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