- 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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@ -341,7 +341,7 @@ static void MakeFountain (AActor *actor, int color1, int color2)
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if (particle)
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{
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DAngle an = M_Random() * (360. / 256);
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DAngle an = DAngle::fromDeg(M_Random() * (360. / 256));
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double out = actor->radius * M_Random() / 256.;
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particle->Pos = actor->Vec3Angle(out, an, actor->Height + 1);
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@ -374,7 +374,7 @@ void P_RunEffect (AActor *actor, int effects)
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double backy = -actor->radius * 2 * moveangle.Sin();
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double backz = actor->Height * ((2. / 3) - actor->Vel.Z / 8);
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DAngle an = moveangle + 90.;
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DAngle an = moveangle + DAngle::fromDeg(90.);
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double speed;
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particle = JitterParticle (actor->Level, 3 + (M_Random() & 31));
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@ -423,7 +423,7 @@ void P_RunEffect (AActor *actor, int effects)
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DVector3 pos = actor->Vec3Angle(-actor->radius * 2, moveangle, -actor->Height * actor->Vel.Z / 8 + actor->Height * (2. / 3));
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P_DrawSplash2 (actor->Level, 6, pos, moveangle + 180, 2, 2);
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P_DrawSplash2 (actor->Level, 6, pos, moveangle + DAngle::fromDeg(180), 2, 2);
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}
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if (actor->fountaincolor)
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{
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@ -454,7 +454,7 @@ void P_RunEffect (AActor *actor, int effects)
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particle = JitterParticle (actor->Level, 16);
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if (particle != NULL)
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{
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DAngle ang = M_Random() * (360 / 256.);
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DAngle ang = DAngle::fromDeg(M_Random() * (360 / 256.));
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DVector3 pos = actor->Vec3Angle(actor->radius, ang, 0);
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particle->Pos = pos;
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particle->color = *protectColors[M_Random() & 1];
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@ -500,7 +500,7 @@ void P_DrawSplash (FLevelLocals *Level, int count, const DVector3 &pos, DAngle a
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p->Acc.X += (M_Random () - 128) / 8192.;
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p->Acc.Y += (M_Random () - 128) / 8192.;
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p->Pos.Z = pos.Z - M_Random () / 64.;
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angle += M_Random() * (45./256);
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angle += DAngle::fromDeg(M_Random() * (45./256));
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p->Pos.X = pos.X + (M_Random() & 15)*angle.Cos();
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p->Pos.Y = pos.Y + (M_Random() & 15)*angle.Sin();
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}
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@ -552,13 +552,13 @@ void P_DrawSplash2 (FLevelLocals *Level, int count, const DVector3 &pos, DAngle
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p->Acc.Z = -1 / 22.;
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if (kind)
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{
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an = angle + ((M_Random() - 128) * (180 / 256.));
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an = angle + DAngle::fromDeg((M_Random() - 128) * (180 / 256.));
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p->Vel.X = M_Random() * an.Cos() / 2048.;
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p->Vel.Y = M_Random() * an.Sin() / 2048.;
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p->Acc.X = p->Vel.X / 16.;
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p->Acc.Y = p->Vel.Y / 16.;
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}
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an = angle + ((M_Random() - 128) * (90 / 256.));
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an = angle + DAngle::fromDeg((M_Random() - 128) * (90 / 256.));
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p->Pos.X = pos.X + ((M_Random() & 31) - 15) * an.Cos();
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p->Pos.Y = pos.Y + ((M_Random() & 31) - 15) * an.Sin();
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p->Pos.Z = pos.Z + (M_Random() + zadd - 128) * zspread;
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@ -687,7 +687,7 @@ void P_DrawRailTrail(AActor *source, TArray<SPortalHit> &portalhits, int color1,
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color1 = color1 == 0 ? -1 : ParticleColor(color1);
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pos = trail[0].start;
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deg = (double)SpiralOffset;
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deg = DAngle::fromDeg(SpiralOffset);
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for (i = spiral_steps; i; i--)
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{
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particle_t *p = NewParticle (source->Level);
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@ -708,7 +708,7 @@ void P_DrawRailTrail(AActor *source, TArray<SPortalHit> &portalhits, int color1,
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p->Vel = tempvec * drift / 16.;
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p->Pos = tempvec + pos;
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pos += trail[segment].dir * stepsize;
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deg += double(r_rail_spiralsparsity * 14);
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deg += DAngle::fromDeg(r_rail_spiralsparsity * 14);
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lencount -= stepsize;
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if (color1 == -1)
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{
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