- first stage of converting actor angles to float complete

Patched up everything so that it compiles without errors again. This only addresses code related to some compile error. A large portion of the angle code still uses angle_t and converts back and forth.
This commit is contained in:
Christoph Oelckers 2016-03-16 12:41:26 +01:00
commit 671291227e
112 changed files with 1132 additions and 1232 deletions

View file

@ -127,7 +127,7 @@ bool DBot::Check_LOS (AActor *to, angle_t vangle)
if (vangle == 0)
return false; //Looker seems to be blind.
return absangle(player->mo->AngleTo(to) - player->mo->angle) <= vangle/2;
return absangle(player->mo->AngleTo(to) - player->mo->_f_angle()) <= vangle/2;
}
//-------------------------------------
@ -212,7 +212,7 @@ void DBot::Dofire (ticcmd_t *cmd)
{
angle = an;
//have to be somewhat precise. to avoid suicide.
if (absangle(angle - player->mo->angle) < 12*ANGLE_1)
if (absangle(angle - player->mo->_f_angle()) < 12*ANGLE_1)
{
t_rocket = 9;
no_fire = false;
@ -254,7 +254,7 @@ shootmissile:
angle -= m;
}
if (absangle(angle - player->mo->angle) < 4*ANGLE_1)
if (absangle(angle - player->mo->_f_angle()) < 4*ANGLE_1)
{
increase = !increase;
}
@ -456,7 +456,7 @@ void FCajunMaster::SetBodyAt (fixed_t x, fixed_t y, fixed_t z, int hostnum)
//
//Returns NULL if shouldn't fire
//else an angle (in degrees) are given
//This function assumes actor->player->angle
//This function assumes actor->player->_f_angle()
//has been set an is the main aiming angle.