8 @@ angle_t DBot::FireRox (AActor *enemy, ticcmd_t *cmd)
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AActor *actor;
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int m;
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bglobal.SetBodyAt (player->mo->X() + FixedMul(player->mo->velx, 5*FRACUNIT),
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player->mo->Y() + FixedMul(player->mo->vely, 5*FRACUNIT),
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bglobal.SetBodyAt (player->mo->X() + FixedMul(player->mo->vel.x, 5*FRACUNIT),
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player->mo->Y() + FixedMul(player->mo->vel.y, 5*FRACUNIT),
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player->mo->Z() + (player->mo->height / 2), 2);
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actor = bglobal.body2;
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@ -508,8 +508,8 @@ angle_t DBot::FireRox (AActor *enemy, ticcmd_t *cmd)
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//Predict.
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m = (((dist+1)/FRACUNIT) / GetDefaultByName("Rocket")->Speed);
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bglobal.SetBodyAt (enemy->X() + FixedMul(enemy->velx, (m+2*FRACUNIT)),
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enemy->Y() + FixedMul(enemy->vely, (m+2*FRACUNIT)), ONFLOORZ, 1);
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bglobal.SetBodyAt (enemy->X() + FixedMul(enemy->vel.x, (m+2*FRACUNIT)),
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enemy->Y() + FixedMul(enemy->vel.y, (m+2*FRACUNIT)), ONFLOORZ, 1);
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//try the predicted location
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if (P_CheckSight (actor, bglobal.body1, SF_IGNOREVISIBILITY)) //See the predicted location, so give a test missile
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