- renamed some functions and fixed a few more conversion errors.
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ec3be2531a
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33 changed files with 83 additions and 83 deletions
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@ -1262,7 +1262,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CustomMissile)
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if (CMF_OFFSETPITCH & flags)
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{
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DVector2 velocity (missile->vel.x, missile->vel.y);
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Pitch += vectoyaw(velocity.Length(), missile->vel.z);
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Pitch += VecToAngle(velocity.Length(), missile->vel.z);
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}
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missilespeed = abs(fixed_t(Pitch.Cos() * missile->Speed));
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missile->vel.z = fixed_t(Pitch.Sin() * missile->Speed);
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@ -1921,7 +1921,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CustomRailgun)
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if (aim)
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{
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self->Angles.Yaw = self->_f_AngleTo(self->target);
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self->Angles.Yaw = self->AngleTo(self->target);
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}
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self->Angles.Pitch = ANGLE2DBL(P_AimLineAttack (self, self->_f_angle(), MISSILERANGE, &t, ANGLE_1*60, 0, aim ? self->target : NULL));
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if (t.linetarget == NULL && aim)
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@ -1931,12 +1931,12 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CustomRailgun)
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DVector2 xydiff(pos.x, pos.y);
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double zdiff = (self->target->Z() + (self->target->height>>1)) -
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(self->Z() + (self->height>>1) - self->floorclip);
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self->Angles.Pitch = vectoyaw(xydiff.Length(), zdiff);
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self->Angles.Pitch = VecToAngle(xydiff.Length(), zdiff);
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}
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// Let the aim trail behind the player
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if (aim)
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{
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saved_angle = self->Angles.Yaw = self->_f_AngleTo(self->target, -self->target->vel.x * 3, -self->target->vel.y * 3);
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saved_angle = self->Angles.Yaw = self->AngleTo(self->target, -self->target->vel.x * 3, -self->target->vel.y * 3);
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if (aim == CRF_AIMDIRECT)
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{
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@ -1946,7 +1946,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CustomRailgun)
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FLOAT2FIXED(spawnofs_xy * self->Angles.Yaw.Cos()),
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FLOAT2FIXED(spawnofs_xy * self->Angles.Yaw.Sin())));
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spawnofs_xy = 0;
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self->Angles.Yaw = self->_f_AngleTo(self->target,- self->target->vel.x * 3, -self->target->vel.y * 3);
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self->Angles.Yaw = self->AngleTo(self->target,- self->target->vel.x * 3, -self->target->vel.y * 3);
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}
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if (self->target->flags & MF_SHADOW)
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@ -3792,7 +3792,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CheckLOF)
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{
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ang = self->_f_angle();
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}
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else ang = self->AngleTo (target);
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else ang = self->__f_AngleTo (target);
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angle += ang;
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@ -4041,7 +4041,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_JumpIfTargetInLOS)
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if (fov && (fov < ANGLE_MAX))
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{
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an = viewport->AngleTo(target) - viewport->_f_angle();
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an = viewport->__f_AngleTo(target) - viewport->_f_angle();
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if (an > (fov / 2) && an < (ANGLE_MAX - (fov / 2)))
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{
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@ -4121,7 +4121,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_JumpIfInTargetLOS)
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if (fov && (fov < ANGLE_MAX))
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{
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an = target->AngleTo(self) - target->_f_angle();
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an = target->__f_AngleTo(self) - target->_f_angle();
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if (an > (fov / 2) && an < (ANGLE_MAX - (fov / 2)))
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{
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@ -5097,7 +5097,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_WolfAttack)
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A_FaceTarget (self);
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// Target can dodge if it can see enemy
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angle_t angle = self->target->AngleTo(self) - self->target->_f_angle();
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angle_t angle = self->target->__f_AngleTo(self) - self->target->_f_angle();
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angle >>= 24;
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bool dodge = (P_CheckSight(self->target, self) && (angle>226 || angle<30));
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@ -5133,7 +5133,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_WolfAttack)
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if (pr_cabullet() < hitchance)
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{
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// Compute position for spawning blood/puff
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angle = self->target->AngleTo(self);
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angle = self->target->__f_AngleTo(self);
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fixedvec3 bloodpos = self->target->Vec3Angle(self->target->radius, angle, self->target->height >> 1);
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