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