- 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

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