- 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

@ -3379,7 +3379,7 @@ bool P_BounceActor(AActor *mo, AActor *BlockingMobj, bool ontop)
if (!ontop)
{
fixed_t speed;
DAngle angle = BlockingMobj->_f_AngleTo(mo) + ((pr_bounce() % 16) - 8);
DAngle angle = BlockingMobj->AngleTo(mo) + ((pr_bounce() % 16) - 8);
speed = P_AproxDistance(mo->vel.x, mo->vel.y);
speed = FixedMul(speed, mo->wallbouncefactor); // [GZ] was 0.75, using wallbouncefactor seems more consistent
mo->Angles.Yaw = ANGLE2DBL(angle);
@ -3531,7 +3531,7 @@ struct aim_t
{
res.linetarget = th;
res.pitch = pitch;
res.angleFromSource = vectoyaw(th->X() - startpos.x, th->Y() - startpos.y);
res.angleFromSource = VecToAngle(th->X() - startpos.x, th->Y() - startpos.y);
res.unlinked = unlinked;
res.frac = frac;
}
@ -4604,7 +4604,7 @@ void P_TraceBleed(int damage, AActor *target, AActor *missile)
pitch = 0;
}
P_TraceBleed(damage, target->X(), target->Y(), target->Z() + target->height / 2,
target, missile->AngleTo(target),
target, missile->__f_AngleTo(target),
pitch);
}
@ -5400,7 +5400,7 @@ void P_RadiusAttack(AActor *bombspot, AActor *bombsource, int bombdamage, int bo
{
vz *= 0.8f;
}
angle_t ang = bombspot->AngleTo(thing) >> ANGLETOFINESHIFT;
angle_t ang = bombspot->__f_AngleTo(thing) >> ANGLETOFINESHIFT;
thing->vel.x += fixed_t(finecosine[ang] * thrust);
thing->vel.y += fixed_t(finesine[ang] * thrust);
if (!(flags & RADF_NODAMAGE))