- 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.
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parent
c64eee5b15
commit
671291227e
112 changed files with 1132 additions and 1232 deletions
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@ -2321,7 +2321,7 @@ void Net_DoCommand (int type, BYTE **stream, int player)
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else
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{
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const AActor *def = GetDefaultByType (typeinfo);
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fixedvec3 spawnpos = source->Vec3Angle(def->radius * 2 + source->radius, source->angle, 8 * FRACUNIT);
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fixedvec3 spawnpos = source->Vec3Angle(def->radius * 2 + source->radius, source->_f_angle(), 8 * FRACUNIT);
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AActor *spawned = Spawn (typeinfo, spawnpos, ALLOW_REPLACE);
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if (spawned != NULL)
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@ -2348,7 +2348,7 @@ void Net_DoCommand (int type, BYTE **stream, int player)
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}
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if (type >= DEM_SUMMON2 && type <= DEM_SUMMONFOE2)
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{
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spawned->angle = source->angle - (ANGLE_1 * angle);
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spawned->Angles.Yaw -= angle;
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spawned->tid = tid;
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spawned->special = special;
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for(i = 0; i < 5; i++) {
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@ -2366,8 +2366,8 @@ void Net_DoCommand (int type, BYTE **stream, int player)
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{
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FTraceResults trace;
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angle_t ang = players[player].mo->angle >> ANGLETOFINESHIFT;
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angle_t pitch = (angle_t)(players[player].mo->pitch) >> ANGLETOFINESHIFT;
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angle_t ang = players[player].mo->_f_angle() >> ANGLETOFINESHIFT;
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angle_t pitch = (angle_t)(players[player].mo->_f_pitch()) >> ANGLETOFINESHIFT;
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fixed_t vx = FixedMul (finecosine[pitch], finecosine[ang]);
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fixed_t vy = FixedMul (finecosine[pitch], finesine[ang]);
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fixed_t vz = -finesine[pitch];
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@ -2656,8 +2656,8 @@ void Net_DoCommand (int type, BYTE **stream, int player)
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break;
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case DEM_SETPITCHLIMIT:
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players[player].MinPitch = ReadByte(stream) * -ANGLE_1; // up
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players[player].MaxPitch = ReadByte(stream) * ANGLE_1; // down
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players[player].MinPitch = ReadByte(stream); // up
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players[player].MaxPitch = ReadByte(stream); // down
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break;
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case DEM_ADVANCEINTER:
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