- 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

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