- disable implicit conversions from float to TAngle
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8468f712e0
commit
f0fbdba593
66 changed files with 425 additions and 374 deletions
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@ -1284,7 +1284,7 @@ void DAutomap::changeWindowLoc ()
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oincy = incy = m_paninc.y * twod->GetHeight() / 200;
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if (am_rotate == 1 || (am_rotate == 2 && viewactive))
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{
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rotate(&incx, &incy, players[consoleplayer].camera->InterpolatedAngles(r_viewpoint.TicFrac).Yaw - 90.);
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rotate(&incx, &incy, players[consoleplayer].camera->InterpolatedAngles(r_viewpoint.TicFrac).Yaw - DAngle::fromDeg(90.));
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}
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m_x += incx;
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@ -1525,7 +1525,7 @@ void DAutomap::doFollowPlayer ()
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sy = (f_oldloc.y - ampos.Y);
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if (am_rotate == 1 || (am_rotate == 2 && viewactive))
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{
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rotate(&sx, &sy, cam->InterpolatedAngles(r_viewpoint.TicFrac).Yaw - 90);
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rotate(&sx, &sy, cam->InterpolatedAngles(r_viewpoint.TicFrac).Yaw - DAngle::fromDeg(90));
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}
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ScrollParchment(sx, sy);
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@ -2082,7 +2082,7 @@ void DAutomap::drawSubsectors()
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// Apply the automap's rotation to the texture origin.
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if (am_rotate == 1 || (am_rotate == 2 && viewactive))
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{
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rotation = rotation + 90. - players[consoleplayer].camera->InterpolatedAngles(r_viewpoint.TicFrac).Yaw;
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rotation = rotation + DAngle::fromDeg(90.) - players[consoleplayer].camera->InterpolatedAngles(r_viewpoint.TicFrac).Yaw;
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rotatePoint(&originpt.x, &originpt.y);
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}
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originx = f_x + ((originpt.x - m_x) * scale);
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@ -2646,7 +2646,7 @@ void DAutomap::drawWalls (bool allmap)
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void DAutomap::rotate(double *xp, double *yp, DAngle a)
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{
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static DAngle angle_saved = 0.;
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static DAngle angle_saved = nullAngle;
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static double sinrot = 0;
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static double cosrot = 1;
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@ -2678,7 +2678,7 @@ void DAutomap::rotatePoint (double *x, double *y)
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double pivoty = m_y + m_h/2;
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*x -= pivotx;
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*y -= pivoty;
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rotate (x, y, -players[consoleplayer].camera->InterpolatedAngles(r_viewpoint.TicFrac).Yaw + 90.);
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rotate (x, y, -players[consoleplayer].camera->InterpolatedAngles(r_viewpoint.TicFrac).Yaw + DAngle::fromDeg(90.));
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*x += pivotx;
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*y += pivoty;
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}
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@ -2758,7 +2758,7 @@ void DAutomap::drawPlayers ()
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pt.y = pos.Y;
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if (am_rotate == 1 || (am_rotate == 2 && viewactive))
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{
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angle = 90.;
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angle = DAngle::fromDeg(90.);
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rotatePoint (&pt.x, &pt.y);
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}
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else
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@ -2826,7 +2826,7 @@ void DAutomap::drawPlayers ()
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if (am_rotate == 1 || (am_rotate == 2 && viewactive))
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{
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rotatePoint (&pt.x, &pt.y);
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angle -= players[consoleplayer].camera->InterpolatedAngles(r_viewpoint.TicFrac).Yaw - 90.;
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angle -= players[consoleplayer].camera->InterpolatedAngles(r_viewpoint.TicFrac).Yaw - DAngle::fromDeg(90.);
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}
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drawLineCharacter(&MapArrow[0], MapArrow.Size(), 0, angle, color, pt.x, pt.y);
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@ -2860,7 +2860,7 @@ void DAutomap::drawKeys ()
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if (am_rotate == 1 || (am_rotate == 2 && viewactive))
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{
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rotatePoint (&p.x, &p.y);
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angle += -players[consoleplayer].camera->InterpolatedAngles(r_viewpoint.TicFrac).Yaw + 90.;
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angle += -players[consoleplayer].camera->InterpolatedAngles(r_viewpoint.TicFrac).Yaw + DAngle::fromDeg(90.);
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}
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if (key->flags & MF_SPECIAL)
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@ -2872,7 +2872,7 @@ void DAutomap::drawKeys ()
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if (c >= 0) color.FromRGB(RPART(c), GPART(c), BPART(c));
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else color = AMColors[AMColors.ThingColor_CountItem];
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drawLineCharacter(&EasyKey[0], EasyKey.Size(), 0, 0., color, p.x, p.y);
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drawLineCharacter(&EasyKey[0], EasyKey.Size(), 0, nullAngle, color, p.x, p.y);
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}
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}
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}
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@ -2914,11 +2914,11 @@ void DAutomap::drawThings ()
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const size_t spriteIndex = sprite.spriteframes + (show > 1 ? t->frame : 0);
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frame = &SpriteFrames[spriteIndex];
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DAngle angle = 270. + 22.5 - t->InterpolatedAngles(r_viewpoint.TicFrac).Yaw;
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if (frame->Texture[0] != frame->Texture[1]) angle += 180. / 16;
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DAngle angle = DAngle::fromDeg(270. + 22.5) - t->InterpolatedAngles(r_viewpoint.TicFrac).Yaw;
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if (frame->Texture[0] != frame->Texture[1]) angle += DAngle::fromDeg(180. / 16);
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if (am_rotate == 1 || (am_rotate == 2 && viewactive))
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{
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angle += players[consoleplayer].camera->InterpolatedAngles(r_viewpoint.TicFrac).Yaw - 90.;
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angle += players[consoleplayer].camera->InterpolatedAngles(r_viewpoint.TicFrac).Yaw - DAngle::fromDeg(90.);
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}
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rotation = int((angle.Normalized360() * (16. / 360.)).Degrees);
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@ -2944,7 +2944,7 @@ void DAutomap::drawThings ()
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if (am_rotate == 1 || (am_rotate == 2 && viewactive))
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{
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rotatePoint (&p.x, &p.y);
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angle += -players[consoleplayer].camera->InterpolatedAngles(r_viewpoint.TicFrac).Yaw + 90.;
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angle += -players[consoleplayer].camera->InterpolatedAngles(r_viewpoint.TicFrac).Yaw + DAngle::fromDeg(90.);
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}
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color = AMColors[AMColors.ThingColor];
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@ -2974,7 +2974,7 @@ void DAutomap::drawThings ()
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if (c >= 0) color.FromRGB(RPART(c), GPART(c), BPART(c));
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else color = AMColors[AMColors.ThingColor_CountItem];
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drawLineCharacter(&CheatKey[0], CheatKey.Size(), 0, 0., color, p.x, p.y);
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drawLineCharacter(&CheatKey[0], CheatKey.Size(), 0, nullAngle, color, p.x, p.y);
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color.RGB = 0;
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}
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else
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