- several fixes.
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parent
29a7fe33f3
commit
b140d71c49
26 changed files with 97 additions and 83 deletions
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@ -840,7 +840,7 @@ AInventory *AActor::DropInventory (AInventory *item)
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}
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drop->SetOrigin(PosPlusZ(10*FRACUNIT), false);
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drop->Angles.Yaw = Angles.Yaw;
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drop->VelFromAngle(5);
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drop->VelFromAngle(5*FRACUNIT);
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drop->vel.z = FRACUNIT;
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drop->vel += vel;
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drop->flags &= ~MF_NOGRAVITY; // Don't float
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@ -1760,7 +1760,7 @@ bool P_SeekerMissile (AActor *actor, angle_t _thresh, angle_t _turnMax, bool pre
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}
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else
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{
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DAngle pitch = 0;
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DAngle pitch = 0.;
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if (!(actor->flags3 & (MF3_FLOORHUGGER|MF3_CEILINGHUGGER)))
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{ // Need to seek vertically
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fixed_t dist = MAX(1, actor->Distance2D(target));
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@ -2824,7 +2824,7 @@ void P_NightmareRespawn (AActor *mobj)
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mo->SpawnPoint[2] = mobj->SpawnPoint[2];
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mo->SpawnAngle = mobj->SpawnAngle;
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mo->SpawnFlags = mobj->SpawnFlags & ~MTF_DORMANT; // It wasn't dormant when it died, so it's not dormant now, either.
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mo->Angles.Yaw = mobj->SpawnAngle;
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mo->Angles.Yaw = (double)mobj->SpawnAngle;
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mo->HandleSpawnFlags ();
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mo->reactiontime = 18;
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@ -4649,7 +4649,7 @@ APlayerPawn *P_SpawnPlayer (FPlayerStart *mthing, int playernum, int flags)
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spawn_y = mthing->y;
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// Allow full angular precision
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SpawnAngle = mthing->angle;
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SpawnAngle = (double)mthing->angle;
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if (i_compatflags2 & COMPATF2_BADANGLES)
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{
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SpawnAngle += 0.01;
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@ -4704,7 +4704,7 @@ APlayerPawn *P_SpawnPlayer (FPlayerStart *mthing, int playernum, int flags)
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}
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mobj->Angles.Yaw = SpawnAngle;
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mobj->Angles.Pitch = mobj->Angles.Roll = 0;
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mobj->Angles.Pitch = mobj->Angles.Roll = 0.;
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mobj->health = p->health;
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// [RH] Set player sprite based on skin
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@ -4735,7 +4735,7 @@ APlayerPawn *P_SpawnPlayer (FPlayerStart *mthing, int playernum, int flags)
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p->BlendR = p->BlendG = p->BlendB = p->BlendA = 0.f;
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p->mo->ResetAirSupply(false);
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p->Uncrouch();
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p->MinPitch = p->MaxPitch = 0; // will be filled in by PostBeginPlay()/netcode
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p->MinPitch = p->MaxPitch = 0.; // will be filled in by PostBeginPlay()/netcode
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p->MUSINFOactor = NULL;
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p->MUSINFOtics = -1;
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@ -5167,7 +5167,7 @@ AActor *P_SpawnMapThing (FMapThing *mthing, int position)
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mobj->tid = mthing->thingid;
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mobj->AddToHash ();
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mobj->PrevAngles.Yaw = mobj->Angles.Yaw = mthing->angle;
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mobj->PrevAngles.Yaw = mobj->Angles.Yaw = (double)mthing->angle;
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// Check if this actor's mapthing has a conversation defined
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if (mthing->Conversation > 0)
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@ -5191,9 +5191,9 @@ AActor *P_SpawnMapThing (FMapThing *mthing, int position)
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if (mthing->scaleY)
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mobj->scaleY = FixedMul(mthing->scaleY, mobj->scaleY);
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if (mthing->pitch)
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mobj->Angles.Pitch = mthing->pitch;
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mobj->Angles.Pitch = (double)mthing->pitch;
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if (mthing->roll)
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mobj->Angles.Roll = mthing->roll;
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mobj->Angles.Roll = (double)mthing->roll;
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if (mthing->score)
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mobj->Score = mthing->score;
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if (mthing->fillcolor)
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