- renamed some functions and fixed a few more conversion errors.

This commit is contained in:
Christoph Oelckers 2016-03-17 00:07:37 +01:00
commit aa09cbdada
33 changed files with 83 additions and 83 deletions

View file

@ -818,12 +818,12 @@ public:
return P_AproxDistance(X() - otherx, Y() - othery);
}
fixed_t AngleTo(fixed_t otherx, fixed_t othery)
fixed_t __f_AngleTo(fixed_t otherx, fixed_t othery)
{
return R_PointToAngle2(X(), Y(), otherx, othery);
}
fixed_t AngleTo(fixedvec2 other)
fixed_t __f_AngleTo(fixedvec2 other)
{
return R_PointToAngle2(X(), Y(), other.x, other.y);
}
@ -861,27 +861,27 @@ public:
return xs_RoundToInt(DVector3(X() - otherpos.x, Y() - otherpos.y, Z() - otherpos.z).Length());
}
angle_t AngleTo(AActor *other, bool absolute = false)
angle_t __f_AngleTo(AActor *other, bool absolute = false)
{
fixedvec3 otherpos = absolute ? other->Pos() : other->PosRelative(this);
return R_PointToAngle2(X(), Y(), otherpos.x, otherpos.y);
}
angle_t AngleTo(AActor *other, fixed_t oxofs, fixed_t oyofs, bool absolute = false) const
angle_t __f_AngleTo(AActor *other, fixed_t oxofs, fixed_t oyofs, bool absolute = false) const
{
return R_PointToAngle2(X(), Y(), other->X() + oxofs, other->Y() + oyofs);
}
DAngle _f_AngleTo(AActor *other, bool absolute = false)
DAngle AngleTo(AActor *other, bool absolute = false)
{
fixedvec3 otherpos = absolute ? other->Pos() : other->PosRelative(this);
return vectoyaw(otherpos.x - X(), otherpos.y - Y());
return VecToAngle(otherpos.x - X(), otherpos.y - Y());
}
DAngle _f_AngleTo(AActor *other, fixed_t oxofs, fixed_t oyofs, bool absolute = false) const
DAngle AngleTo(AActor *other, fixed_t oxofs, fixed_t oyofs, bool absolute = false) const
{
fixedvec3 otherpos = absolute ? other->Pos() : other->PosRelative(this);
return vectoyaw(otherpos.y + oxofs - Y(), otherpos.x + oyofs - X());
return VecToAngle(otherpos.y + oxofs - Y(), otherpos.x + oyofs - X());
}
fixedvec2 Vec2To(AActor *other) const
@ -1321,7 +1321,7 @@ public:
void AngleFromVel()
{
Angles.Yaw = vectoyaw(vel.x, vel.y);
Angles.Yaw = VecToAngle(vel.x, vel.y);
}
void VelFromAngle()