- 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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@ -78,7 +78,7 @@ static const uint8_t ChangeMap[8] = { 0, 1, 5, 3, 7, 2, 6, 0 };
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#define SPEED(a) ((a) / 8.)
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#define TICS(a) (((a)*TICRATE)/35)
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#define OCTICS(a) (((a)*TICRATE)/8)
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#define BYTEANGLE(a) ((a) * (360./256.))
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#define BYTEANGLE(a) DAngle::fromDeg((a) * (360./256.))
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#define CRUSH(a) ((a) > 0? (a) : -1)
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#define CHANGE(a) (((a) >= 0 && (a)<=7)? ChangeMap[a]:0)
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@ -1736,13 +1736,13 @@ FUNC(LS_Thing_Hate)
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FUNC(LS_Thing_ProjectileAimed)
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// Thing_ProjectileAimed (tid, type, speed, target, newtid)
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{
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return Level->EV_Thing_Projectile (arg0, it, arg1, NULL, 0., SPEED(arg2), 0, arg3, it, 0, arg4, false);
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return Level->EV_Thing_Projectile (arg0, it, arg1, NULL, nullAngle, SPEED(arg2), 0, arg3, it, 0, arg4, false);
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}
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FUNC(LS_Thing_ProjectileIntercept)
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// Thing_ProjectileIntercept (tid, type, speed, target, newtid)
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{
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return Level->EV_Thing_Projectile (arg0, it, arg1, NULL, 0., SPEED(arg2), 0, arg3, it, 0, arg4, true);
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return Level->EV_Thing_Projectile (arg0, it, arg1, NULL, nullAngle, SPEED(arg2), 0, arg3, it, 0, arg4, true);
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}
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// [BC] added newtid for next two
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@ -1761,7 +1761,7 @@ FUNC(LS_Thing_SpawnNoFog)
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FUNC(LS_Thing_SpawnFacing)
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// Thing_SpawnFacing (tid, type, nofog, newtid)
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{
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return Level->EV_Thing_Spawn (arg0, it, arg1, 1000000., arg2 ? false : true, arg3);
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return Level->EV_Thing_Spawn (arg0, it, arg1, DAngle::fromDeg(1000000.), arg2 ? false : true, arg3);
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}
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FUNC(LS_Thing_Raise)
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@ -2583,8 +2583,8 @@ FUNC(LS_Sector_SetCeilingScale2)
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FUNC(LS_Sector_SetRotation)
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// Sector_SetRotation (tag, floor-angle, ceiling-angle)
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{
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DAngle ceiling = (double)arg2;
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DAngle floor = (double)arg1;
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DAngle ceiling = DAngle::fromDeg(arg2);
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DAngle floor = DAngle::fromDeg(arg1);
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auto itr = Level->GetSectorTagIterator(arg0);
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int secnum;
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@ -3234,7 +3234,7 @@ FUNC(LS_ForceField)
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if (it != NULL)
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{
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P_DamageMobj (it, NULL, NULL, 16, NAME_None);
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it->Thrust(it->Angles.Yaw + 180, 7.8125);
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it->Thrust(it->Angles.Yaw + DAngle::fromDeg(180), 7.8125);
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}
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return true;
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}
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@ -3308,7 +3308,7 @@ FUNC(LS_GlassBreak)
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}
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if (glass != nullptr)
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{
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glass->Angles.Yaw = pr_glass() * (360 / 256.);
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glass->Angles.Yaw = DAngle::fromDeg(pr_glass() * (360 / 256.));
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glass->VelFromAngle(pr_glass() & 3);
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glass->Vel.Z = (pr_glass() & 7);
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// [RH] Let the shards stick around longer than they did in Strife.
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