- 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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@ -827,7 +827,7 @@ void ADecal::BeginPlay ()
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// Look for a wall within 64 units behind the actor. If none can be
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// found, then no decal is created, and this actor is destroyed
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// without effectively doing anything.
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if (NULL == ShootDecal(tpl, this, Sector, X(), Y(), Z(), angle + ANGLE_180, 64*FRACUNIT, true))
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if (NULL == ShootDecal(tpl, this, Sector, X(), Y(), Z(), FLOAT2ANGLE(Angles.Yaw.Degrees) + ANGLE_180, 64*FRACUNIT, true))
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{
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DPrintf ("Could not find a wall to stick decal to at (%d,%d)\n", X()>>FRACBITS, Y()>>FRACBITS);
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}
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