- 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

@ -440,7 +440,7 @@ void P_RunEffect (AActor *actor, int effects)
}
else
{
moveangle = actor->angle;
moveangle = actor->_f_angle();
}
particle_t *particle;
@ -878,7 +878,7 @@ void P_DrawRailTrail(AActor *source, const DVector3 &start, const DVector3 &end,
AActor *thing = Spawn (spawnclass, FLOAT2FIXED(postmp.X), FLOAT2FIXED(postmp.Y), FLOAT2FIXED(postmp.Z), ALLOW_REPLACE);
if (thing)
thing->angle = angle;
thing->Angles.Yaw = ANGLE2DBL(angle);
pos += trail_step;
}
}