- 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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@ -765,7 +765,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_SeekerMissile)
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{
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self->tracer = P_RoughMonsterSearch (self, distance, true);
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}
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if (!P_SeekerMissile(self, clamp<int>(ang1, 0, 90), clamp<int>(ang2, 0, 90), !!(flags & SMF_PRECISE), !!(flags & SMF_CURSPEED)))
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if (!P_SeekerMissile(self, DAngle::fromDeg(clamp<int>(ang1, 0, 90)), DAngle::fromDeg(clamp<int>(ang2, 0, 90)), !!(flags & SMF_PRECISE), !!(flags & SMF_CURSPEED)))
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{
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if (flags & SMF_LOOK)
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{ // This monster is no longer seekable, so let us look for another one next time.
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@ -795,7 +795,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_BulletAttack)
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S_Sound (self, CHAN_WEAPON, 0, self->AttackSound, 1, ATTN_NORM);
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for (i = self->GetMissileDamage (0, 1); i > 0; --i)
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{
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DAngle angle = self->Angles.Yaw + pr_cabullet.Random2() * (5.625 / 256.);
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DAngle angle = self->Angles.Yaw + DAngle::fromDeg(pr_cabullet.Random2() * (5.625 / 256.));
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int damage = ((pr_cabullet()%5)+1)*3;
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P_LineAttack(self, angle, MISSILERANGE, slope, damage,
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NAME_Hitscan, NAME_BulletPuff);
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@ -931,7 +931,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_SpawnProjectile)
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{
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if (ti)
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{
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DAngle angle = self->Angles.Yaw - 90;
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DAngle angle = self->Angles.Yaw - DAngle::fromDeg(90.);
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double x = Spawnofs_xy * angle.Cos();
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double y = Spawnofs_xy * angle.Sin();
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double z = Spawnheight + self->GetBobOffset() - 32 + (self->player? self->player->crouchoffset : 0.);
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@ -1202,7 +1202,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_CustomRailgun)
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{
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self->Angles.Yaw = self->AngleTo(self->target);
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}
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self->Angles.Pitch = P_AimLineAttack (self, self->Angles.Yaw, MISSILERANGE, &t, 60., 0, aim ? self->target.Get() : nullptr);
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self->Angles.Pitch = P_AimLineAttack (self, self->Angles.Yaw, MISSILERANGE, &t, DAngle::fromDeg(60.), 0, aim ? self->target.Get() : nullptr);
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if (t.linetarget == NULL && aim)
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{
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// We probably won't hit the target, but aim at it anyway so we don't look stupid.
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@ -1228,7 +1228,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_CustomRailgun)
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if (self->target->flags & MF_SHADOW)
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{
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DAngle rnd = pr_crailgun.Random2() * (45. / 256.);
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DAngle rnd = DAngle::fromDeg(pr_crailgun.Random2() * (45. / 256.));
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self->Angles.Yaw += rnd;
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}
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}
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@ -1276,7 +1276,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_Recoil)
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PARAM_SELF_PROLOGUE(AActor);
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PARAM_FLOAT(xyvel);
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self->Thrust(self->Angles.Yaw + 180., xyvel);
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self->Thrust(self->Angles.Yaw + DAngle::fromDeg(180.), xyvel);
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return 0;
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}
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@ -2423,7 +2423,7 @@ DEFINE_ACTION_FUNCTION(AActor, CheckIfTargetInLOS)
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else
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{
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// Does the player aim at something that can be shot?
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P_AimLineAttack(self, self->Angles.Yaw, MISSILERANGE, &t, (flags & JLOSF_NOAUTOAIM) ? 0.5 : 0., ALF_PORTALRESTRICT);
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P_AimLineAttack(self, self->Angles.Yaw, MISSILERANGE, &t, DAngle::fromDeg((flags & JLOSF_NOAUTOAIM) ? 0.5 : 0.), ALF_PORTALRESTRICT);
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if (!t.linetarget)
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{
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@ -2435,14 +2435,14 @@ DEFINE_ACTION_FUNCTION(AActor, CheckIfTargetInLOS)
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{
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case JLOSF_TARGETLOS|JLOSF_FLIPFOV:
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// target makes sight check, player makes fov check; player has verified fov
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fov = 0.;
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fov = nullAngle;
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// fall-through
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case JLOSF_TARGETLOS:
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doCheckSight = !(flags & JLOSF_NOSIGHT); // The target is responsible for sight check and fov
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break;
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default:
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// player has verified sight and fov
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fov = 0.;
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fov = nullAngle;
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// fall-through
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case JLOSF_FLIPFOV: // Player has verified sight, but target must verify fov
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doCheckSight = false;
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@ -2473,7 +2473,7 @@ DEFINE_ACTION_FUNCTION(AActor, CheckIfTargetInLOS)
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ACTION_RETURN_BOOL(false);
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}
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if (flags & JLOSF_CLOSENOFOV)
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fov = 0.;
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fov = nullAngle;
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if (flags & JLOSF_CLOSENOSIGHT)
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doCheckSight = false;
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@ -2493,7 +2493,7 @@ DEFINE_ACTION_FUNCTION(AActor, CheckIfTargetInLOS)
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else { target = viewport; viewport = self; }
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}
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fov = min<DAngle>(fov, 360.);
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fov = min<DAngle>(fov, DAngle::fromDeg(360.));
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if (fov > 0)
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{
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@ -2567,7 +2567,7 @@ DEFINE_ACTION_FUNCTION(AActor, CheckIfInTargetLOS)
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ACTION_RETURN_BOOL(false);
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}
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if (flags & JLOSF_CLOSENOFOV)
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fov = 0.;
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fov = nullAngle;
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if (flags & JLOSF_CLOSENOSIGHT)
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doCheckSight = false;
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@ -2798,7 +2798,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_MonsterRefire)
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DEFINE_ACTION_FUNCTION(AActor, A_SetAngle)
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{
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PARAM_SELF_PROLOGUE(AActor);
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PARAM_FLOAT(angle);
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PARAM_ANGLE(angle);
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PARAM_INT(flags);
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PARAM_INT(ptr);
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@ -2821,7 +2821,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_SetAngle)
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DEFINE_ACTION_FUNCTION(AActor, A_SetPitch)
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{
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PARAM_SELF_PROLOGUE(AActor);
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PARAM_FLOAT(pitch);
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PARAM_ANGLE(pitch);
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PARAM_INT(flags);
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PARAM_INT(ptr);
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@ -2845,7 +2845,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_SetPitch)
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DEFINE_ACTION_FUNCTION(AActor, A_SetRoll)
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{
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PARAM_SELF_PROLOGUE(AActor);
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PARAM_FLOAT (roll);
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PARAM_ANGLE (roll);
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PARAM_INT (flags);
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PARAM_INT (ptr) ;
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AActor *ref = COPY_AAPTR(self, ptr);
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@ -2870,7 +2870,7 @@ static void SetViewAngleNative(AActor* self, double angle, int flags, int ptr)
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AActor *ref = COPY_AAPTR(self, ptr);
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if (ref != nullptr)
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{
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ref->SetViewAngle(angle, flags);
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ref->SetViewAngle(DAngle::fromDeg(angle), flags);
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}
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}
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@ -2899,7 +2899,7 @@ static void SetViewPitchNative(AActor* self, double pitch, int flags, int ptr)
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AActor *ref = COPY_AAPTR(self, ptr);
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if (ref != nullptr)
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{
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ref->SetViewPitch(pitch, flags);
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ref->SetViewPitch(DAngle::fromDeg(pitch), flags);
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}
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}
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@ -2928,7 +2928,7 @@ static void SetViewRollNative(AActor* self, double roll, int flags, int ptr)
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AActor *ref = COPY_AAPTR(self, ptr);
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if (ref != nullptr)
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{
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ref->SetViewRoll(roll, flags);
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ref->SetViewRoll(DAngle::fromDeg(roll), flags);
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}
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}
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@ -3317,7 +3317,7 @@ void A_Weave(AActor *self, int xyspeed, int zspeed, double xydist, double zdist)
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weaveXY = self->WeaveIndexXY & 63;
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weaveZ = self->WeaveIndexZ & 63;
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angle = self->Angles.Yaw + 90;
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angle = self->Angles.Yaw + DAngle::fromDeg(90);
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if (xydist != 0 && xyspeed != 0)
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{
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@ -4858,10 +4858,10 @@ enum VRFFlags
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DEFINE_ACTION_FUNCTION(AActor, A_SetVisibleRotation)
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{
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PARAM_SELF_PROLOGUE(AActor);
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PARAM_ANGLE(anglestart)
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PARAM_ANGLE(angleend)
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PARAM_ANGLE(pitchstart)
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PARAM_ANGLE(pitchend)
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PARAM_FANGLE(anglestart)
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PARAM_FANGLE(angleend)
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PARAM_FANGLE(pitchstart)
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PARAM_FANGLE(pitchend)
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PARAM_INT(flags)
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PARAM_INT(ptr)
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@ -4874,19 +4874,19 @@ DEFINE_ACTION_FUNCTION(AActor, A_SetVisibleRotation)
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if (!(flags & VRF_NOANGLESTART))
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{
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mobj->VisibleStartAngle = anglestart.Degrees;
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mobj->VisibleStartAngle = anglestart;
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}
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if (!(flags & VRF_NOANGLEEND))
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{
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mobj->VisibleEndAngle = angleend.Degrees;
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mobj->VisibleEndAngle = angleend;
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}
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if (!(flags & VRF_NOPITCHSTART))
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{
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mobj->VisibleStartPitch = pitchstart.Degrees;
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mobj->VisibleStartPitch = pitchstart;
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}
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if (!(flags & VRF_NOPITCHEND))
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{
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mobj->VisibleEndPitch = pitchend.Degrees;
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mobj->VisibleEndPitch = pitchend;
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}
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ACTION_RETURN_BOOL(true);
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@ -4929,7 +4929,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_CheckTerrain)
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{
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int anglespeed = self->Level->GetFirstSectorTag(sec) - 100;
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double speed = (anglespeed % 10) / 16.;
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DAngle an = (anglespeed / 10) * (360 / 8.);
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DAngle an = DAngle::fromDeg((anglespeed / 10) * (360 / 8.));
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self->Thrust(an, speed);
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}
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}
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