- 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
|
|
@ -875,7 +875,7 @@ CCMD(linetarget)
|
|||
FTranslatedLineTarget t;
|
||||
|
||||
if (CheckCheatmode () || players[consoleplayer].mo == NULL) return;
|
||||
P_AimLineAttack(players[consoleplayer].mo,players[consoleplayer].mo->angle,MISSILERANGE, &t, 0);
|
||||
P_AimLineAttack(players[consoleplayer].mo,players[consoleplayer].mo->_f_angle(),MISSILERANGE, &t, 0);
|
||||
if (t.linetarget)
|
||||
{
|
||||
Printf("Target=%s, Health=%d, Spawnhealth=%d\n",
|
||||
|
|
@ -892,7 +892,7 @@ CCMD(info)
|
|||
FTranslatedLineTarget t;
|
||||
|
||||
if (CheckCheatmode () || players[consoleplayer].mo == NULL) return;
|
||||
P_AimLineAttack(players[consoleplayer].mo,players[consoleplayer].mo->angle,MISSILERANGE,
|
||||
P_AimLineAttack(players[consoleplayer].mo,players[consoleplayer].mo->_f_angle(),MISSILERANGE,
|
||||
&t, 0, ALF_CHECKNONSHOOTABLE|ALF_FORCENOSMART);
|
||||
if (t.linetarget)
|
||||
{
|
||||
|
|
@ -1087,7 +1087,7 @@ CCMD(currentpos)
|
|||
if(mo)
|
||||
{
|
||||
Printf("Current player position: (%1.3f,%1.3f,%1.3f), angle: %1.3f, floorheight: %1.3f, sector:%d, lightlevel: %d\n",
|
||||
FIXED2DBL(mo->X()), FIXED2DBL(mo->Y()), FIXED2DBL(mo->Z()), ANGLE2DBL(mo->angle), FIXED2DBL(mo->floorz), mo->Sector->sectornum, mo->Sector->lightlevel);
|
||||
FIXED2DBL(mo->X()), FIXED2DBL(mo->Y()), FIXED2DBL(mo->Z()), ANGLE2DBL(mo->_f_angle()), FIXED2DBL(mo->floorz), mo->Sector->sectornum, mo->Sector->lightlevel);
|
||||
}
|
||||
else
|
||||
{
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue