- disable implicit conversions from float to TAngle
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8468f712e0
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66 changed files with 425 additions and 374 deletions
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@ -401,7 +401,7 @@ int P_HitFriend(AActor * self)
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{
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DAngle angle = self->AngleTo(self->target);
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double dist = self->Distance2D(self->target);
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P_AimLineAttack (self, angle, dist, &t, 0., true);
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P_AimLineAttack (self, angle, dist, &t, nullAngle, true);
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if (t.linetarget != NULL && t.linetarget != self->target)
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{
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return self->IsFriend (t.linetarget);
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@ -994,7 +994,7 @@ void P_NewChaseDir(AActor * actor)
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}
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else if (front == actor->Z() && back < actor->Z() - actor->MaxDropOffHeight)
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{
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angle = line->Delta().Angle() + 180.; // back side dropoff
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angle = line->Delta().Angle() + DAngle::fromDeg(180.); // back side dropoff
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}
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else continue;
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@ -1263,7 +1263,7 @@ int P_IsVisible(AActor *lookee, AActor *other, INTBOOL allaround, FLookExParams
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else
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{
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mindist = maxdist = 0;
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fov = allaround ? 0. : 180.;
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fov = DAngle::fromDeg(allaround ? 0. : 180.);
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}
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double dist = lookee->Distance2D (other);
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@ -1999,7 +1999,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_LookEx)
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AActor *targ = NULL; // Shuts up gcc
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double dist;
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if (fov == 0) fov = 180.;
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if (fov == nullAngle) fov = DAngle::fromDeg(180.);
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FLookExParams params = { fov, minseedist, maxseedist, maxheardist, flags, seestate };
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if (self->flags5 & MF5_INCONVERSATION)
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@ -2226,15 +2226,15 @@ void A_Wander(AActor *self, int flags)
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// turn towards movement direction if not there yet
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if (!(flags & CHF_NODIRECTIONTURN) && (self->movedir < DI_NODIR))
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{
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self->Angles.Yaw = floor(self->Angles.Yaw.Degrees / 45) * 45.;
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DAngle delta = deltaangle(self->Angles.Yaw, (self->movedir * 45));
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self->Angles.Yaw = DAngle::fromDeg(floor(self->Angles.Yaw.Degrees / 45) * 45.);
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DAngle delta = deltaangle(self->Angles.Yaw, DAngle::fromDeg(self->movedir * 45));
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if (delta < 0)
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{
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self->Angles.Yaw -= 45;
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self->Angles.Yaw -= DAngle::fromDeg(45);
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}
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else if (delta > 0)
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{
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self->Angles.Yaw += 45;
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self->Angles.Yaw += DAngle::fromDeg(45);
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}
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}
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@ -2379,15 +2379,15 @@ void A_DoChase (AActor *actor, bool fastchase, FState *meleestate, FState *missi
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}
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else if (!(flags & CHF_NODIRECTIONTURN) && actor->movedir < 8)
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{
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actor->Angles.Yaw = floor(actor->Angles.Yaw.Degrees / 45) * 45.;
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DAngle delta = deltaangle(actor->Angles.Yaw, (actor->movedir * 45));
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actor->Angles.Yaw = DAngle::fromDeg(floor(actor->Angles.Yaw.Degrees / 45) * 45.);
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DAngle delta = deltaangle(actor->Angles.Yaw, DAngle::fromDeg(actor->movedir * 45));
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if (delta < 0)
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{
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actor->Angles.Yaw -= 45;
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actor->Angles.Yaw -= DAngle::fromDeg(45);
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}
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else if (delta > 0)
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{
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actor->Angles.Yaw += 45;
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actor->Angles.Yaw += DAngle::fromDeg(45);
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}
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}
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@ -2552,8 +2552,8 @@ void A_DoChase (AActor *actor, bool fastchase, FState *meleestate, FState *missi
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if (pr_chase() < 100)
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{
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DAngle ang = actor->AngleTo(actor->target);
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if (pr_chase() < 128) ang += 90.;
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else ang -= 90.;
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if (pr_chase() < 128) ang += DAngle::fromDeg(90.);
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else ang -= DAngle::fromDeg(90.);
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actor->VelFromAngle(13., ang);
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actor->FastChaseStrafeCount = 3; // strafe time
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}
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@ -3022,7 +3022,7 @@ void A_Face(AActor *self, AActor *other, DAngle max_turn, DAngle max_pitch, DAng
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// This will never work well if the turn angle is limited.
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if (max_turn == 0 && (self->Angles.Yaw == other_angle) && other->flags & MF_SHADOW && !(self->flags6 & MF6_SEEINVISIBLE) )
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{
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self->Angles.Yaw += pr_facetarget.Random2() * (45 / 256.);
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self->Angles.Yaw += DAngle::fromDeg(pr_facetarget.Random2() * (45 / 256.));
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}
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}
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@ -3058,7 +3058,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_MonsterRail)
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self->Angles.Yaw = self->AngleTo(self->target);
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self->Angles.Pitch = P_AimLineAttack (self, self->Angles.Yaw, MISSILERANGE, &t, 60., 0, self->target);
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self->Angles.Pitch = P_AimLineAttack (self, self->Angles.Yaw, MISSILERANGE, &t, DAngle::fromDeg(60.), 0, self->target);
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if (t.linetarget == NULL)
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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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@ -3072,7 +3072,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_MonsterRail)
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if (self->target->flags & MF_SHADOW && !(self->flags6 & MF6_SEEINVISIBLE))
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{
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self->Angles.Yaw += pr_railface.Random2() * 45./256;
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self->Angles.Yaw += DAngle::fromDeg(pr_railface.Random2() * 45./256);
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}
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FRailParams p;
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