- 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

@ -352,7 +352,7 @@ bool HWSprite::CalculateVertices(HWDrawInfo *di, FVector3 *v, DVector3 *vp)
// Tilt the actor up or down based on pitch (increase 'somersaults' forward).
// Then counteract the roll and DO A BARREL ROLL.
FAngle pitch = (float)-Angles.Pitch.Degrees;
FAngle pitch = FAngle::fromDeg(-Angles.Pitch.Degrees);
pitch.Normalized180();
mat.Translate(x, z, y);
@ -429,7 +429,7 @@ bool HWSprite::CalculateVertices(HWDrawInfo *di, FVector3 *v, DVector3 *vp)
// [fgsfds] calculate yaw vectors
float yawvecX = 0, yawvecY = 0, rollDegrees = 0;
float angleRad = (270. - HWAngles.Yaw).Radians();
float angleRad = (FAngle::fromDeg(270.) - HWAngles.Yaw).Radians();
if (actor) rollDegrees = Angles.Roll.Degrees;
if (isFlatSprite)
{
@ -870,16 +870,16 @@ void HWSprite::Process(HWDrawInfo *di, AActor* thing, sector_t * sector, area_t
if (sprframe->Texture[0] == sprframe->Texture[1])
{
if (thing->flags7 & MF7_SPRITEANGLE)
rot = (thing->SpriteAngle + 45.0 / 2 * 9).BAMs() >> 28;
rot = (thing->SpriteAngle + DAngle::fromDeg(45.0 / 2 * 9)).BAMs() >> 28;
else
rot = (sprang - (thing->Angles.Yaw + thing->SpriteRotation) + 45.0 / 2 * 9).BAMs() >> 28;
rot = (sprang - (thing->Angles.Yaw + thing->SpriteRotation) + DAngle::fromDeg(45.0 / 2 * 9)).BAMs() >> 28;
}
else
{
if (thing->flags7 & MF7_SPRITEANGLE)
rot = (thing->SpriteAngle + (45.0 / 2 * 9 - 180.0 / 16)).BAMs() >> 28;
rot = (thing->SpriteAngle + DAngle::fromDeg(45.0 / 2 * 9 - 180.0 / 16)).BAMs() >> 28;
else
rot = (sprang - (thing->Angles.Yaw + thing->SpriteRotation) + (45.0 / 2 * 9 - 180.0 / 16)).BAMs() >> 28;
rot = (sprang - (thing->Angles.Yaw + thing->SpriteRotation) + DAngle::fromDeg(45.0 / 2 * 9 - 180.0 / 16)).BAMs() >> 28;
}
auto picnum = sprframe->Texture[rot];
if (sprframe->Flip & (1 << rot))
@ -902,7 +902,7 @@ void HWSprite::Process(HWDrawInfo *di, AActor* thing, sector_t * sector, area_t
else
{
// Flat sprites cannot rotate in a predictable manner.
sprangle = 0.;
sprangle = nullAngle;
rot = 0;
}
patch = sprites[spritenum].GetSpriteFrame(thing->frame, rot, sprangle, &mirror, !!(thing->renderflags & RF_SPRITEFLIP));