- 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

@ -212,7 +212,7 @@ void DBot::Dofire (ticcmd_t *cmd)
{
//MAKEME: This should be smarter.
if ((pr_botdofire()%200)<=skill.reaction)
if(Check_LOS(enemy, SHOOTFOV))
if(Check_LOS(enemy, DAngle::fromDeg(SHOOTFOV)))
no_fire = false;
}
else if (GetBotInfo(player->ReadyWeapon).projectileType != NULL)
@ -237,7 +237,7 @@ void DBot::Dofire (ticcmd_t *cmd)
fm = Dist / GetDefaultByType (GetBotInfo(player->ReadyWeapon).projectileType)->Speed;
Level->BotInfo.SetBodyAt(Level, enemy->Pos() + enemy->Vel.XY() * fm * 2, 1);
Angle = player->mo->AngleTo(Level->BotInfo.body1);
if (Check_LOS (enemy, SHOOTFOV))
if (Check_LOS (enemy, DAngle::fromDeg(SHOOTFOV)))
no_fire = false;
}
else
@ -254,9 +254,9 @@ void DBot::Dofire (ticcmd_t *cmd)
aiming_value = skill.aiming - aiming_penalty;
if (aiming_value <= 0)
aiming_value = 1;
m = ((SHOOTFOV/2)-(aiming_value*SHOOTFOV/200)); //Higher skill is more accurate
m = DAngle::fromDeg(((SHOOTFOV/2)-(aiming_value*SHOOTFOV/200))); //Higher skill is more accurate
if (m <= 0)
m = 1.; //Prevents lock.
m = DAngle::fromDeg(1.); //Prevents lock.
if (m != 0)
{
@ -271,7 +271,7 @@ void DBot::Dofire (ticcmd_t *cmd)
increase = !increase;
}
if (Check_LOS (enemy, (SHOOTFOV/2)))
if (Check_LOS (enemy, DAngle::fromDeg(SHOOTFOV/2)))
no_fire = false;
}
if (!no_fire) //If going to fire weapon
@ -328,7 +328,7 @@ void FCajunMaster::BotTick(AActor *mo)
{
if (!players[i].Bot->missile && (mo->flags3 & MF3_WARNBOT))
{ //warn for incoming missiles.
if (mo->target != players[i].mo && players[i].Bot->Check_LOS(mo, 90.))
if (mo->target != players[i].mo && players[i].Bot->Check_LOS(mo, DAngle::fromDeg(90.)))
players[i].Bot->missile = mo;
}
}
@ -425,9 +425,9 @@ AActor *DBot::Find_enemy ()
//Note: It's hard to ambush a bot who is not alone
if (allround || mate)
vangle = 360.;
vangle = DAngle::fromDeg(360.);
else
vangle = ENEMY_SCAN_FOV;
vangle = DAngle::fromDeg(ENEMY_SCAN_FOV);
allround = false;
target = NULL;
@ -537,7 +537,7 @@ DAngle DBot::FireRox (AActor *enemy, ticcmd_t *cmd)
dist = actor->Distance2D (enemy);
if (dist < SAFE_SELF_MISDIST)
return 0.;
return nullAngle;
//Predict.
m = ((dist+1) / GetDefaultByName("Rocket")->Speed);
@ -563,7 +563,7 @@ DAngle DBot::FireRox (AActor *enemy, ticcmd_t *cmd)
return player->mo->AngleTo(enemy);
}
}
return 0.;
return nullAngle;
}
// [RH] We absolutely do not want to pick things up here. The bot code is