- 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
commit
671291227e
112 changed files with 1132 additions and 1232 deletions
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@ -57,7 +57,7 @@ FClassMap SpawnableThings;
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static FRandom pr_leadtarget ("LeadTarget");
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bool P_Thing_Spawn (int tid, AActor *source, int type, angle_t angle, bool fog, int newtid)
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bool P_Thing_Spawn (int tid, AActor *source, int type, DAngle angle, bool fog, int newtid)
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{
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int rtn = 0;
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PClassActor *kind;
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@ -95,7 +95,7 @@ bool P_Thing_Spawn (int tid, AActor *source, int type, angle_t angle, bool fog,
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if (P_TestMobjLocation (mobj))
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{
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rtn++;
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mobj->angle = (angle != ANGLE_MAX ? angle : spot->angle);
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mobj->Angles.Yaw = (angle != 1000000. ? angle : spot->Angles.Yaw);
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if (fog)
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{
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P_SpawnTeleportFog(mobj, spot->X(), spot->Y(), spot->Z() + TELEFOGHEIGHT, false, true);
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@ -172,7 +172,7 @@ bool P_Thing_Move (int tid, AActor *source, int mapspot, bool fog)
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return false;
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}
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bool P_Thing_Projectile (int tid, AActor *source, int type, const char *type_name, angle_t angle,
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bool P_Thing_Projectile (int tid, AActor *source, int type, const char *type_name, DAngle angle,
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fixed_t speed, fixed_t vspeed, int dest, AActor *forcedest, int gravity, int newtid,
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bool leadTarget)
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{
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@ -303,12 +303,12 @@ bool P_Thing_Projectile (int tid, AActor *source, int type, const char *type_nam
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mobj->vel.x = fixed_t (aimvec[0] * aimscale);
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mobj->vel.y = fixed_t (aimvec[1] * aimscale);
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mobj->vel.z = fixed_t (aimvec[2] * aimscale);
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mobj->angle = R_PointToAngle2 (0, 0, mobj->vel.x, mobj->vel.y);
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mobj->AngleFromVel();
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}
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else
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{
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nolead:
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mobj->angle = mobj->AngleTo(targ);
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mobj->Angles.Yaw = mobj->_f_AngleTo(targ);
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aim.Resize (fspeed);
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mobj->vel.x = fixed_t(aim[0]);
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mobj->vel.y = fixed_t(aim[1]);
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@ -321,9 +321,8 @@ nolead:
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}
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else
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{
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mobj->angle = angle;
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mobj->vel.x = FixedMul (speed, finecosine[angle>>ANGLETOFINESHIFT]);
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mobj->vel.y = FixedMul (speed, finesine[angle>>ANGLETOFINESHIFT]);
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mobj->Angles.Yaw = angle;
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mobj->VelFromAngle();
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mobj->vel.z = vspeed;
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}
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// Set the missile's speed to reflect the speed it was spawned at.
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@ -701,7 +700,7 @@ int P_Thing_Warp(AActor *caller, AActor *reference, fixed_t xofs, fixed_t yofs,
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if (!(flags & WARPF_ABSOLUTEANGLE))
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{
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angle += (flags & WARPF_USECALLERANGLE) ? caller->angle : reference->angle;
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angle += (flags & WARPF_USECALLERANGLE) ? caller->_f_angle() : reference->_f_angle();
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}
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const fixed_t rad = FixedMul(radiusoffset, reference->radius);
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@ -762,13 +761,13 @@ int P_Thing_Warp(AActor *caller, AActor *reference, fixed_t xofs, fixed_t yofs,
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}
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else
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{
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caller->angle = angle;
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caller->Angles.Yaw = ANGLE2DBL(angle);
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if (flags & WARPF_COPYPITCH)
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caller->SetPitch(reference->pitch, false);
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caller->SetPitch(reference->Angles.Pitch, false);
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if (pitch)
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caller->SetPitch(caller->pitch + pitch, false);
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caller->SetPitch(caller->Angles.Pitch + ANGLE2DBL(pitch), false);
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if (flags & WARPF_COPYVELOCITY)
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{
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