- 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

@ -1267,7 +1267,7 @@ void APowerSpeed::DoEffect ()
AActor *speedMo = Spawn<APlayerSpeedTrail> (Owner->Pos(), NO_REPLACE);
if (speedMo)
{
speedMo->angle = Owner->angle;
speedMo->Angles.Yaw = Owner->Angles.Yaw;
speedMo->Translation = Owner->Translation;
speedMo->target = Owner;
speedMo->sprite = Owner->sprite;