- use typedefs for TVector<double> etc.

(Better have this out of the way before messing around with this stuff...)
This commit is contained in:
Christoph Oelckers 2016-03-10 20:44:53 +01:00
commit f8ebfb541e
23 changed files with 72 additions and 67 deletions

View file

@ -316,7 +316,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, GetDistance)
if (checkz)
diff.z += (target->height - self->height) / 2;
const double length = TVector3<double>(FIXED2DBL(diff.x), FIXED2DBL(diff.y), (checkz) ? FIXED2DBL(diff.z) : 0).Length();
const double length = DVector3(FIXED2DBL(diff.x), FIXED2DBL(diff.y), (checkz) ? FIXED2DBL(diff.z) : 0).Length();
ret->SetFloat(length);
}
return 1;
@ -1260,7 +1260,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CustomMissile)
{
if (CMF_OFFSETPITCH & flags)
{
TVector2<double> velocity (missile->velx, missile->vely);
DVector2 velocity (missile->velx, missile->vely);
pitch += R_PointToAngle2(0,0, xs_CRoundToInt(velocity.Length()), missile->velz);
}
ang = pitch >> ANGLETOFINESHIFT;
@ -1269,7 +1269,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CustomMissile)
}
else
{
TVector2<double> velocity (missile->velx, missile->vely);
DVector2 velocity (missile->velx, missile->vely);
missilespeed = xs_CRoundToInt(velocity.Length());
}
@ -1677,7 +1677,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_FireCustomMissile)
{
// This original implementation is to aim straight ahead and then offset
// the angle from the resulting direction.
TVector3<double> velocity(misl->velx, misl->vely, 0);
DVector3 velocity(misl->velx, misl->vely, 0);
fixed_t missilespeed = xs_CRoundToInt(velocity.Length());
misl->angle += angle;
angle_t an = misl->angle >> ANGLETOFINESHIFT;
@ -1932,7 +1932,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CustomRailgun)
{
// We probably won't hit the target, but aim at it anyway so we don't look stupid.
fixedvec2 pos = self->Vec2To(self->target);
TVector2<double> xydiff(pos.x, pos.y);
DVector2 xydiff(pos.x, pos.y);
double zdiff = (self->target->Z() + (self->target->height>>1)) -
(self->Z() + (self->height>>1) - self->floorclip);
self->pitch = int(atan2(zdiff, xydiff.Length()) * ANGLE_180 / -M_PI);
@ -5514,7 +5514,7 @@ static bool DoRadiusGive(AActor *self, AActor *thing, PClassActor *item, int amo
{ // check if inside a sphere
double distsquared = double(distance) * double(distance);
double minsquared = double(mindist) * double(mindist);
double lengthsquared = TVector3<double>(diff.x, diff.y, diff.z).LengthSquared();
double lengthsquared = DVector3(diff.x, diff.y, diff.z).LengthSquared();
if (lengthsquared > distsquared || (minsquared && (lengthsquared < minsquared)))
{
return false;
@ -6814,7 +6814,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_FaceMovementDirection)
if (!(flags & FMDF_NOPITCH))
{
fixed_t current = mobj->pitch;
const TVector2<double> velocity(mobj->velx, mobj->vely);
const DVector2 velocity(mobj->velx, mobj->vely);
const fixed_t pitch = R_PointToAngle2(0, 0, xs_CRoundToInt(velocity.Length()), -mobj->velz);
if (pitchlimit > 0)
{