- 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.
This commit is contained in:
Christoph Oelckers 2016-01-23 20:44:33 +01:00
commit c4377b7039
6 changed files with 20 additions and 35 deletions

View file

@ -2777,7 +2777,8 @@ void A_Face (AActor *self, AActor *other, angle_t max_turn, angle_t max_pitch, a
// disabled and is so by default.
if (max_pitch <= ANGLE_180)
{
TVector2<double> dist = self->Vec2To(other);
fixedvec2 pos = self->Vec2To(other);
TVector2<double> dist(pos.x, pos.y);
// Positioning ala missile spawning, 32 units above foot level
fixed_t source_z = self->Z() + 32*FRACUNIT + self->GetBobOffset();
@ -2801,7 +2802,7 @@ void A_Face (AActor *self, AActor *other, angle_t max_turn, angle_t max_pitch, a
if (!(flags & FAF_NODISTFACTOR))
target_z += pitch_offset;
double dist_z = FIXED2DBL(target_z - source_z);
double dist_z = target_z - source_z;
double ddist = sqrt(dist.X*dist.X + dist.Y*dist.Y + dist_z*dist_z);
int other_pitch = (int)rad2bam(asin(dist_z / ddist));
@ -2915,8 +2916,9 @@ DEFINE_ACTION_FUNCTION(AActor, A_MonsterRail)
if (linetarget == NULL)
{
// We probably won't hit the target, but aim at it anyway so we don't look stupid.
TVector2<double> xydiff = self->Vec2To(self->target);
double zdiff = FIXED2DBL((self->target->Z() + (self->target->height>>1)) - (self->Z() + (self->height>>1) - self->floorclip));
fixedvec2 pos = self->Vec2To(self->target);
TVector2<double> xydiff(pos.x, pos.y);
double zdiff = (self->target->Z() + (self->target->height>>1)) - (self->Z() + (self->height>>1) - self->floorclip);
self->pitch = int(atan2(zdiff, xydiff.Length()) * ANGLE_180 / -M_PI);
}