- 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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@ -88,7 +88,7 @@ bool P_MorphPlayer (player_t *activator, player_t *p, PClassPlayerPawn *spawntyp
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actor->RemoveFromHash ();
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actor->tid = 0;
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}
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morphed->angle = actor->angle;
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morphed->Angles.Yaw = actor->Angles.Yaw;
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morphed->target = actor->target;
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morphed->tracer = actor;
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morphed->Score = actor->Score;
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@ -223,7 +223,7 @@ bool P_UndoPlayerMorph (player_t *activator, player_t *player, int unmorphflag,
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mo->tid = pmo->tid;
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mo->AddToHash ();
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}
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mo->angle = pmo->angle;
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mo->Angles.Yaw = pmo->Angles.Yaw;
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mo->player = player;
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mo->reactiontime = 18;
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mo->flags = ActorFlags::FromInt (pmo->special2) & ~MF_JUSTHIT;
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@ -307,7 +307,7 @@ bool P_UndoPlayerMorph (player_t *activator, player_t *player, int unmorphflag,
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}
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}
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angle = mo->angle >> ANGLETOFINESHIFT;
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angle = mo->_f_angle() >> ANGLETOFINESHIFT;
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AActor *eflash = NULL;
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if (exit_flash != NULL)
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{
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@ -385,7 +385,7 @@ bool P_MorphMonster (AActor *actor, PClassActor *spawntype, int duration, int st
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morphed = static_cast<AMorphedMonster *>(Spawn (spawntype, actor->Pos(), NO_REPLACE));
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DObject::StaticPointerSubstitution (actor, morphed);
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morphed->tid = actor->tid;
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morphed->angle = actor->angle;
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morphed->Angles.Yaw = actor->Angles.Yaw;
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morphed->UnmorphedMe = actor;
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morphed->alpha = actor->alpha;
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morphed->RenderStyle = actor->RenderStyle;
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@ -450,7 +450,7 @@ bool P_UndoMonsterMorph (AMorphedMonster *beast, bool force)
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beast->UnmorphTime = level.time + 5*TICRATE; // Next try in 5 seconds
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return false;
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}
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actor->angle = beast->angle;
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actor->Angles.Yaw = beast->Angles.Yaw;
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actor->target = beast->target;
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actor->FriendPlayer = beast->FriendPlayer;
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actor->flags = beast->FlagsSave & ~MF_JUSTHIT;
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