- 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

@ -1262,7 +1262,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CustomMissile)
if (CMF_OFFSETPITCH & flags)
{
DVector2 velocity (missile->vel.x, missile->vel.y);
Pitch += vectoyaw(velocity.Length(), missile->vel.z);
Pitch += VecToAngle(velocity.Length(), missile->vel.z);
}
missilespeed = abs(fixed_t(Pitch.Cos() * missile->Speed));
missile->vel.z = fixed_t(Pitch.Sin() * missile->Speed);
@ -1921,7 +1921,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CustomRailgun)
if (aim)
{
self->Angles.Yaw = self->_f_AngleTo(self->target);
self->Angles.Yaw = self->AngleTo(self->target);
}
self->Angles.Pitch = ANGLE2DBL(P_AimLineAttack (self, self->_f_angle(), MISSILERANGE, &t, ANGLE_1*60, 0, aim ? self->target : NULL));
if (t.linetarget == NULL && aim)
@ -1931,12 +1931,12 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CustomRailgun)
DVector2 xydiff(pos.x, pos.y);
double zdiff = (self->target->Z() + (self->target->height>>1)) -
(self->Z() + (self->height>>1) - self->floorclip);
self->Angles.Pitch = vectoyaw(xydiff.Length(), zdiff);
self->Angles.Pitch = VecToAngle(xydiff.Length(), zdiff);
}
// Let the aim trail behind the player
if (aim)
{
saved_angle = self->Angles.Yaw = self->_f_AngleTo(self->target, -self->target->vel.x * 3, -self->target->vel.y * 3);
saved_angle = self->Angles.Yaw = self->AngleTo(self->target, -self->target->vel.x * 3, -self->target->vel.y * 3);
if (aim == CRF_AIMDIRECT)
{
@ -1946,7 +1946,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CustomRailgun)
FLOAT2FIXED(spawnofs_xy * self->Angles.Yaw.Cos()),
FLOAT2FIXED(spawnofs_xy * self->Angles.Yaw.Sin())));
spawnofs_xy = 0;
self->Angles.Yaw = self->_f_AngleTo(self->target,- self->target->vel.x * 3, -self->target->vel.y * 3);
self->Angles.Yaw = self->AngleTo(self->target,- self->target->vel.x * 3, -self->target->vel.y * 3);
}
if (self->target->flags & MF_SHADOW)
@ -3792,7 +3792,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CheckLOF)
{
ang = self->_f_angle();
}
else ang = self->AngleTo (target);
else ang = self->__f_AngleTo (target);
angle += ang;
@ -4041,7 +4041,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_JumpIfTargetInLOS)
if (fov && (fov < ANGLE_MAX))
{
an = viewport->AngleTo(target) - viewport->_f_angle();
an = viewport->__f_AngleTo(target) - viewport->_f_angle();
if (an > (fov / 2) && an < (ANGLE_MAX - (fov / 2)))
{
@ -4121,7 +4121,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_JumpIfInTargetLOS)
if (fov && (fov < ANGLE_MAX))
{
an = target->AngleTo(self) - target->_f_angle();
an = target->__f_AngleTo(self) - target->_f_angle();
if (an > (fov / 2) && an < (ANGLE_MAX - (fov / 2)))
{
@ -5097,7 +5097,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_WolfAttack)
A_FaceTarget (self);
// Target can dodge if it can see enemy
angle_t angle = self->target->AngleTo(self) - self->target->_f_angle();
angle_t angle = self->target->__f_AngleTo(self) - self->target->_f_angle();
angle >>= 24;
bool dodge = (P_CheckSight(self->target, self) && (angle>226 || angle<30));
@ -5133,7 +5133,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_WolfAttack)
if (pr_cabullet() < hitchance)
{
// Compute position for spawning blood/puff
angle = self->target->AngleTo(self);
angle = self->target->__f_AngleTo(self);
fixedvec3 bloodpos = self->target->Vec3Angle(self->target->radius, angle, self->target->height >> 1);