- 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

@ -53,9 +53,9 @@ DEFINE_ACTION_FUNCTION(AActor, A_FireConePL1)
{
PARAM_ACTION_PROLOGUE;
angle_t angle;
DAngle angle;
int damage;
int slope;
DAngle slope;
int i;
AActor *mo;
bool conedone=false;
@ -78,8 +78,8 @@ DEFINE_ACTION_FUNCTION(AActor, A_FireConePL1)
damage = 90+(pr_cone()&15);
for (i = 0; i < 16; i++)
{
angle = self->_f_angle()+i*(ANG45/16);
slope = P_AimLineAttack (self, angle, MELEERANGE, &t, 0, ALF_CHECK3D);
angle = self->Angles.Yaw + i*(45./16);
slope = P_AimLineAttack (self, angle, MELEERANGE, &t, 0., ALF_CHECK3D);
if (t.linetarget)
{
P_DamageMobj (t.linetarget, self, self, damage, NAME_Ice, DMG_USEANGLE, FLOAT2ANGLE(t.angleFromSource.Degrees));