- 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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@ -618,7 +618,7 @@ void R_InterpolateView (player_t *player, fixed_t frac, InterpolationViewer *ivi
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fixedvec3a &end = InterpolationPath[i];
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pathlen += xs_CRoundToInt(DVector2(end.x - start.x, end.y - start.y).Length());
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totalzdiff += start.z;
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totaladiff += start.angle;
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totaladiff += FLOAT2ANGLE(start.angle.Degrees);
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}
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fixed_t interpolatedlen = FixedMul(frac, pathlen);
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@ -628,7 +628,7 @@ void R_InterpolateView (player_t *player, fixed_t frac, InterpolationViewer *ivi
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fixedvec3a &end = InterpolationPath[i];
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fixed_t fraglen = xs_CRoundToInt(DVector2(end.x - start.x, end.y - start.y).Length());
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zdiff += start.z;
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adiff += start.angle;
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adiff += FLOAT2ANGLE(start.angle.Degrees);
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if (fraglen <= interpolatedlen)
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{
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interpolatedlen -= fraglen;
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@ -681,11 +681,11 @@ void R_InterpolateView (player_t *player, fixed_t frac, InterpolationViewer *ivi
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// Avoid overflowing viewpitch (can happen when a netgame is stalled)
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if (viewpitch > INT_MAX - delta)
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{
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viewpitch = player->MaxPitch;
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viewpitch = FLOAT2ANGLE(player->MaxPitch.Degrees);
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}
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else
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{
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viewpitch = MIN(viewpitch + delta, player->MaxPitch);
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viewpitch = MIN<int>(viewpitch + delta, FLOAT2ANGLE(player->MaxPitch.Degrees));
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}
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}
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else if (delta < 0)
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@ -693,11 +693,11 @@ void R_InterpolateView (player_t *player, fixed_t frac, InterpolationViewer *ivi
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// Avoid overflowing viewpitch (can happen when a netgame is stalled)
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if (viewpitch < INT_MIN - delta)
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{
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viewpitch = player->MinPitch;
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viewpitch = FLOAT2ANGLE(player->MinPitch.Degrees);
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}
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else
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{
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viewpitch = MAX(viewpitch + delta, player->MinPitch);
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viewpitch = MAX<int>(viewpitch + delta, FLOAT2ANGLE(player->MinPitch.Degrees));
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}
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}
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}
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@ -989,13 +989,13 @@ void R_SetupFrame (AActor *actor)
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viewsector = camera->Sector;
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r_showviewer = false;
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}
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iview->nviewpitch = camera->pitch;
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iview->nviewpitch = camera->_f_pitch();
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if (camera->player != 0)
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{
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player = camera->player;
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}
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iview->nviewangle = camera->angle;
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iview->nviewangle = camera->_f_angle();
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if (iview->otic == -1 || r_NoInterpolate)
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{
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R_ResetViewInterpolation ();
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@ -1050,14 +1050,14 @@ void R_SetupFrame (AActor *actor)
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if ((jiggers.RelIntensityX | jiggers.RelOffsetX) != 0)
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{
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int ang = (camera->angle) >> ANGLETOFINESHIFT;
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int ang = (camera->_f_angle()) >> ANGLETOFINESHIFT;
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fixed_t power = QuakePower(quakefactor, jiggers.RelIntensityX, jiggers.RelOffsetX);
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viewx += FixedMul(finecosine[ang], power);
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viewy += FixedMul(finesine[ang], power);
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}
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if ((jiggers.RelIntensityY | jiggers.RelOffsetY) != 0)
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{
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int ang = (camera->angle + ANG90) >> ANGLETOFINESHIFT;
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int ang = (camera->_f_angle() + ANG90) >> ANGLETOFINESHIFT;
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fixed_t power = QuakePower(quakefactor, jiggers.RelIntensityY, jiggers.RelOffsetY);
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viewx += FixedMul(finecosine[ang], power);
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viewy += FixedMul(finesine[ang], power);
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