- 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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c64eee5b15
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671291227e
112 changed files with 1132 additions and 1232 deletions
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@ -440,7 +440,7 @@ void P_RunEffect (AActor *actor, int effects)
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}
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else
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{
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moveangle = actor->angle;
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moveangle = actor->_f_angle();
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}
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particle_t *particle;
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@ -878,7 +878,7 @@ void P_DrawRailTrail(AActor *source, const DVector3 &start, const DVector3 &end,
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AActor *thing = Spawn (spawnclass, FLOAT2FIXED(postmp.X), FLOAT2FIXED(postmp.Y), FLOAT2FIXED(postmp.Z), ALLOW_REPLACE);
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if (thing)
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thing->angle = angle;
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thing->Angles.Yaw = ANGLE2DBL(angle);
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pos += trail_step;
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}
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}
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