- 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

@ -807,11 +807,11 @@ void R_ProjectSprite (AActor *thing, int fakeside, F3DFloor *fakefloor, F3DFloor
angle_t rot;
if (sprframe->Texture[0] == sprframe->Texture[1])
{
rot = (ang - thing->angle + (angle_t)(ANGLE_45/2)*9) >> 28;
rot = (ang - thing->_f_angle() + (angle_t)(ANGLE_45/2)*9) >> 28;
}
else
{
rot = (ang - thing->angle + (angle_t)(ANGLE_45/2)*9-(angle_t)(ANGLE_180/16)) >> 28;
rot = (ang - thing->_f_angle() + (angle_t)(ANGLE_45/2)*9-(angle_t)(ANGLE_180/16)) >> 28;
}
picnum = sprframe->Texture[rot];
if (sprframe->Flip & (1 << rot))
@ -846,11 +846,11 @@ void R_ProjectSprite (AActor *thing, int fakeside, F3DFloor *fakefloor, F3DFloor
angle_t rot;
if (sprframe->Texture[0] == sprframe->Texture[1])
{
rot = (ang - thing->angle + (angle_t)(ANGLE_45/2)*9) >> 28;
rot = (ang - thing->_f_angle() + (angle_t)(ANGLE_45/2)*9) >> 28;
}
else
{
rot = (ang - thing->angle + (angle_t)(ANGLE_45/2)*9-(angle_t)(ANGLE_180/16)) >> 28;
rot = (ang - thing->_f_angle() + (angle_t)(ANGLE_45/2)*9-(angle_t)(ANGLE_180/16)) >> 28;
}
picnum = sprframe->Texture[rot];
if (sprframe->Flip & (1 << rot))
@ -999,7 +999,7 @@ void R_ProjectSprite (AActor *thing, int fakeside, F3DFloor *fakefloor, F3DFloor
vis->texturemid = (tex->TopOffset << FRACBITS) - FixedDiv (viewz - fz + thing->floorclip, yscale);
vis->x1 = x1 < WindowLeft ? WindowLeft : x1;
vis->x2 = x2 > WindowRight ? WindowRight : x2;
vis->angle = thing->angle;
vis->angle = thing->_f_angle();
if (renderflags & RF_XFLIP)
{
@ -1029,7 +1029,7 @@ void R_ProjectSprite (AActor *thing, int fakeside, F3DFloor *fakefloor, F3DFloor
fz -= thing->floorclip;
vis->angle = thing->angle + voxel->AngleOffset;
vis->angle = thing->_f_angle() + voxel->AngleOffset;
int voxelspin = (thing->flags & MF_DROPPED) ? voxel->DroppedSpin : voxel->PlacedSpin;
if (voxelspin != 0)
@ -1149,7 +1149,7 @@ static void R_ProjectWallSprite(AActor *thing, fixed_t fx, fixed_t fy, fixed_t f
fixed_t lx1, lx2, ly1, ly2;
fixed_t gzb, gzt, tz;
FTexture *pic = TexMan(picnum, true);
angle_t ang = (thing->angle + ANGLE_90) >> ANGLETOFINESHIFT;
angle_t ang = (thing->_f_angle() + ANGLE_90) >> ANGLETOFINESHIFT;
vissprite_t *vis;
// Determine left and right edges of sprite. The sprite's angle is its normal,