- 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

@ -127,7 +127,7 @@ bool DBot::Check_LOS (AActor *to, angle_t vangle)
if (vangle == 0)
return false; //Looker seems to be blind.
return absangle(player->mo->AngleTo(to) - player->mo->_f_angle()) <= vangle/2;
return absangle(player->mo->__f_AngleTo(to) - player->mo->_f_angle()) <= vangle/2;
}
//-------------------------------------
@ -224,14 +224,14 @@ shootmissile:
dist = player->mo->AproxDistance (enemy);
m = dist / GetDefaultByType (player->ReadyWeapon->ProjectileType)->Speed;
bglobal.SetBodyAt (enemy->X() + enemy->vel.x*m*2, enemy->Y() + enemy->vel.y*m*2, enemy->Z(), 1);
angle = player->mo->AngleTo(bglobal.body1);
angle = player->mo->__f_AngleTo(bglobal.body1);
if (Check_LOS (enemy, SHOOTFOV))
no_fire = false;
}
else
{
//Other weapons, mostly instant hit stuff.
angle = player->mo->AngleTo(enemy);
angle = player->mo->__f_AngleTo(enemy);
aiming_penalty = 0;
if (enemy->flags & MF_SHADOW)
aiming_penalty += (pr_botdofire()%25)+10;
@ -519,7 +519,7 @@ angle_t DBot::FireRox (AActor *enemy, ticcmd_t *cmd)
{
if (bglobal.FakeFire (actor, bglobal.body1, cmd) >= SAFE_SELF_MISDIST)
{
ang = actor->AngleTo(bglobal.body1);
ang = actor->__f_AngleTo(bglobal.body1);
return ang;
}
}
@ -529,7 +529,7 @@ angle_t DBot::FireRox (AActor *enemy, ticcmd_t *cmd)
{
if (bglobal.FakeFire (player->mo, enemy, cmd) >= SAFE_SELF_MISDIST)
{
ang = player->mo->AngleTo(enemy);
ang = player->mo->__f_AngleTo(enemy);
return ang;
}
}