- disable implicit conversions from float to TAngle
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parent
8468f712e0
commit
f0fbdba593
66 changed files with 425 additions and 374 deletions
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@ -827,7 +827,7 @@ void FParser::SF_Spawn(void)
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{
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DVector3 pos;
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PClassActor *pclass;
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DAngle angle = 0.;
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DAngle angle = nullAngle;
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if (CheckArgs(3))
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{
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@ -853,7 +853,7 @@ void FParser::SF_Spawn(void)
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if(t_argc >= 4)
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{
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angle = floatvalue(t_argv[3]);
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angle = DAngle::fromDeg(floatvalue(t_argv[3]));
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}
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t_return.type = svt_mobj;
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@ -1217,7 +1217,7 @@ void FParser::SF_PushThing(void)
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AActor * mo = actorvalue(t_argv[0]);
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if(!mo) return;
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DAngle angle = floatvalue(t_argv[1]);
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DAngle angle = DAngle::fromDeg(floatvalue(t_argv[1]));
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double force = floatvalue(t_argv[2]);
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mo->Thrust(angle, force);
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}
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@ -1415,15 +1415,15 @@ void FParser::SF_SetCamera(void)
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return; // nullptr check
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}
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angle = t_argc < 2 ? newcamera->Angles.Yaw : floatvalue(t_argv[1]);
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angle = t_argc < 2 ? newcamera->Angles.Yaw : DAngle::fromDeg(floatvalue(t_argv[1]));
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newcamera->specialf1 = newcamera->Angles.Yaw.Degrees;
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newcamera->specialf2 = newcamera->Z();
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double z = t_argc < 3 ? newcamera->Sector->floorplane.ZatPoint(newcamera) + 41 : floatvalue(t_argv[2]);
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newcamera->SetOrigin(newcamera->PosAtZ(z), false);
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newcamera->Angles.Yaw = angle;
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if (t_argc < 4) newcamera->Angles.Pitch = 0.;
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else newcamera->Angles.Pitch = clamp(floatvalue(t_argv[3]), -50., 50.) * (20. / 32.);
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if (t_argc < 4) newcamera->Angles.Pitch = nullAngle;
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else newcamera->Angles.Pitch = DAngle::fromDeg(clamp(floatvalue(t_argv[3]), -50., 50.) * (20. / 32.));
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player->camera=newcamera;
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newcamera->renderflags |= RF_NOINTERPOLATEVIEW;
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}
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@ -1445,7 +1445,7 @@ void FParser::SF_ClearCamera(void)
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if (cam)
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{
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player->camera=player->mo;
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cam->Angles.Yaw = cam->specialf1;
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cam->Angles.Yaw = DAngle::fromDeg(cam->specialf1);
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cam->SetZ(cam->specialf2);
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}
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@ -2732,10 +2732,10 @@ void FParser::SF_MoveCamera(void)
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}
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else finishedmove = true;
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DAngle targetangle = DAngle(floatvalue(t_argv[4])).Normalized360();
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DAngle targetangle = DAngle::fromDeg(floatvalue(t_argv[4])).Normalized360();
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if (cam->Angles.Yaw != targetangle)
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{
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DAngle anglespeed = floatvalue(t_argv[5]);
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DAngle anglespeed = DAngle::fromDeg(floatvalue(t_argv[5]));
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DAngle anglenow = targetangle;
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const DAngle diffangle = deltaangle(cam->Angles.Yaw, targetangle);
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@ -3307,7 +3307,7 @@ void FParser::SF_LineAttack()
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mo = actorvalue(t_argv[0]);
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damage = intvalue(t_argv[2]);
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angle = floatvalue(t_argv[1]);
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angle = DAngle::fromDeg(floatvalue(t_argv[1]));
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slope = P_AimLineAttack(mo, angle, MISSILERANGE);
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P_LineAttack(mo, angle, MISSILERANGE, slope, damage, NAME_Hitscan, NAME_BulletPuff);
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