- renamed some functions and fixed a few more conversion errors.
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33 changed files with 83 additions and 83 deletions
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@ -112,7 +112,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_BridgeOrbit)
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if (self->target->args[4]) rotationradius = ((self->target->args[4] * self->target->radius) / 100);
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self->Angles.Yaw += rotationspeed;
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self->SetOrigin(self->target->Vec3Angle(rotationradius, self->_f_angle(), 0), true);
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self->SetOrigin(self->target->Vec3Angle(rotationradius*FRACUNIT, self->_f_angle(), 0), true);
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self->floorz = self->target->floorz;
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self->ceilingz = self->target->ceilingz;
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return 0;
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@ -177,7 +177,7 @@ void AAimingCamera::Tick ()
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DVector2 vect(fv3.x, fv3.y);
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double dz = Z() - tracer->Z() - tracer->height/2;
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double dist = vect.Length();
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DAngle desiredPitch = dist != 0.f ? vectoyaw(dist, dz) : 0.;
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DAngle desiredPitch = dist != 0.f ? VecToAngle(dist, dz) : 0.;
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DAngle diff = deltaangle(Angles.Pitch, desiredPitch);
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if (fabs (diff) < MaxPitchChange)
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{
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@ -422,7 +422,7 @@ bool APathFollower::Interpolate ()
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}
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if (args[2] & 2)
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{ // adjust yaw
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Angles.Yaw = vectoyaw(dx, dy);
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Angles.Yaw = VecToAngle(dx, dy);
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}
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if (args[2] & 4)
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{ // adjust pitch; use floats for precision
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@ -430,7 +430,7 @@ bool APathFollower::Interpolate ()
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double fdy = FIXED2DBL(dy);
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double fdz = FIXED2DBL(-dz);
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double dist = g_sqrt (fdx*fdx + fdy*fdy);
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Angles.Pitch = dist != 0.f ? vectoyaw(dist, fdz) : 0.;
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Angles.Pitch = dist != 0.f ? VecToAngle(dist, fdz) : 0.;
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}
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}
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else
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@ -633,7 +633,7 @@ bool AMovingCamera::Interpolate ()
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if (Super::Interpolate ())
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{
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Angles.Yaw = _f_AngleTo(tracer, true);
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Angles.Yaw = AngleTo(tracer, true);
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if (args[2] & 4)
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{ // Also aim camera's pitch; use floats for precision
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@ -641,7 +641,7 @@ bool AMovingCamera::Interpolate ()
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double dy = FIXED2DBL(Y() - tracer->Y());
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double dz = FIXED2DBL(Z() - tracer->Z() - tracer->height/2);
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double dist = g_sqrt (dx*dx + dy*dy);
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Angles.Pitch = dist != 0.f ? vectoyaw(dist, dz) : 0.;
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Angles.Pitch = dist != 0.f ? VecToAngle(dist, dz) : 0.;
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}
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return true;
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@ -366,7 +366,7 @@ int FMugShot::UpdateState(player_t *player, StateFlags stateflags)
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if (player->mo != NULL)
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{
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// The next 12 lines are from the Doom statusbar code.
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badguyangle = player->mo->AngleTo(player->attacker);
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badguyangle = player->mo->__f_AngleTo(player->attacker);
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if (badguyangle > player->mo->_f_angle())
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{
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// whether right or left
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