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author | Simon Howard | 2008-10-01 17:31:28 +0000 |
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committer | Simon Howard | 2008-10-01 17:31:28 +0000 |
commit | bf5e84859e2aca7f543f88a4a93bb971332aa989 (patch) | |
tree | 377a3eac2ccbfdc6859f7b28ac83cc589d9a1c01 /src/hexen/a_action.c | |
parent | fde2f7883fbd50ea4b56c0cc35f15161ff3ab649 (diff) | |
download | chocolate-doom-bf5e84859e2aca7f543f88a4a93bb971332aa989.tar.gz chocolate-doom-bf5e84859e2aca7f543f88a4a93bb971332aa989.tar.bz2 chocolate-doom-bf5e84859e2aca7f543f88a4a93bb971332aa989.zip |
Merge Hexen fixed_t and angle definitions to common code, plus byte
swapping macros, bounding box checking, read/write file, screenshot and
command line argument code. Update Heretic code to use ANG1_X rather
than the new (correct) ANG1 definition.
Subversion-branch: /branches/raven-branch
Subversion-revision: 1311
Diffstat (limited to 'src/hexen/a_action.c')
-rw-r--r-- | src/hexen/a_action.c | 10 |
1 files changed, 5 insertions, 5 deletions
diff --git a/src/hexen/a_action.c b/src/hexen/a_action.c index 1361106d..cb3ba817 100644 --- a/src/hexen/a_action.c +++ b/src/hexen/a_action.c @@ -206,7 +206,7 @@ void A_PotteryCheck(mobj_t * actor) if (P_CheckSight(actor, pmo) && (abs(R_PointToAngle2(pmo->x, pmo->y, actor->x, actor->y) - - pmo->angle) <= ANGLE_45)) + pmo->angle) <= ANG45)) { // Previous state (pottery bit waiting state) P_SetMobjState(actor, actor->state - &states[0] - 1); } @@ -228,7 +228,7 @@ void A_PotteryCheck(mobj_t * actor) pmo->y, actor->x, actor->y) - - pmo->angle) <= ANGLE_45)) + pmo->angle) <= ANG45)) { // Previous state (pottery bit waiting state) P_SetMobjState(actor, actor->state - &states[0] - 1); return; @@ -925,7 +925,7 @@ void A_Quake(mobj_t * actor) P_DamageMobj(victim, NULL, NULL, HITDICE(1)); } // Thrust player around - an = victim->angle + ANGLE_1 * P_Random(); + an = victim->angle + ANG1 * P_Random(); P_ThrustMobj(victim, an, richters << (FRACBITS - 1)); } } @@ -1292,11 +1292,11 @@ void A_BatMove(mobj_t * actor) if (P_Random() < 128) { - newangle = actor->angle + ANGLE_1 * actor->args[4]; + newangle = actor->angle + ANG1 * actor->args[4]; } else { - newangle = actor->angle - ANGLE_1 * actor->args[4]; + newangle = actor->angle - ANG1 * actor->args[4]; } // Adjust momentum vector to new direction |