- removed the implicit fixedvec -> TVector conversions because they caused too many problems. Also reviewed all uses of these and made the necessary adjustments. Problems were present in P_SpawnMissileXYZ and P_Thing_Projectile.
- replaced some single precision float math with doubles.
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6 changed files with 20 additions and 35 deletions
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@ -176,8 +176,9 @@ void AAimingCamera::Tick ()
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}
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if (MaxPitchChange)
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{ // Aim camera's pitch; use floats for precision
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TVector2<double> vect = tracer->Vec2To(this);
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double dz = FIXED2DBL(Z() - tracer->Z() - tracer->height/2);
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fixedvec2 fv3 = tracer->Vec2To(this);
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TVector2<double> vect(fv3.x, fv3.y);
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double dz = Z() - tracer->Z() - tracer->height/2;
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double dist = vect.Length();
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double ang = dist != 0.f ? atan2 (dz, dist) : 0;
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int desiredpitch = (angle_t)(ang * 2147483648.f / PI);
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