- 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

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