- 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

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