- converted g_strife to full floating point use, except the floor height changing stuff in A_LightGoesOut.

This commit is contained in:
Christoph Oelckers 2016-03-22 12:42:27 +01:00
commit a652c061f6
36 changed files with 192 additions and 493 deletions

View file

@ -168,7 +168,6 @@ bool P_UndoPlayerMorph (player_t *activator, player_t *player, int unmorphflag,
AWeapon *beastweap;
APlayerPawn *mo;
APlayerPawn *pmo;
angle_t angle;
pmo = player->mo;
// [MH]
@ -305,11 +304,10 @@ bool P_UndoPlayerMorph (player_t *activator, player_t *player, int unmorphflag,
}
}
angle = mo->_f_angle() >> ANGLETOFINESHIFT;
AActor *eflash = NULL;
if (exit_flash != NULL)
{
eflash = Spawn(exit_flash, pmo->Vec3Offset(20*finecosine[angle], 20*finesine[angle], TELEFOGHEIGHT), ALLOW_REPLACE);
eflash = Spawn(exit_flash, pmo->Vec3Angle(20., mo->Angles.Yaw, TELEFOGHEIGHT), ALLOW_REPLACE);
if (eflash) eflash->target = mo;
}
mo->SetupWeaponSlots(); // Use original class's weapon slots.