- 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

@ -305,13 +305,13 @@ bool FCajunMaster::CleanAhead (AActor *thing, fixed_t x, fixed_t y, ticcmd_t *cm
return true;
}
#define OKAYRANGE (5*ANGLE_1) //counts *2, when angle is in range, turning is not executed.
#define MAXTURN (15*ANGLE_1) //Max degrees turned in one tic. Lower is smother but may cause the bot not getting where it should = crash
#define OKAYRANGE (5) //counts *2, when angle is in range, turning is not executed.
#define MAXTURN (15) //Max degrees turned in one tic. Lower is smother but may cause the bot not getting where it should = crash
#define TURNSENS 3 //Higher is smoother but slower turn.
void DBot::TurnToAng ()
{
int maxturn = MAXTURN;
double maxturn = MAXTURN;
if (player->ReadyWeapon != NULL)
{
@ -331,16 +331,16 @@ void DBot::TurnToAng ()
maxturn = 3;
}
int distance = angle - player->mo->angle;
DAngle distance = deltaangle(player->mo->Angles.Yaw, ANGLE2DBL(angle));
if (abs (distance) < OKAYRANGE && !enemy)
if (fabs (distance) < OKAYRANGE && !enemy)
return;
distance /= TURNSENS;
if (abs (distance) > maxturn)
if (fabs (distance) > maxturn)
distance = distance < 0 ? -maxturn : maxturn;
player->mo->angle += distance;
player->mo->Angles.Yaw += distance;
}
void DBot::Pitch (AActor *target)
@ -350,7 +350,7 @@ void DBot::Pitch (AActor *target)
diff = target->Z() - player->mo->Z();
aim = g_atan(diff / (double)player->mo->AproxDistance(target));
player->mo->pitch = -(int)(aim * ANGLE_180/M_PI);
player->mo->Angles.Pitch = ToDegrees(aim);
}
//Checks if a sector is dangerous.