- several fixes.

This commit is contained in:
Christoph Oelckers 2016-03-16 22:29:35 +01:00
commit b140d71c49
26 changed files with 97 additions and 83 deletions

View file

@ -840,7 +840,7 @@ AInventory *AActor::DropInventory (AInventory *item)
}
drop->SetOrigin(PosPlusZ(10*FRACUNIT), false);
drop->Angles.Yaw = Angles.Yaw;
drop->VelFromAngle(5);
drop->VelFromAngle(5*FRACUNIT);
drop->vel.z = FRACUNIT;
drop->vel += vel;
drop->flags &= ~MF_NOGRAVITY; // Don't float
@ -1760,7 +1760,7 @@ bool P_SeekerMissile (AActor *actor, angle_t _thresh, angle_t _turnMax, bool pre
}
else
{
DAngle pitch = 0;
DAngle pitch = 0.;
if (!(actor->flags3 & (MF3_FLOORHUGGER|MF3_CEILINGHUGGER)))
{ // Need to seek vertically
fixed_t dist = MAX(1, actor->Distance2D(target));
@ -2824,7 +2824,7 @@ void P_NightmareRespawn (AActor *mobj)
mo->SpawnPoint[2] = mobj->SpawnPoint[2];
mo->SpawnAngle = mobj->SpawnAngle;
mo->SpawnFlags = mobj->SpawnFlags & ~MTF_DORMANT; // It wasn't dormant when it died, so it's not dormant now, either.
mo->Angles.Yaw = mobj->SpawnAngle;
mo->Angles.Yaw = (double)mobj->SpawnAngle;
mo->HandleSpawnFlags ();
mo->reactiontime = 18;
@ -4649,7 +4649,7 @@ APlayerPawn *P_SpawnPlayer (FPlayerStart *mthing, int playernum, int flags)
spawn_y = mthing->y;
// Allow full angular precision
SpawnAngle = mthing->angle;
SpawnAngle = (double)mthing->angle;
if (i_compatflags2 & COMPATF2_BADANGLES)
{
SpawnAngle += 0.01;
@ -4704,7 +4704,7 @@ APlayerPawn *P_SpawnPlayer (FPlayerStart *mthing, int playernum, int flags)
}
mobj->Angles.Yaw = SpawnAngle;
mobj->Angles.Pitch = mobj->Angles.Roll = 0;
mobj->Angles.Pitch = mobj->Angles.Roll = 0.;
mobj->health = p->health;
// [RH] Set player sprite based on skin
@ -4735,7 +4735,7 @@ APlayerPawn *P_SpawnPlayer (FPlayerStart *mthing, int playernum, int flags)
p->BlendR = p->BlendG = p->BlendB = p->BlendA = 0.f;
p->mo->ResetAirSupply(false);
p->Uncrouch();
p->MinPitch = p->MaxPitch = 0; // will be filled in by PostBeginPlay()/netcode
p->MinPitch = p->MaxPitch = 0.; // will be filled in by PostBeginPlay()/netcode
p->MUSINFOactor = NULL;
p->MUSINFOtics = -1;
@ -5167,7 +5167,7 @@ AActor *P_SpawnMapThing (FMapThing *mthing, int position)
mobj->tid = mthing->thingid;
mobj->AddToHash ();
mobj->PrevAngles.Yaw = mobj->Angles.Yaw = mthing->angle;
mobj->PrevAngles.Yaw = mobj->Angles.Yaw = (double)mthing->angle;
// Check if this actor's mapthing has a conversation defined
if (mthing->Conversation > 0)
@ -5191,9 +5191,9 @@ AActor *P_SpawnMapThing (FMapThing *mthing, int position)
if (mthing->scaleY)
mobj->scaleY = FixedMul(mthing->scaleY, mobj->scaleY);
if (mthing->pitch)
mobj->Angles.Pitch = mthing->pitch;
mobj->Angles.Pitch = (double)mthing->pitch;
if (mthing->roll)
mobj->Angles.Roll = mthing->roll;
mobj->Angles.Roll = (double)mthing->roll;
if (mthing->score)
mobj->Score = mthing->score;
if (mthing->fillcolor)