- reworked calls to P_SpawnPlayerMissile, P_AimLineAttack and P_LineAttack to use floating point angles.

This commit is contained in:
Christoph Oelckers 2016-03-17 11:38:56 +01:00
commit f332a098cd
34 changed files with 356 additions and 377 deletions

View file

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