- 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:
parent
c64eee5b15
commit
671291227e
112 changed files with 1132 additions and 1232 deletions
|
|
@ -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.
|
||||
|
||||
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue