- 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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112 changed files with 1132 additions and 1232 deletions
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@ -1267,7 +1267,7 @@ void APowerSpeed::DoEffect ()
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AActor *speedMo = Spawn<APlayerSpeedTrail> (Owner->Pos(), NO_REPLACE);
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if (speedMo)
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{
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speedMo->angle = Owner->angle;
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speedMo->Angles.Yaw = Owner->Angles.Yaw;
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speedMo->Translation = Owner->Translation;
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speedMo->target = Owner;
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speedMo->sprite = Owner->sprite;
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