- 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

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