- renamed some functions and fixed a few more conversion errors.
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ec3be2531a
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aa09cbdada
33 changed files with 83 additions and 83 deletions
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@ -1654,16 +1654,16 @@ int P_FaceMobj (AActor *source, AActor *target, DAngle *delta)
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{
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DAngle diff;
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diff = deltaangle(source->Angles.Yaw, source->_f_AngleTo(target));
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diff = deltaangle(source->Angles.Yaw, source->AngleTo(target));
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if (diff > 0)
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{
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*delta = diff;
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return 0;
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return 1;
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}
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else
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{
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*delta = -diff;
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return 1;
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return 0;
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}
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}
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@ -2094,7 +2094,7 @@ fixed_t P_XYMovement (AActor *mo, fixed_t scrollx, fixed_t scrolly)
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// Don't change the angle if there's THRUREFLECT on the monster.
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if (!(BlockingMobj->flags7 & MF7_THRUREFLECT))
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{
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DAngle angle = BlockingMobj->_f_AngleTo(mo);
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DAngle angle = BlockingMobj->AngleTo(mo);
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bool dontReflect = (mo->AdjustReflectionAngle(BlockingMobj, angle));
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// Change angle for deflection/reflection
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@ -3188,7 +3188,7 @@ bool AActor::IsOkayToAttack (AActor *link)
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// to only allow the check to succeed if the enemy was in a ~84<38> FOV of the player
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if (flags3 & MF3_SCREENSEEKER)
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{
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angle_t angle = Friend->AngleTo(link) - Friend->_f_angle();
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angle_t angle = Friend->__f_AngleTo(link) - Friend->_f_angle();
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angle >>= 24;
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if (angle>226 || angle<30)
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{
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@ -5432,7 +5432,7 @@ void P_BloodSplatter (fixedvec3 pos, AActor *originator)
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}
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if (bloodtype >= 1)
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{
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P_DrawSplash2 (40, pos.x, pos.y, pos.z, 0u - originator->AngleTo(pos), 2, bloodcolor);
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P_DrawSplash2 (40, pos.x, pos.y, pos.z, 0u - originator->__f_AngleTo(pos), 2, bloodcolor);
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}
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}
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@ -5472,7 +5472,7 @@ void P_BloodSplatter2 (fixedvec3 pos, AActor *originator)
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}
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if (bloodtype >= 1)
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{
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P_DrawSplash2 (100, pos.x, pos.y, pos.z, 0u - originator->AngleTo(pos), 2, bloodcolor);
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P_DrawSplash2 (100, pos.x, pos.y, pos.z, 0u - originator->__f_AngleTo(pos), 2, bloodcolor);
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}
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}
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@ -6013,7 +6013,7 @@ AActor *P_OldSpawnMissile(AActor *source, AActor *owner, AActor *dest, PClassAct
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P_PlaySpawnSound(th, source);
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th->target = owner; // record missile's originator
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th->Angles.Yaw = source->_f_AngleTo(dest);
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th->Angles.Yaw = source->AngleTo(dest);
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th->VelFromAngle();
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dist = source->AproxDistance (dest);
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