- renamed some functions and fixed a few more conversion errors.
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ec3be2531a
commit
aa09cbdada
33 changed files with 83 additions and 83 deletions
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@ -3379,7 +3379,7 @@ bool P_BounceActor(AActor *mo, AActor *BlockingMobj, bool ontop)
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if (!ontop)
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{
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fixed_t speed;
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DAngle angle = BlockingMobj->_f_AngleTo(mo) + ((pr_bounce() % 16) - 8);
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DAngle angle = BlockingMobj->AngleTo(mo) + ((pr_bounce() % 16) - 8);
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speed = P_AproxDistance(mo->vel.x, mo->vel.y);
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speed = FixedMul(speed, mo->wallbouncefactor); // [GZ] was 0.75, using wallbouncefactor seems more consistent
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mo->Angles.Yaw = ANGLE2DBL(angle);
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@ -3531,7 +3531,7 @@ struct aim_t
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{
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res.linetarget = th;
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res.pitch = pitch;
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res.angleFromSource = vectoyaw(th->X() - startpos.x, th->Y() - startpos.y);
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res.angleFromSource = VecToAngle(th->X() - startpos.x, th->Y() - startpos.y);
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res.unlinked = unlinked;
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res.frac = frac;
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}
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@ -4604,7 +4604,7 @@ void P_TraceBleed(int damage, AActor *target, AActor *missile)
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pitch = 0;
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}
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P_TraceBleed(damage, target->X(), target->Y(), target->Z() + target->height / 2,
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target, missile->AngleTo(target),
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target, missile->__f_AngleTo(target),
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pitch);
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}
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@ -5400,7 +5400,7 @@ void P_RadiusAttack(AActor *bombspot, AActor *bombsource, int bombdamage, int bo
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{
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vz *= 0.8f;
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}
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angle_t ang = bombspot->AngleTo(thing) >> ANGLETOFINESHIFT;
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angle_t ang = bombspot->__f_AngleTo(thing) >> ANGLETOFINESHIFT;
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thing->vel.x += fixed_t(finecosine[ang] * thrust);
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thing->vel.y += fixed_t(finesine[ang] * thrust);
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if (!(flags & RADF_NODAMAGE))
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