- reworked calls to P_SpawnPlayerMissile, P_AimLineAttack and P_LineAttack to use floating point angles.
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34 changed files with 356 additions and 377 deletions
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@ -13,7 +13,7 @@
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#include "thingdef/thingdef.h"
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*/
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#define AXERANGE ((fixed_t)(2.25*MELEERANGE))
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#define AXERANGE (2.25 * MELEERANGE)
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static FRandom pr_axeatk ("FAxeAtk");
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@ -199,10 +199,10 @@ DEFINE_ACTION_FUNCTION(AActor, A_FAxeAttack)
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{
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PARAM_ACTION_PROLOGUE;
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angle_t angle;
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DAngle angle;
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fixed_t power;
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int damage;
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int slope;
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DAngle slope;
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int i;
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int useMana;
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player_t *player;
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@ -236,7 +236,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_FAxeAttack)
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{
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for (int j = 1; j >= -1; j -= 2)
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{
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angle = pmo->_f_angle() + j*i*(ANG45 / 16);
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angle = pmo->Angles.Yaw + j*i*(45. / 16);
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slope = P_AimLineAttack(pmo, angle, AXERANGE, &t);
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if (t.linetarget)
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{
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@ -257,7 +257,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_FAxeAttack)
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// didn't find any creatures, so try to strike any walls
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pmo->weaponspecial = 0;
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angle = pmo->_f_angle();
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angle = pmo->Angles.Yaw;
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slope = P_AimLineAttack (pmo, angle, MELEERANGE);
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P_LineAttack (pmo, angle, MELEERANGE, slope, damage, NAME_Melee, pufftype, true);
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