- renamed some functions and fixed a few more conversion errors.
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ec3be2531a
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33 changed files with 83 additions and 83 deletions
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@ -430,7 +430,7 @@ bool P_HitFriend(AActor * self)
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if (self->flags&MF_FRIENDLY && self->target != NULL)
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{
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angle_t angle = self->AngleTo(self->target);
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angle_t angle = self->__f_AngleTo(self->target);
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fixed_t dist = self->AproxDistance (self->target);
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P_AimLineAttack (self, angle, dist, &t, 0, true);
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if (t.linetarget != NULL && t.linetarget != self->target)
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@ -1191,7 +1191,7 @@ bool P_IsVisible(AActor *lookee, AActor *other, INTBOOL allaround, FLookExParams
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if (fov && fov < ANGLE_MAX)
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{
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angle_t an = lookee->AngleTo(other) - lookee->_f_angle();
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angle_t an = lookee->__f_AngleTo(other) - lookee->_f_angle();
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if (an > (fov / 2) && an < (ANGLE_MAX - (fov / 2)))
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{
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@ -2462,7 +2462,7 @@ void A_DoChase (VMFrameStack *stack, AActor *actor, bool fastchase, FState *mele
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{
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if (pr_chase() < 100)
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{
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angle_t ang = actor->AngleTo(actor->target);
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angle_t ang = actor->__f_AngleTo(actor->target);
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if (pr_chase() < 128) ang += ANGLE_90;
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else ang -= ANGLE_90;
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actor->vel.x = 13 * finecosine[ang>>ANGLETOFINESHIFT];
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@ -2836,7 +2836,7 @@ void A_Face (AActor *self, AActor *other, angle_t _max_turn, angle_t _max_pitch,
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DAngle ang_offset = ANGLE2DBL(_ang_offset);
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DAngle max_pitch = ANGLE2DBL(_max_pitch);
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DAngle pitch_offset = ANGLE2DBL(_pitch_offset);
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DAngle other_angle = self->_f_AngleTo(other);
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DAngle other_angle = self->AngleTo(other);
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DAngle delta = deltaangle(self->Angles.Yaw, other_angle);
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@ -2993,7 +2993,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_MonsterRail)
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self->flags &= ~MF_AMBUSH;
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self->Angles.Yaw = self->_f_AngleTo(self->target);
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self->Angles.Yaw = self->AngleTo(self->target);
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self->Angles.Pitch = ANGLE2DBL(P_AimLineAttack (self, self->_f_angle(), MISSILERANGE, &t, ANGLE_1*60, 0, self->target));
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if (t.linetarget == NULL)
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@ -3002,11 +3002,11 @@ DEFINE_ACTION_FUNCTION(AActor, A_MonsterRail)
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fixedvec2 pos = self->Vec2To(self->target);
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DVector2 xydiff(pos.x, pos.y);
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double zdiff = (self->target->Z() + (self->target->height>>1)) - (self->Z() + (self->height>>1) - self->floorclip);
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self->Angles.Pitch = -vectoyaw(xydiff.Length(), zdiff);
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self->Angles.Pitch = -VecToAngle(xydiff.Length(), zdiff);
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}
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// Let the aim trail behind the player
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self->Angles.Yaw = self->_f_AngleTo(self->target, -self->target->vel.x * 3, -self->target->vel.y * 3);
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self->Angles.Yaw = self->AngleTo(self->target, -self->target->vel.x * 3, -self->target->vel.y * 3);
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if (self->target->flags & MF_SHADOW && !(self->flags6 & MF6_SEEINVISIBLE))
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{
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