- 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

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