- 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

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