- 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

@ -430,7 +430,7 @@ bool P_HitFriend(AActor * self)
if (self->flags&MF_FRIENDLY && self->target != NULL)
{
angle_t angle = self->AngleTo(self->target);
angle_t angle = self->__f_AngleTo(self->target);
fixed_t dist = self->AproxDistance (self->target);
P_AimLineAttack (self, angle, dist, &t, 0, true);
if (t.linetarget != NULL && t.linetarget != self->target)
@ -1191,7 +1191,7 @@ bool P_IsVisible(AActor *lookee, AActor *other, INTBOOL allaround, FLookExParams
if (fov && fov < ANGLE_MAX)
{
angle_t an = lookee->AngleTo(other) - lookee->_f_angle();
angle_t an = lookee->__f_AngleTo(other) - lookee->_f_angle();
if (an > (fov / 2) && an < (ANGLE_MAX - (fov / 2)))
{
@ -2462,7 +2462,7 @@ void A_DoChase (VMFrameStack *stack, AActor *actor, bool fastchase, FState *mele
{
if (pr_chase() < 100)
{
angle_t ang = actor->AngleTo(actor->target);
angle_t ang = actor->__f_AngleTo(actor->target);
if (pr_chase() < 128) ang += ANGLE_90;
else ang -= ANGLE_90;
actor->vel.x = 13 * finecosine[ang>>ANGLETOFINESHIFT];
@ -2836,7 +2836,7 @@ void A_Face (AActor *self, AActor *other, angle_t _max_turn, angle_t _max_pitch,
DAngle ang_offset = ANGLE2DBL(_ang_offset);
DAngle max_pitch = ANGLE2DBL(_max_pitch);
DAngle pitch_offset = ANGLE2DBL(_pitch_offset);
DAngle other_angle = self->_f_AngleTo(other);
DAngle other_angle = self->AngleTo(other);
DAngle delta = deltaangle(self->Angles.Yaw, other_angle);
@ -2993,7 +2993,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_MonsterRail)
self->flags &= ~MF_AMBUSH;
self->Angles.Yaw = self->_f_AngleTo(self->target);
self->Angles.Yaw = self->AngleTo(self->target);
self->Angles.Pitch = ANGLE2DBL(P_AimLineAttack (self, self->_f_angle(), MISSILERANGE, &t, ANGLE_1*60, 0, self->target));
if (t.linetarget == NULL)
@ -3002,11 +3002,11 @@ DEFINE_ACTION_FUNCTION(AActor, A_MonsterRail)
fixedvec2 pos = self->Vec2To(self->target);
DVector2 xydiff(pos.x, pos.y);
double zdiff = (self->target->Z() + (self->target->height>>1)) - (self->Z() + (self->height>>1) - self->floorclip);
self->Angles.Pitch = -vectoyaw(xydiff.Length(), zdiff);
self->Angles.Pitch = -VecToAngle(xydiff.Length(), zdiff);
}
// Let the aim trail behind the player
self->Angles.Yaw = self->_f_AngleTo(self->target, -self->target->vel.x * 3, -self->target->vel.y * 3);
self->Angles.Yaw = self->AngleTo(self->target, -self->target->vel.x * 3, -self->target->vel.y * 3);
if (self->target->flags & MF_SHADOW && !(self->flags6 & MF6_SEEINVISIBLE))
{