- disable implicit conversions from float to TAngle

This commit is contained in:
Christoph Oelckers 2022-08-26 00:56:53 +02:00
commit f0fbdba593
66 changed files with 425 additions and 374 deletions

View file

@ -147,10 +147,10 @@ FSkyVertexBuffer::~FSkyVertexBuffer()
void FSkyVertexBuffer::SkyVertexDoom(int r, int c, bool zflip)
{
static const FAngle maxSideAngle = 60.f;
static const FAngle maxSideAngle = FAngle::fromDeg(60.f);
static const float scale = 10000.;
FAngle topAngle = (c / (float)mColumns * 360.f);
FAngle topAngle = FAngle::fromDeg((c / (float)mColumns * 360.f));
FAngle sideAngle = maxSideAngle * float(mRows - r) / float(mRows);
float height = sideAngle.Sin();
float realRadius = scale * sideAngle.Cos();
@ -190,10 +190,10 @@ void FSkyVertexBuffer::SkyVertexDoom(int r, int c, bool zflip)
void FSkyVertexBuffer::SkyVertexBuild(int r, int c, bool zflip)
{
static const FAngle maxSideAngle = 60.f;
static const FAngle maxSideAngle = FAngle::fromDeg(60.f);
static const float scale = 10000.;
FAngle topAngle = (c / (float)mColumns * 360.f);
FAngle topAngle = FAngle::fromDeg((c / (float)mColumns * 360.f));
FVector2 pos = topAngle.ToVector(scale);
float z = (!zflip) ? (mRows - r) * 4000.f : -(mRows - r) * 4000.f;