diff --git a/src/k_battle.c b/src/k_battle.c index 14ecfabf5..575b54ffe 100644 --- a/src/k_battle.c +++ b/src/k_battle.c @@ -266,7 +266,7 @@ mobj_t *K_SpawnSphereBox(fixed_t x, fixed_t y, fixed_t z, angle_t angle, SINT8 f { mobj_t *drop = P_SpawnMobj(x, y, z, MT_SPHEREBOX); - P_InitAngle(drop, angle); + drop->angle = angle; P_Thrust(drop, FixedAngle(P_RandomFixed() * 180) + angle, P_RandomRange(4, 12) * mapobjectscale); @@ -604,7 +604,7 @@ static void K_SpawnOvertimeLaser(fixed_t x, fixed_t y, fixed_t scale) mo->eflags |= MFE_VERTICALFLIP; } - P_InitAngle(mo, R_PointToAngle2(mo->x, mo->y, battleovertime.x, battleovertime.y) + ANGLE_90); + mo->angle = R_PointToAngle2(mo->x, mo->y, battleovertime.x, battleovertime.y) + ANGLE_90; mo->renderflags |= (RF_DONTDRAW & ~(K_GetPlayerDontDrawFlag(player))); P_SetScale(mo, scale); diff --git a/src/k_collide.c b/src/k_collide.c index 128364cfc..58719d508 100644 --- a/src/k_collide.c +++ b/src/k_collide.c @@ -572,7 +572,7 @@ boolean K_DropTargetCollide(mobj_t *t1, mobj_t *t2) if (t2deflect < ANG10) P_InstaThrust(t2, t2angle, t2speed); - P_InitAngle(t1, R_PointToAngle2(0, 0, t1->momx, t1->momy)); + t1->angle = t1->old_angle = R_PointToAngle2(0, 0, t1->momx, t1->momy); t1->reactiontime = 7*(t1speed+t2speed)/FRACUNIT; if (t1->reactiontime < 10) @@ -619,7 +619,6 @@ boolean K_DropTargetCollide(mobj_t *t1, mobj_t *t2) { blast->angle += ANGLE_90; } - P_InitAngle(blast, blast->angle); blast->destscale *= 10; } diff --git a/src/k_follower.c b/src/k_follower.c index 2a5f92a05..53c211458 100644 --- a/src/k_follower.c +++ b/src/k_follower.c @@ -330,7 +330,7 @@ void K_HandleFollower(player_t *player) K_UpdateFollowerState(player->follower, fl.idlestate, FOLLOWERSTATE_IDLE); P_SetTarget(&player->follower->target, player->mo); // we need that to know when we need to disappear - P_InitAngle(player->follower, player->mo->angle); + player->follower->angle = player->follower->old_angle = player->mo->angle; // This is safe to only spawn it here, the follower is removed then respawned when switched. if (bubble) diff --git a/src/k_kart.c b/src/k_kart.c index f8412f0d1..4d3424dce 100644 --- a/src/k_kart.c +++ b/src/k_kart.c @@ -2053,7 +2053,7 @@ void K_SpawnDashDustRelease(player_t *player) dust = P_SpawnMobj(newx, newy, player->mo->z, MT_FASTDUST); P_SetTarget(&dust->target, player->mo); - P_InitAngle(dust, travelangle - ((i&1) ? -1 : 1) * ANGLE_45); + dust->angle = travelangle - (((i&1) ? -1 : 1) * ANGLE_45); dust->destscale = player->mo->scale; P_SetScale(dust, player->mo->scale); @@ -2217,7 +2217,7 @@ void K_SpawnNormalSpeedLines(player_t *player) MT_FASTLINE); P_SetTarget(&fast->target, player->mo); - P_InitAngle(fast, K_MomentumAngle(player->mo)); + fast->angle = K_MomentumAngle(player->mo); fast->momx = 3*player->mo->momx/4; fast->momy = 3*player->mo->momy/4; fast->momz = 3*P_GetMobjZMovement(player->mo)/4; @@ -2268,7 +2268,7 @@ void K_SpawnInvincibilitySpeedLines(mobj_t *mo) P_SetMobjState(fast, S_KARTINVLINES1); P_SetTarget(&fast->target, mo); - P_InitAngle(fast, K_MomentumAngle(mo)); + fast->angle = K_MomentumAngle(mo); fast->momx = 3*mo->momx/4; fast->momy = 3*mo->momy/4; @@ -3958,7 +3958,7 @@ void K_TakeBumpersFromPlayer(player_t *player, player_t *victim, UINT8 amount) P_SetTarget(&newmo->tracer, victim->mo); P_SetTarget(&newmo->target, player->mo); - P_InitAngle(newmo, (diff * (newbumper-1))); + newmo->angle = (diff * (newbumper-1)); newmo->color = victim->skincolor; if (newbumper+1 < 2) @@ -4046,7 +4046,7 @@ void K_SpawnMineExplosion(mobj_t *source, UINT8 color) { dust = P_SpawnMobj(source->x, source->y, source->z, MT_SMOKE); P_SetMobjState(dust, S_OPAQUESMOKE1); - P_InitAngle(dust, (ANGLE_180/16) * i); + dust->angle = (ANGLE_180/16) * i; P_SetScale(dust, source->scale); dust->destscale = source->scale*10; dust->scalespeed = source->scale/12; @@ -4196,7 +4196,7 @@ static mobj_t *K_SpawnKartMissile(mobj_t *source, mobjtype_t type, angle_t an, I th->z = th->floorz; } - P_InitAngle(th, an); + th->angle = an; th->momx = FixedMul(finalspeed, FINECOSINE(an>>ANGLETOFINESHIFT)); th->momy = FixedMul(finalspeed, FINESINE(an>>ANGLETOFINESHIFT)); @@ -4369,7 +4369,7 @@ static void K_SpawnDriftElectricity(player_t *player) y = P_ReturnThrustY(mo, verticalangle, verticalradius) + P_ReturnThrustY(mo, horizonatalangle, horizontalradius); spark = P_SpawnMobjFromMobj(mo, x, y, 0, MT_DRIFTELECTRICITY); - P_InitAngle(spark, sparkangle); + spark->angle = sparkangle; spark->momx = mo->momx; spark->momy = mo->momy; spark->momz = mo->momz; @@ -4414,7 +4414,7 @@ void K_SpawnDriftElectricSparks(player_t *player) fixed_t yoff = P_ReturnThrustY(mo, sparkangle, sparkradius); mobj_t *spark = P_SpawnMobjFromMobj(mo, x + xoff, y + yoff, z, MT_DRIFTELECTRICSPARK); - P_InitAngle(spark, sparkangle); + spark->angle = sparkangle; spark->color = color; P_InstaThrust(spark, mo->angle + ANGLE_90, hspeed); P_SetObjectMomZ(spark, vspeed, false); @@ -4465,7 +4465,7 @@ static void K_SpawnDriftSparks(player_t *player) spark = P_SpawnMobj(newx, newy, player->mo->z, MT_DRIFTSPARK); P_SetTarget(&spark->target, player->mo); - P_InitAngle(spark, travelangle-(ANGLE_45/5)*player->drift); + spark->angle = travelangle-((ANGLE_45/5)*player->drift); spark->destscale = player->mo->scale; P_SetScale(spark, player->mo->scale); @@ -4609,7 +4609,7 @@ static void K_SpawnAIZDust(player_t *player) newy = player->mo->y + P_ReturnThrustY(player->mo, travelangle - (player->aizdriftstrat*ANGLE_45), FixedMul(24*FRACUNIT, player->mo->scale)); spark = P_SpawnMobj(newx, newy, player->mo->z, MT_AIZDRIFTSTRAT); - P_InitAngle(spark, travelangle+(player->aizdriftstrat*ANGLE_90)); + spark->angle = travelangle+(player->aizdriftstrat*ANGLE_90); P_SetScale(spark, (spark->destscale = (3*player->mo->scale)>>2)); spark->momx = (6*player->mo->momx)/5; @@ -4661,7 +4661,7 @@ void K_SpawnBoostTrail(player_t *player) flame = P_SpawnMobj(newx, newy, ground, MT_SNEAKERTRAIL); P_SetTarget(&flame->target, player->mo); - P_InitAngle(flame, travelangle); + flame->angle = travelangle; flame->fuse = TICRATE*2; flame->destscale = player->mo->scale; P_SetScale(flame, player->mo->scale); @@ -4708,7 +4708,7 @@ void K_SpawnSparkleTrail(mobj_t *mo) sparkle = P_SpawnMobj(newx, newy, newz, MT_SPARKLETRAIL); - P_InitAngle(sparkle, R_PointToAngle2(mo->x, mo->y, sparkle->x, sparkle->y)); + sparkle->angle = R_PointToAngle2(mo->x, mo->y, sparkle->x, sparkle->y); sparkle->movefactor = R_PointToDist2(mo->x, mo->y, sparkle->x, sparkle->y); // Save the distance we spawned away from the player. //CONS_Printf("movefactor: %d\n", sparkle->movefactor/FRACUNIT); @@ -4758,7 +4758,7 @@ void K_SpawnWipeoutTrail(mobj_t *mo) mo->z, MT_WIPEOUTTRAIL); P_SetTarget(&dust->target, mo); - P_InitAngle(dust, K_MomentumAngle(mo)); + dust->angle = K_MomentumAngle(mo); dust->destscale = mo->scale; P_SetScale(dust, mo->scale); K_FlipFromObject(dust, mo); @@ -4824,7 +4824,7 @@ void K_SpawnDraftDust(mobj_t *mo) P_SetMobjState(dust, S_DRAFTDUST1 + foff); P_SetTarget(&dust->target, mo); - P_InitAngle(dust, ang - (ANGLE_90 * sign)); // point completely perpendicular from the player + dust->angle = ang - (ANGLE_90 * sign); // point completely perpendicular from the player dust->destscale = mo->scale; P_SetScale(dust, mo->scale); K_FlipFromObject(dust, mo); @@ -4999,7 +4999,7 @@ static void K_SpawnTripwireVFX(mobj_t *mo) mo->z, MT_DRIFTDUST); P_SetTarget(&dust->target, mo); - P_InitAngle(dust, ang - (ANGLE_90 * sign)); // point completely perpendicular from the player + dust->angle = ang - (ANGLE_90 * sign); // point completely perpendicular from the player P_SetScale(dust, mo->scale); dust->destscale = mo->scale * 6; dust->scalespeed = mo->scale/12; @@ -5444,7 +5444,7 @@ static void K_DoLightningShield(player_t *player) for (i=0; i<7; i++) { mo = P_SpawnMobj(player->mo->x, player->mo->y, player->mo->z, MT_THOK); - P_InitAngle(mo, P_RandomRange(0, 359)*ANG1); + mo->angle = P_RandomRange(0, 359)*ANG1; mo->fuse = P_RandomRange(20, 50); P_SetTarget(&mo->target, player->mo); P_SetMobjState(mo, S_KLIT1); @@ -5457,7 +5457,7 @@ static void K_DoLightningShield(player_t *player) sx = player->mo->x + FixedMul((player->mo->scale*THUNDERRADIUS), FINECOSINE((an*i)>>ANGLETOFINESHIFT)); sy = player->mo->y + FixedMul((player->mo->scale*THUNDERRADIUS), FINESINE((an*i)>>ANGLETOFINESHIFT)); mo = P_SpawnMobj(sx, sy, player->mo->z, MT_THOK); - P_InitAngle(mo, an*i); + mo->angle = an*i; mo->extravalue1 = THUNDERRADIUS; // Used to know whether we should teleport by radius or something. mo->scale = player->mo->scale*3; P_SetTarget(&mo->target, player->mo); @@ -5782,7 +5782,7 @@ static void K_ThrowLandMine(player_t *player) P_SetScale(landMine, player->mo->scale); landMine->destscale = player->mo->destscale; - P_InitAngle(landMine, player->mo->angle); + landMine->angle = player->mo->angle; landMine->momz = (30 * mapobjectscale * P_MobjFlip(player->mo)) + player->mo->momz; landMine->color = player->skincolor; @@ -6099,7 +6099,7 @@ mobj_t *K_CreatePaperItem(fixed_t x, fixed_t y, fixed_t z, angle_t angle, SINT8 P_SetScale(drop, drop->scale>>4); drop->destscale = (3*drop->destscale)/2; - P_InitAngle(drop, angle); + drop->angle = angle; P_Thrust(drop, FixedAngle(P_RandomFixed() * 180) + angle, 16*mapobjectscale); @@ -7607,7 +7607,7 @@ void K_KartPlayerThink(player_t *player, ticcmd_t *cmd) { mobj_t *ring = P_SpawnMobj(player->mo->x, player->mo->y, player->mo->z, MT_RING); ring->extravalue1 = 1; // Ring collect animation timer - P_InitAngle(ring, player->mo->angle); // animation angle + ring->angle = player->mo->angle; // animation angle P_SetTarget(&ring->target, player->mo); // toucher for thinker player->pickuprings++; if (player->superring <= 3) @@ -8575,7 +8575,7 @@ void K_SpawnDriftBoostExplosion(player_t *player, int stage) { mobj_t *overlay = P_SpawnMobj(player->mo->x, player->mo->y, player->mo->z, MT_DRIFTEXPLODE); - P_InitAngle(overlay, K_MomentumAngle(player->mo)); + overlay->angle = K_MomentumAngle(player->mo); P_SetTarget(&overlay->target, player->mo); P_SetScale(overlay, (overlay->destscale = player->mo->scale)); K_FlipFromObject(overlay, player->mo); @@ -9255,9 +9255,9 @@ static void K_KartSpindashWind(mobj_t *parent) P_SetTarget(&wind->target, parent); if (parent->momx || parent->momy) - P_InitAngle(wind, R_PointToAngle2(0, 0, parent->momx, parent->momy)); + wind->angle = R_PointToAngle2(0, 0, parent->momx, parent->momy); else - P_InitAngle(wind, parent->player->drawangle); + wind->angle = parent->player->drawangle; wind->momx = 3 * parent->momx / 4; wind->momy = 3 * parent->momy / 4; @@ -9306,7 +9306,7 @@ static void K_KartSpindash(player_t *player) mobj_t *grease; grease = P_SpawnMobj(player->mo->x, player->mo->y, player->mo->z, MT_TIREGREASE); P_SetTarget(&grease->target, player->mo); - P_InitAngle(grease, K_MomentumAngle(player->mo)); + grease->angle = K_MomentumAngle(player->mo); grease->extravalue1 = i; } } @@ -9741,7 +9741,7 @@ void K_MoveKartPlayer(player_t *player, boolean onground) mo = P_SpawnMobj(player->mo->x, player->mo->y, player->mo->z, MT_ROCKETSNEAKER); K_MatchGenericExtraFlags(mo, player->mo); mo->flags |= MF_NOCLIPTHING; - P_InitAngle(mo, player->mo->angle); + mo->angle = player->mo->angle; mo->threshold = 10; mo->movecount = moloop%2; mo->movedir = mo->lastlook = moloop+1; @@ -9841,7 +9841,7 @@ void K_MoveKartPlayer(player_t *player, boolean onground) break; } mo->flags |= MF_NOCLIPTHING; - P_InitAngle(mo, newangle); + mo->angle = newangle; mo->threshold = 10; mo->movecount = player->itemamount; mo->movedir = mo->lastlook = moloop+1; @@ -9883,7 +9883,7 @@ void K_MoveKartPlayer(player_t *player, boolean onground) break; } mo->flags |= MF_NOCLIPTHING; - P_InitAngle(mo, newangle); + mo->angle = newangle; mo->threshold = 10; mo->movecount = player->itemamount; mo->movedir = mo->lastlook = moloop+1; @@ -10345,7 +10345,7 @@ void K_MoveKartPlayer(player_t *player, boolean onground) spdl = P_SpawnMobj(sx, sy, sz, MT_FASTLINE); P_SetTarget(&spdl->target, player->mo); - P_InitAngle(spdl, R_PointToAngle2(spdl->x, spdl->y, player->mo->x, player->mo->y)); + spdl->angle = R_PointToAngle2(spdl->x, spdl->y, player->mo->x, player->mo->y); spdl->rollangle = -ANG1*90*P_MobjFlip(player->mo); // angle them downwards relative to the player's gravity... spdl->spriteyscale = player->trickboostpower+FRACUNIT; spdl->momx = player->mo->momx; diff --git a/src/k_race.c b/src/k_race.c index fde4c9be2..1354b9d56 100644 --- a/src/k_race.c +++ b/src/k_race.c @@ -370,7 +370,7 @@ static void K_DrawFinishLineBeamForLine(fixed_t offset, angle_t aiming, line_t * P_SetMobjState(end1, S_FINISHBEAMEND1); end1->renderflags = RF_DONTDRAW & ~K_GetPlayerDontDrawFlag(&players[displayplayers[i]]); - P_InitAngle(end1, lineangle); + end1->angle = lineangle; end2 = P_SpawnMobj( v->x + (8*sx), @@ -381,7 +381,7 @@ static void K_DrawFinishLineBeamForLine(fixed_t offset, angle_t aiming, line_t * P_SetMobjState(end2, S_FINISHBEAMEND2); end2->renderflags = RF_DONTDRAW & ~K_GetPlayerDontDrawFlag(&players[displayplayers[i]]); - P_InitAngle(end2, lineangle); + end2->angle = lineangle; P_SetTarget(&end2->tracer, end1); end2->flags2 |= MF2_LINKDRAW; diff --git a/src/k_respawn.c b/src/k_respawn.c index 9a8cc38e8..ef2a4c9f9 100644 --- a/src/k_respawn.c +++ b/src/k_respawn.c @@ -575,7 +575,7 @@ static void K_MovePlayerToRespawnPoint(player_t *player) P_SetTarget(&lasermo->target, player->mo); - P_InitAngle(lasermo, stepha + ANGLE_90); + lasermo->angle = stepha + ANGLE_90; P_SetScale(lasermo, (lasermo->destscale = player->mo->scale)); } } @@ -638,7 +638,7 @@ static void K_DropDashWait(player_t *player) P_SetTarget(&laser->target, player->mo); - P_InitAngle(laser, newangle + ANGLE_90); + laser->angle = newangle + ANGLE_90; laser->momz = (8 * player->mo->scale) * P_MobjFlip(player->mo); P_SetScale(laser, (laser->destscale = player->mo->scale)); } diff --git a/src/lua_baselib.c b/src/lua_baselib.c index bc09ba62b..76c244cdf 100644 --- a/src/lua_baselib.c +++ b/src/lua_baselib.c @@ -1493,7 +1493,8 @@ static int lib_pSetAngle(lua_State *L) if (!thing) return LUA_ErrInvalid(L, "mobj_t"); - P_InitAngle(thing, newValue); + //P_SetAngle(thing, newValue); + thing->angle = thing->old_angle = newValue; return 0; } @@ -1505,7 +1506,8 @@ static int lib_pSetPitch(lua_State *L) INLEVEL if (!thing) return LUA_ErrInvalid(L, "mobj_t"); - P_InitPitch(thing, newValue); + //P_SetPitch(thing, newValue); + thing->pitch = thing->old_pitch = newValue; return 0; } @@ -1517,7 +1519,8 @@ static int lib_pSetRoll(lua_State *L) INLEVEL if (!thing) return LUA_ErrInvalid(L, "mobj_t"); - P_InitRoll(thing, newValue); + //P_SetRoll(thing, newValue); + thing->roll = thing->old_roll = newValue; return 0; } diff --git a/src/p_enemy.c b/src/p_enemy.c index 2c69e7bfe..9a9df8093 100644 --- a/src/p_enemy.c +++ b/src/p_enemy.c @@ -1221,7 +1221,7 @@ void A_StatueBurst(mobj_t *actor) if (!locvar1 || !(new = P_SpawnMobjFromMobj(actor, 0, 0, 0, locvar1))) return; - P_InitAngle(new, actor->angle); + new->angle = actor->angle; P_SetTarget(&new->target, actor->target); if (locvar2) P_SetMobjState(new, (statenum_t)locvar2); @@ -2509,7 +2509,7 @@ void A_LobShot(mobj_t *actor) P_SetTarget(&shot->target, actor); // where it came from - P_InitAngle(shot, actor->angle); + shot->angle = actor->angle; an = actor->angle >> ANGLETOFINESHIFT; dist = P_AproxDistance(actor->target->x - shot->x, actor->target->y - shot->y); @@ -2876,7 +2876,7 @@ void A_Boss1Laser(mobj_t *actor) S_StartSound(actor, mobjinfo[locvar1].seesound); point = P_SpawnMobj(x + P_ReturnThrustX(actor, actor->angle, actor->radius), y + P_ReturnThrustY(actor, actor->angle, actor->radius), actor->z - actor->height / 2, MT_EGGMOBILE_TARGET); - P_InitAngle(point, actor->angle); + point->angle = actor->angle; point->fuse = dur+1; P_SetTarget(&point->target, actor->target); P_SetTarget(&actor->target, point); @@ -2886,7 +2886,7 @@ void A_Boss1Laser(mobj_t *actor) point = P_SpawnMobj(x, y, z, locvar1); P_SetTarget(&point->target, actor); - P_InitAngle(point, actor->angle); + point->angle = actor->angle; speed = point->radius; point->momz = FixedMul(FINECOSINE(angle>>ANGLETOFINESHIFT), speed); point->momx = FixedMul(FINESINE(angle>>ANGLETOFINESHIFT), FixedMul(FINECOSINE(point->angle>>ANGLETOFINESHIFT), speed)); @@ -2895,7 +2895,7 @@ void A_Boss1Laser(mobj_t *actor) for (i = 0; i < 256; i++) { mobj_t *mo = P_SpawnMobj(point->x, point->y, point->z, point->type); - P_InitAngle(mo, point->angle); + mo->angle = point->angle; mo->color = LASERCOLORS[((UINT8)(i + 3*dur) >> 2) % sizeof(LASERCOLORS)]; // codeing P_UnsetThingPosition(mo); mo->flags = MF_NOCLIP|MF_NOCLIPHEIGHT|MF_NOGRAVITY|MF_SCENERY; @@ -2927,7 +2927,7 @@ void A_Boss1Laser(mobj_t *actor) if (z - floorz < mobjinfo[MT_EGGMOBILE_FIRE].height>>1 && dur & 1) { point = P_SpawnMobj(x, y, floorz, MT_EGGMOBILE_FIRE); - P_InitAngle(point, actor->angle); + point->angle = actor->angle; point->destscale = actor->scale; P_SetScale(point, point->destscale); P_SetTarget(&point->target, actor); @@ -3511,7 +3511,7 @@ bossjustdie: P_ReturnThrustX(mo, mo->angle - ANGLE_90, 32<angle - ANGLE_90, 32<angle); + mo2->angle = mo->angle; P_InstaThrust(mo2, mo2->angle - ANGLE_90, 4*mo2->scale); P_SetObjectMomZ(mo2, 4*FRACUNIT, false); P_SetMobjState(mo2, S_BOSSEGLZ1); @@ -3520,7 +3520,7 @@ bossjustdie: P_ReturnThrustX(mo, mo->angle + ANGLE_90, 32<angle + ANGLE_90, 32<angle); + mo2->angle = mo->angle; P_InstaThrust(mo2, mo2->angle + ANGLE_90, 4*mo2->scale); P_SetObjectMomZ(mo2, 4*FRACUNIT, false); P_SetMobjState(mo2, S_BOSSEGLZ2); @@ -3532,7 +3532,7 @@ bossjustdie: P_ReturnThrustX(mo, mo->angle - ANGLE_90, 32<angle - ANGLE_90, 32<angle); + mo2->angle = mo->angle; P_InstaThrust(mo2, mo2->angle - ANGLE_90, 4*mo2->scale); P_SetObjectMomZ(mo2, 4*FRACUNIT, false); P_SetMobjState(mo2, S_BOSSTANK1); @@ -3541,7 +3541,7 @@ bossjustdie: P_ReturnThrustX(mo, mo->angle + ANGLE_90, 32<angle + ANGLE_90, 32<angle); + mo2->angle = mo->angle; P_InstaThrust(mo2, mo2->angle + ANGLE_90, 4*mo2->scale); P_SetObjectMomZ(mo2, 4*FRACUNIT, false); P_SetMobjState(mo2, S_BOSSTANK2); @@ -3549,7 +3549,7 @@ bossjustdie: mo2 = P_SpawnMobjFromMobj(mo, 0, 0, mobjinfo[MT_EGGMOBILE2].height + (32<angle); + mo2->angle = mo->angle; P_SetObjectMomZ(mo2, 4*FRACUNIT, false); mo2->momz += mo->momz; P_SetMobjState(mo2, S_BOSSSPIGOT); @@ -3558,7 +3558,7 @@ bossjustdie: case MT_EGGMOBILE3: { mo2 = P_SpawnMobjFromMobj(mo, 0, 0, 0, MT_BOSSJUNK); - P_InitAngle(mo2, mo->angle); + mo2->angle = mo->angle; P_SetMobjState(mo2, S_BOSSSEBH1); } break; @@ -3610,8 +3610,8 @@ bossjustdie: pole->tracer->flags |= MF_NOCLIPTHING; P_SetScale(pole, (pole->destscale = 2*FRACUNIT)); P_SetScale(pole->tracer, (pole->tracer->destscale = 2*FRACUNIT)); - P_InitAngle(pole, mo->tracer->angle); - P_InitAngle(pole->tracer, mo->tracer->angle); + pole->angle = mo->tracer->angle; + pole->tracer->angle = mo->tracer->angle; pole->tracer->tracer->angle = pole->angle - ANGLE_90; pole->momx = P_ReturnThrustX(pole, pole->angle, speed); pole->momy = P_ReturnThrustY(pole, pole->angle, speed); @@ -3980,7 +3980,7 @@ void A_AttractChase(mobj_t *actor) sparkle = P_SpawnMobj(actor->target->x, actor->target->y, actor->target->z, MT_RINGSPARKS); P_SetTarget(&sparkle->target, actor->target); - P_InitAngle(sparkle, (actor->target->angle + (offset>>1)) + (offset * actor->target->player->sparkleanim)); + sparkle->angle = (actor->target->angle + (offset>>1)) + (offset * actor->target->player->sparkleanim); actor->target->player->sparkleanim = (actor->target->player->sparkleanim+1) % 20; P_KillMobj(actor, actor->target, actor->target, DMG_NORMAL); @@ -5264,7 +5264,7 @@ void A_RockSpawn(mobj_t *actor) mo = P_SpawnMobj(actor->x, actor->y, actor->z, MT_FALLINGROCK); P_SetMobjState(mo, mobjinfo[type].spawnstate); - P_InitAngle(mo, R_PointToAngle2(line->v2->x, line->v2->y, line->v1->x, line->v1->y)); + mo->angle = R_PointToAngle2(line->v2->x, line->v2->y, line->v1->x, line->v1->y); P_InstaThrust(mo, mo->angle, dist + randomoomph); mo->momz = dist + randomoomph; @@ -7010,7 +7010,7 @@ void A_Boss3ShockThink(mobj_t *actor) snew->momx = (actor->momx + snext->momx) >> 1; snew->momy = (actor->momy + snext->momy) >> 1; snew->momz = (actor->momz + snext->momz) >> 1; // is this really needed? - P_InitAngle(snew, (actor->angle + snext->angle) >> 1); + snew->angle = (actor->angle + snext->angle) >> 1; P_SetTarget(&snew->target, actor->target); snew->fuse = actor->fuse; @@ -7166,7 +7166,7 @@ void A_SpawnObjectAbsolute(mobj_t *actor) mo = P_SpawnMobj(x<angle); + mo->angle = actor->angle; if (actor->eflags & MFE_VERTICALFLIP) mo->flags2 |= MF2_OBJECTFLIP; @@ -7208,7 +7208,7 @@ void A_SpawnObjectRelative(mobj_t *actor) (actor->eflags & MFE_VERTICALFLIP) ? ((actor->z + actor->height - mobjinfo[type].height) - FixedMul(z<scale)) : (actor->z + FixedMul(z<scale)), type); // Spawn objects with an angle matching the spawner's, rather than spawning Eastwards - Monster Iestyn - P_InitAngle(mo, actor->angle); + mo->angle = actor->angle; if (actor->eflags & MFE_VERTICALFLIP) mo->flags2 |= MF2_OBJECTFLIP; @@ -7918,7 +7918,7 @@ void A_BossJetFume(mobj_t *actor) P_SetScale(filler, filler->destscale); if (actor->eflags & MFE_VERTICALFLIP) filler->flags2 |= MF2_OBJECTFLIP; - P_InitAngle(filler, actor->angle - ANGLE_180); + filler->angle = actor->angle - ANGLE_180; P_SetTarget(&actor->tracer, filler); }*/ @@ -9671,7 +9671,7 @@ void A_TrapShot(mobj_t *actor) S_StartSound(missile, missile->info->seesound); P_SetTarget(&missile->target, actor); - P_InitAngle(missile, actor->angle); + missile->angle = actor->angle; speed = FixedMul(missile->info->speed, missile->scale); @@ -10248,7 +10248,7 @@ void A_BrakLobShot(mobj_t *actor) S_StartSound(shot, shot->info->seesound); P_SetTarget(&shot->target, actor); // where it came from - P_InitAngle(shot, actor->angle); + shot->angle = actor->angle; // Horizontal axes first. First parameter is initial horizontal impulse, second is to correct its angle. shot->momx = FixedMul(FixedMul(v, FINECOSINE(theta >> ANGLETOFINESHIFT)), FINECOSINE(shot->angle >> ANGLETOFINESHIFT)); @@ -10315,7 +10315,7 @@ void A_NapalmScatter(mobj_t *actor) mo = P_SpawnMobj(actor->x, actor->y, actor->z, typeOfShot); P_SetTarget(&mo->target, actor->target); // Transfer target so Brak doesn't hit himself like an idiot - P_InitAngle(mo, fa << ANGLETOFINESHIFT); + mo->angle = fa << ANGLETOFINESHIFT; mo->momx = FixedMul(FINECOSINE(fa),vx); mo->momy = FixedMul(FINESINE(fa),vx); mo->momz = vy; @@ -10339,7 +10339,7 @@ void A_SpawnFreshCopy(mobj_t *actor) newObject = P_SpawnMobjFromMobj(actor, 0, 0, 0, actor->type); newObject->flags2 = actor->flags2 & MF2_AMBUSH; - P_InitAngle(newObject, actor->angle); + newObject->angle = actor->angle; newObject->color = actor->color; P_SetTarget(&newObject->target, actor->target); P_SetTarget(&newObject->tracer, actor->tracer); @@ -10375,7 +10375,7 @@ mobj_t *P_InternalFlickySpawn(mobj_t *actor, mobjtype_t flickytype, fixed_t momz } flicky = P_SpawnMobjFromMobj(actor, offsx, offsy, 0, flickytype); - P_InitAngle(flicky, actor->angle); + flicky->angle = actor->angle; if (flickytype == MT_SEED) flicky->z += P_MobjFlip(actor)*(actor->height - flicky->height)/2; @@ -10525,7 +10525,7 @@ void A_FlickyCenter(mobj_t *actor) else if (actor->flags & MF_SLIDEME) // aimless { actor->tracer->fuse = 0; // less than 2*TICRATE means move aimlessly. - P_InitAngle(actor->tracer, P_RandomKey(180)*ANG2); + actor->tracer->angle = P_RandomKey(180)*ANG2; } else //orbit actor->tracer->fuse = FRACUNIT; @@ -11222,7 +11222,7 @@ void A_ConnectToGround(mobj_t *actor) { work = P_SpawnMobjFromMobj(actor, 0, 0, workz, locvar1); if (work) - P_InitAngle(work, ang); + work->angle = ang; ang += ANGLE_90; workz += workh; } @@ -11268,7 +11268,7 @@ void A_SpawnParticleRelative(mobj_t *actor) (actor->eflags & MFE_VERTICALFLIP) ? ((actor->z + actor->height - mobjinfo[MT_PARTICLE].height) - FixedMul(z<scale)) : (actor->z + FixedMul(z<scale)), MT_PARTICLE); // Spawn objects with an angle matching the spawner's, rather than spawning Eastwards - Monster Iestyn - P_InitAngle(mo, actor->angle); + mo->angle = actor->angle; if (actor->eflags & MFE_VERTICALFLIP) mo->flags2 |= MF2_OBJECTFLIP; @@ -12015,7 +12015,7 @@ void A_Boss5MakeJunk(mobj_t *actor) broked->fuse = TICRATE; else broked->fuse = (((locvar2 & 1) ? 4 : 2)*TICRATE)/3; - P_InitAngle(broked, ang); + broked->angle = ang; P_InstaThrust(broked, ang, ((locvar2 & 2) ? 8 : 5)*actor->scale); P_SetObjectMomZ(broked, (((locvar2) ? 4 : 0) + P_RandomRange(2, 5))< 0) @@ -12094,7 +12094,7 @@ static void P_DustRing(mobjtype_t mobjtype, UINT32 div, fixed_t x, fixed_t y, fi mobjtype ); - P_InitAngle(dust, ang*i + ANGLE_90); + dust->angle = ang*i + ANGLE_90; P_SetScale(dust, FixedMul(initscale, scale)); dust->destscale = FixedMul(4*FRACUNIT + P_RandomFixed(), scale); dust->scalespeed = scale/24; @@ -12299,7 +12299,7 @@ static mobj_t *P_TrainSeg(mobj_t *src, fixed_t x, fixed_t y, fixed_t z, angle_t s->fuse = 16*TICRATE; s->sprite = spr; s->frame = frame|FF_PAPERSPRITE; - P_InitAngle(s, ang); + s->angle = ang; P_Thrust(s, src->angle, 7*FRACUNIT); return s; } @@ -12671,7 +12671,7 @@ void A_SaloonDoorSpawn(mobj_t *actor) // One door... if (!(door = P_SpawnMobjFromMobj(actor, c, s, 0, locvar1))) return; - P_InitAngle(door, ang + ANGLE_180); + door->angle = ang + ANGLE_180; door->extravalue1 = AngleFixed(door->angle); // Origin angle door->extravalue2 = 0; // Angular speed P_SetTarget(&door->tracer, actor); // Origin door @@ -12679,7 +12679,7 @@ void A_SaloonDoorSpawn(mobj_t *actor) // ...two door! if (!(door = P_SpawnMobjFromMobj(actor, -c, -s, 0, locvar1))) return; - P_InitAngle(door, ang); + door->angle = ang; door->extravalue1 = AngleFixed(door->angle); // Origin angle door->extravalue2 = 0; // Angular speed P_SetTarget(&door->tracer, actor); // Origin door @@ -12875,7 +12875,7 @@ void A_SpawnPterabytes(mobj_t *actor) c = FINECOSINE(fa); s = FINESINE(fa); waypoint = P_SpawnMobjFromMobj(actor, FixedMul(c, rad), FixedMul(s, rad), 0, MT_PTERABYTEWAYPOINT); - P_InitAngle(waypoint, ang + ANGLE_90); + waypoint->angle = ang + ANGLE_90; P_SetTarget(&waypoint->tracer, actor); ptera = P_SpawnMobjFromMobj(waypoint, 0, 0, 0, MT_PTERABYTE); ptera->angle = waypoint->angle; @@ -13049,7 +13049,7 @@ void A_DragonbomberSpawn(mobj_t *actor) segment = P_SpawnMobjFromMobj(mo, x, y, 0, MT_DRAGONTAIL); P_SetTarget(&segment->target, mo); P_SetTarget(&mo->tracer, segment); - P_InitAngle(segment, mo->angle); + segment->angle = mo->angle; mo = segment; } for (i = 0; i < 2; i++) // spawn wings @@ -13465,7 +13465,7 @@ static void SpawnSPBDust(mobj_t *mo) P_SetScale(dust, mo->scale*2); dust->colorized = true; dust->color = SKINCOLOR_RED; - P_InitAngle(dust, mo->angle - FixedAngle(FRACUNIT*90 - FRACUNIT*180*i)); // The first one will spawn to the right of the spb, the second one to the left. + dust->angle = mo->angle - FixedAngle(FRACUNIT*90 - FRACUNIT*180*i); // The first one will spawn to the right of the spb, the second one to the left. P_Thrust(dust, dust->angle, 6*dust->scale); K_MatchGenericExtraFlags(dust, mo); @@ -13502,7 +13502,7 @@ static void SpawnSPBAIZDust(mobj_t *mo, INT32 dir) spark->flags = MF_NOGRAVITY|MF_PAIN; P_SetTarget(&spark->target, mo); - P_InitAngle(spark, travelangle+(dir*ANGLE_90)); + spark->angle = travelangle+(dir*ANGLE_90); P_SetScale(spark, (spark->destscale = mo->scale*3/2)); spark->momx = (6*mo->momx)/5; @@ -13521,7 +13521,7 @@ static void SpawnSPBSpeedLines(mobj_t *actor) MT_FASTLINE); P_SetTarget(&fast->target, actor); - P_InitAngle(fast, K_MomentumAngle(actor)); + fast->angle = K_MomentumAngle(actor); fast->color = SKINCOLOR_RED; fast->colorized = true; K_MatchGenericExtraFlags(fast, actor); @@ -14111,7 +14111,7 @@ void A_RandomShadowFrame(mobj_t *actor) P_SetScale(fake, FRACUNIT*3/2); fake->scale = FRACUNIT*3/2; fake->destscale = FRACUNIT*3/2; - P_InitAngle(fake, actor->angle); + fake->angle = actor->angle; fake->tics = -1; actor->renderflags |= RF_DONTDRAW; actor->extravalue1 = 1; @@ -14499,8 +14499,6 @@ void A_FlameShieldPaper(mobj_t *actor) paper->frame |= framea; } - P_InitAngle(paper, paper->angle); - paper->extravalue1 = i; } } diff --git a/src/p_inter.c b/src/p_inter.c index 0974e11d7..fcde34c23 100644 --- a/src/p_inter.c +++ b/src/p_inter.c @@ -1202,7 +1202,7 @@ void P_KillMobj(mobj_t *target, mobj_t *inflictor, mobj_t *source, UINT8 damaget mo->angle = FixedAngle((P_RandomKey(36)*10)<angle); + mo2->angle = mo->angle; P_SetMobjState(mo2, S_BOSSSEBH2); if (++i == 2) // we've already removed 2 of these, let's stop now @@ -1346,7 +1346,7 @@ void P_KillMobj(mobj_t *target, mobj_t *inflictor, mobj_t *source, UINT8 damaget for (i = 0; i < 2; i++) { mobj_t *blast = P_SpawnMobjFromMobj(target, 0, 0, target->info->height >> 1, MT_BATTLEBUMPER_BLAST); - P_InitAngle(blast, angle + i*ANGLE_90); + blast->angle = angle + i*ANGLE_90; P_SetScale(blast, 2*blast->scale/3); blast->destscale = 2*blast->scale; } @@ -1576,7 +1576,7 @@ void P_KillMobj(mobj_t *target, mobj_t *inflictor, mobj_t *source, UINT8 damaget chunk = P_SpawnMobjFromMobj(target, 0, 0, 0, MT_SPIKE);\ P_SetMobjState(chunk, target->info->xdeathstate);\ chunk->health = 0;\ - P_InitAngle(chunk, angtweak);\ + chunk->angle = angtweak;\ P_UnsetThingPosition(chunk);\ chunk->flags = MF_NOCLIP;\ chunk->x += xmov;\ @@ -1598,7 +1598,7 @@ void P_KillMobj(mobj_t *target, mobj_t *inflictor, mobj_t *source, UINT8 damaget chunk = P_SpawnMobjFromMobj(target, 0, 0, 0, MT_SPIKE); P_SetMobjState(chunk, target->info->deathstate); chunk->health = 0; - P_InitAngle(chunk, ang + ANGLE_180); + chunk->angle = ang + ANGLE_180; P_UnsetThingPosition(chunk); chunk->flags = MF_NOCLIP; chunk->x -= xoffs; @@ -1644,7 +1644,7 @@ void P_KillMobj(mobj_t *target, mobj_t *inflictor, mobj_t *source, UINT8 damaget chunk = P_SpawnMobjFromMobj(target, 0, 0, 0, MT_WALLSPIKE);\ P_SetMobjState(chunk, target->info->xdeathstate);\ chunk->health = 0;\ - P_InitAngle(chunk, target->angle);\ + chunk->angle = target->angle;\ P_UnsetThingPosition(chunk);\ chunk->flags = MF_NOCLIP;\ chunk->x += xmov - forwardxoffs;\ @@ -1670,7 +1670,7 @@ void P_KillMobj(mobj_t *target, mobj_t *inflictor, mobj_t *source, UINT8 damaget P_SetMobjState(chunk, target->info->deathstate); chunk->health = 0; - P_InitAngle(chunk, target->angle); + chunk->angle = target->angle; P_UnsetThingPosition(chunk); chunk->flags = MF_NOCLIP; chunk->x += forwardxoffs - xoffs; @@ -1794,7 +1794,7 @@ static boolean P_KillPlayer(player_t *player, mobj_t *inflictor, mobj_t *source, boom = P_SpawnMobj(player->mo->x, player->mo->y, player->mo->z, MT_FZEROBOOM); boom->scale = player->mo->scale; - P_InitAngle(boom, player->mo->angle); + boom->angle = player->mo->angle; P_SetTarget(&boom->target, player->mo); } diff --git a/src/p_local.h b/src/p_local.h index 0e03b8482..c334643b0 100644 --- a/src/p_local.h +++ b/src/p_local.h @@ -416,9 +416,6 @@ boolean P_TryMove(mobj_t *thing, fixed_t x, fixed_t y, boolean allowdropoff); boolean P_Move(mobj_t *actor, fixed_t speed); boolean P_SetOrigin(mobj_t *thing, fixed_t x, fixed_t y, fixed_t z); boolean P_MoveOrigin(mobj_t *thing, fixed_t x, fixed_t y, fixed_t z); -void P_InitAngle(mobj_t *thing, angle_t newValue); -void P_InitPitch(mobj_t *thing, angle_t newValue); -void P_InitRoll(mobj_t *thing, angle_t newValue); void P_SlideMove(mobj_t *mo); void P_BouncePlayerMove(mobj_t *mo); void P_BounceMove(mobj_t *mo); diff --git a/src/p_map.c b/src/p_map.c index 3d6938ed2..928d9009b 100644 --- a/src/p_map.c +++ b/src/p_map.c @@ -158,31 +158,6 @@ boolean P_MoveOrigin(mobj_t *thing, fixed_t x, fixed_t y, fixed_t z) return P_TeleportMove(thing, x, y, z); } -// -// P_InitAngle - Change an object's angle, including interp values. -// -void P_InitAngle(mobj_t *thing, angle_t newValue) -{ - thing->angle = thing->old_angle = newValue; -} - -// -// P_InitPitch - Change an object's pitch, including interp values. -// -void P_InitPitch(mobj_t *thing, angle_t newValue) -{ - thing->pitch = thing->old_pitch = newValue; -} - -// -// P_InitRoll - Change an object's roll, including interp values. -// -void P_InitRoll(mobj_t *thing, angle_t newValue) -{ - thing->roll = thing->old_roll = newValue; -} - - // ========================================================================= // MOVEMENT ITERATOR FUNCTIONS // ========================================================================= @@ -432,7 +407,7 @@ boolean P_DoSpring(mobj_t *spring, mobj_t *object) mobj_t *grease; grease = P_SpawnMobj(object->x, object->y, object->z, MT_TIREGREASE); P_SetTarget(&grease->target, object); - P_InitAngle(grease, K_MomentumAngle(object)); + grease->angle = K_MomentumAngle(object); grease->extravalue1 = i; } } diff --git a/src/p_mobj.c b/src/p_mobj.c index 4731094e1..f55f4e24e 100644 --- a/src/p_mobj.c +++ b/src/p_mobj.c @@ -2412,7 +2412,7 @@ boolean P_ZMovement(mobj_t *mo) MT_KART_TIRE ); - P_InitAngle(tire, mo->angle); + tire->angle = mo->angle; tire->fuse = 3*TICRATE; P_InstaThrust(tire, tireAngle, 4 * mo->scale); P_SetObjectMomZ(tire, 4*FRACUNIT, false); @@ -2432,7 +2432,7 @@ boolean P_ZMovement(mobj_t *mo) MT_KART_TIRE ); - P_InitAngle(tire, mo->angle); + tire->angle = mo->angle; tire->fuse = 3*TICRATE; P_InstaThrust(tire, tireAngle, 4 * mo->scale); P_SetObjectMomZ(tire, 4*FRACUNIT, false); @@ -4201,7 +4201,7 @@ static void P_SpawnItemCapsuleParts(mobj_t *mobj) part = part->hnext; P_SetTarget(&part->target, mobj); P_SetMobjState(part, buttState); - P_InitAngle(part, i * ANG_CAPSULE); + part->angle = i * ANG_CAPSULE; part->movedir = spin; // rotation speed part->movefactor = 0; // z offset part->extravalue1 = buttScale; // relative scale @@ -4212,7 +4212,7 @@ static void P_SpawnItemCapsuleParts(mobj_t *mobj) part = part->hnext; P_SetTarget(&part->target, mobj); P_SetMobjState(part, S_ITEMCAPSULE_TOP_SIDE); - P_InitAngle(part, i * ANG_CAPSULE); + part->angle = i * ANG_CAPSULE; part->movedir = spin; // rotation speed part->movefactor = mobj->info->height - part->info->height; // z offset } @@ -4540,7 +4540,7 @@ void P_SpawnParaloop(fixed_t x, fixed_t y, fixed_t z, fixed_t radius, INT32 numb mobj->z -= mobj->height>>1; // change angle - P_InitAngle(mobj, R_PointToAngle2(mobj->x, mobj->y, x, y)); + mobj->angle = R_PointToAngle2(mobj->x, mobj->y, x, y); // change slope dist = P_AproxDistance(P_AproxDistance(x - mobj->x, y - mobj->y), z - mobj->z); @@ -5229,7 +5229,7 @@ static void P_FlameJetSceneryThink(mobj_t *mobj) flame = P_SpawnMobj(mobj->x, mobj->y, mobj->z, MT_FLAMEJETFLAME); P_SetMobjState(flame, S_FLAMEJETFLAME4); - P_InitAngle(flame, mobj->angle); + flame->angle = mobj->angle; if (mobj->flags2 & MF2_AMBUSH) // Wave up and down instead of side-to-side flame->momz = mobj->fuse << (FRACBITS - 2); @@ -5718,7 +5718,7 @@ static void P_MobjSceneryThink(mobj_t *mobj) blast->angle += ANGLE_90; S_StartSound(blast, sfx_cdfm64); } - P_InitAngle(blast, blast->angle); + blast->angle = blast->angle; blast->destscale *= 4; } @@ -5863,7 +5863,7 @@ static void P_MobjSceneryThink(mobj_t *mobj) mobj->x = mobj->target->x; mobj->y = mobj->target->y; - P_InitAngle (mobj, R_PointToAngle(mobj->x, mobj->y) + ANGLE_90); // literally only happened because i wanted to ^L^R the SPR_ITEM's + mobj->angle = R_PointToAngle(mobj->x, mobj->y) + ANGLE_90; // literally only happened because i wanted to ^L^R the SPR_ITEM's if (!r_splitscreen && players[displayplayers[0]].mo) { @@ -7668,7 +7668,7 @@ static boolean P_MobjRegularThink(mobj_t *mobj) mobj->z + (mobj->height/2) + (P_RandomRange(-20,20) * mobj->scale), MT_FASTLINE); - P_InitAngle(fast, mobj->angle); + fast->angle = mobj->angle; fast->momx = 3*mobj->target->momx/4; fast->momy = 3*mobj->target->momy/4; fast->momz = 3*P_GetMobjZMovement(mobj->target)/4; @@ -7730,7 +7730,7 @@ static boolean P_MobjRegularThink(mobj_t *mobj) if (underlayst != S_NULL) { mobj_t *underlay = P_SpawnMobj(mobj->target->x, mobj->target->y, mobj->target->z, MT_FLAMESHIELDUNDERLAY); - P_InitAngle(underlay, mobj->angle); + underlay->angle = mobj->angle; P_SetMobjState(underlay, underlayst); } break; @@ -9156,7 +9156,7 @@ static boolean P_FuseThink(mobj_t *mobj) for (i = 0; i < 5; i++) { mobj_t *debris = P_SpawnMobj(mobj->x, mobj->y, mobj->z, MT_SMK_ICEBLOCK_DEBRIS); - P_InitAngle(debris, FixedAngle(P_RandomRange(0,360)<angle = FixedAngle(P_RandomRange(0,360)<angle, P_RandomRange(3,18)*(FRACUNIT/4)); debris->momz = P_RandomRange(4,8)<angle + ((mobj->flags2 & MF2_AMBUSH) ? ANGLE_90 : ANGLE_270)); + bigmeatyclaw->angle = mobj->angle + ((mobj->flags2 & MF2_AMBUSH) ? ANGLE_90 : ANGLE_270); P_SetTarget(&mobj->tracer, bigmeatyclaw); P_SetTarget(&bigmeatyclaw->tracer, mobj); mobj->reactiontime >>= 1; @@ -9973,7 +9973,7 @@ mobj_t *P_SpawnMobj(fixed_t x, fixed_t y, fixed_t z, mobjtype_t type) case MT_BANPYURA: { mobj_t *bigmeatyclaw = P_SpawnMobjFromMobj(mobj, 0, 0, 0, MT_BANPSPRING); - P_InitAngle(bigmeatyclaw, mobj->angle + ((mobj->flags2 & MF2_AMBUSH) ? ANGLE_90 : ANGLE_270)); + bigmeatyclaw->angle = mobj->angle + ((mobj->flags2 & MF2_AMBUSH) ? ANGLE_90 : ANGLE_270); P_SetTarget(&mobj->tracer, bigmeatyclaw); P_SetTarget(&bigmeatyclaw->tracer, mobj); mobj->reactiontime >>= 1; @@ -10109,7 +10109,7 @@ mobj_t *P_SpawnMobj(fixed_t x, fixed_t y, fixed_t z, mobjtype_t type) break; case MT_MINECARTEND: P_SetTarget(&mobj->tracer, P_SpawnMobjFromMobj(mobj, 0, 0, 0, MT_MINECARTENDSOLID)); - P_InitAngle(mobj->tracer, mobj->angle + ANGLE_90); + mobj->tracer->angle = mobj->angle + ANGLE_90; break; case MT_TORCHFLOWER: { @@ -10231,7 +10231,7 @@ mobj_t *P_SpawnMobj(fixed_t x, fixed_t y, fixed_t z, mobjtype_t type) angle_t ang = i * diff; mobj_t *side = P_SpawnMobj(mobj->x + FINECOSINE((ang>>ANGLETOFINESHIFT) & FINEMASK), mobj->y + FINESINE((ang>>ANGLETOFINESHIFT) & FINEMASK), mobj->z, MT_DAYTONAPINETREE_SIDE); - P_InitAngle(side, ang); + side->angle = ang; side->target = mobj; side->threshold = i; } @@ -10248,7 +10248,7 @@ mobj_t *P_SpawnMobj(fixed_t x, fixed_t y, fixed_t z, mobjtype_t type) cur = P_SpawnMobj(mobj->x + FINECOSINE(((mobj->angle*8)>>ANGLETOFINESHIFT) & FINEMASK), mobj->y + FINESINE(((mobj->angle*8)>>ANGLETOFINESHIFT) & FINEMASK), mobj->z, MT_EZZPROPELLER_BLADE); - P_InitAngle(cur, mobj->angle); + cur->angle = mobj->angle; P_SetTarget(&cur->hprev, prev); P_SetTarget(&prev->hnext, cur); @@ -10314,7 +10314,7 @@ mobj_t *P_SpawnMobj(fixed_t x, fixed_t y, fixed_t z, mobjtype_t type) cur->threshold = i; P_MoveOrigin(cur, cur->x + ((cur->radius>>FRACBITS) * FINECOSINE((FixedAngle((90*cur->threshold)<>ANGLETOFINESHIFT) & FINEMASK)), cur->y + ((cur->radius>>FRACBITS) * FINESINE((FixedAngle((90*cur->threshold)<>ANGLETOFINESHIFT) & FINEMASK)), cur->z); - P_InitAngle(cur, ANGLE_90*(cur->threshold+1)); + cur->angle = ANGLE_90*(cur->threshold+1); P_SetTarget(&cur->hprev, prev); P_SetTarget(&prev->hnext, cur); @@ -11849,7 +11849,7 @@ static boolean P_SetupMace(mapthing_t *mthing, mobj_t *mobj, boolean *doangle) spawnee->friction = mroll;\ spawnee->movefactor = mwidthset;\ spawnee->movecount = dist;\ - P_InitAngle(spawnee, myaw);\ + spawnee->angle = myaw;\ spawnee->flags |= (MF_NOGRAVITY|mflagsapply);\ spawnee->flags2 |= (mflags2apply|moreflags2);\ spawnee->eflags |= meflagsapply;\ @@ -12048,29 +12048,29 @@ static boolean P_SetupBooster(mapthing_t* mthing, mobj_t* mobj, boolean strong) statenum_t rollerstate = strong ? S_REDBOOSTERROLLER : S_YELLOWBOOSTERROLLER; mobj_t *seg = P_SpawnMobjFromMobj(mobj, 26*x1, 26*y1, 0, MT_BOOSTERSEG); - P_InitAngle(seg, angle - ANGLE_90); + seg->angle = angle - ANGLE_90; P_SetMobjState(seg, facestate); seg = P_SpawnMobjFromMobj(mobj, -26*x1, -26*y1, 0, MT_BOOSTERSEG); - P_InitAngle(seg, angle + ANGLE_90); + seg->angle = angle + ANGLE_90; P_SetMobjState(seg, facestate); seg = P_SpawnMobjFromMobj(mobj, 21*x2, 21*y2, 0, MT_BOOSTERSEG); - P_InitAngle(seg, angle); + seg->angle = angle; P_SetMobjState(seg, leftstate); seg = P_SpawnMobjFromMobj(mobj, -21*x2, -21*y2, 0, MT_BOOSTERSEG); - P_InitAngle(seg, angle); + seg->angle = angle; P_SetMobjState(seg, rightstate); seg = P_SpawnMobjFromMobj(mobj, 13*(x1 + x2), 13*(y1 + y2), 0, MT_BOOSTERROLLER); - P_InitAngle(seg, angle); + seg->angle = angle; P_SetMobjState(seg, rollerstate); seg = P_SpawnMobjFromMobj(mobj, 13*(x1 - x2), 13*(y1 - y2), 0, MT_BOOSTERROLLER); - P_InitAngle(seg, angle); + seg->angle = angle; P_SetMobjState(seg, rollerstate); seg = P_SpawnMobjFromMobj(mobj, -13*(x1 + x2), -13*(y1 + y2), 0, MT_BOOSTERROLLER); - P_InitAngle(seg, angle); + seg->angle = angle; P_SetMobjState(seg, rollerstate); seg = P_SpawnMobjFromMobj(mobj, -13*(x1 - x2), -13*(y1 - y2), 0, MT_BOOSTERROLLER); - P_InitAngle(seg, angle); + seg->angle = angle; P_SetMobjState(seg, rollerstate); return true; @@ -12247,19 +12247,19 @@ static boolean P_SetupSpawnedMapThing(mapthing_t *mthing, mobj_t *mobj, boolean case MT_THZTREE: { // Spawn the branches angle_t mobjangle = FixedAngle((mthing->angle % 113) << FRACBITS); - P_InitAngle(P_SpawnMobjFromMobj(mobj, FRACUNIT, 0, 0, MT_THZTREEBRANCH), mobjangle + ANGLE_22h); - P_InitAngle(P_SpawnMobjFromMobj(mobj, 0, FRACUNIT, 0, MT_THZTREEBRANCH), mobjangle + ANGLE_157h); - P_InitAngle(P_SpawnMobjFromMobj(mobj, -FRACUNIT, 0, 0, MT_THZTREEBRANCH), mobjangle + ANGLE_270); + P_SpawnMobjFromMobj(mobj, FRACUNIT, 0, 0, MT_THZTREEBRANCH)->angle = mobjangle + ANGLE_22h; + P_SpawnMobjFromMobj(mobj, 0, FRACUNIT, 0, MT_THZTREEBRANCH)->angle = mobjangle + ANGLE_157h; + P_SpawnMobjFromMobj(mobj, -FRACUNIT, 0, 0, MT_THZTREEBRANCH)->angle = mobjangle + ANGLE_270; } break; case MT_CEZPOLE1: case MT_CEZPOLE2: { // Spawn the banner angle_t mobjangle = FixedAngle(mthing->angle << FRACBITS); - P_InitAngle(P_SpawnMobjFromMobj(mobj, + P_SpawnMobjFromMobj(mobj, P_ReturnThrustX(mobj, mobjangle, 4 << FRACBITS), P_ReturnThrustY(mobj, mobjangle, 4 << FRACBITS), - 0, ((mobj->type == MT_CEZPOLE1) ? MT_CEZBANNER1 : MT_CEZBANNER2)), mobjangle + ANGLE_90); + 0, ((mobj->type == MT_CEZPOLE1) ? MT_CEZBANNER1 : MT_CEZBANNER2))->angle = mobjangle + ANGLE_90; } break; case MT_HHZTREE_TOP: @@ -12268,7 +12268,7 @@ static boolean P_SetupSpawnedMapThing(mapthing_t *mthing, mobj_t *mobj, boolean mobj_t* leaf; #define doleaf(x, y) \ leaf = P_SpawnMobjFromMobj(mobj, x, y, 0, MT_HHZTREE_PART);\ - P_InitAngle(leaf, mobjangle);\ + leaf->angle = mobjangle;\ P_SetMobjState(leaf, leaf->info->seestate);\ mobjangle += ANGLE_90 doleaf(FRACUNIT, 0); @@ -12292,7 +12292,7 @@ static boolean P_SetupSpawnedMapThing(mapthing_t *mthing, mobj_t *mobj, boolean fixed_t xoffs = FINECOSINE(fa); fixed_t yoffs = FINESINE(fa); mobj_t* leaf = P_SpawnMobjFromMobj(mobj, xoffs, yoffs, 0, MT_BIGFERNLEAF); - P_InitAngle(leaf, angle); + leaf->angle = angle; angle += ANGLE_45; } break; @@ -12402,7 +12402,7 @@ static boolean P_SetupSpawnedMapThing(mapthing_t *mthing, mobj_t *mobj, boolean mobj->x - P_ReturnThrustX(mobj, mobjangle, baseradius), mobj->y - P_ReturnThrustY(mobj, mobjangle, baseradius), mobj->z, MT_WALLSPIKEBASE); - P_InitAngle(base, mobjangle + ANGLE_90); + base->angle = mobjangle + ANGLE_90; base->destscale = mobj->destscale; P_SetScale(base, mobj->scale); P_SetTarget(&base->target, mobj); @@ -12608,7 +12608,7 @@ static boolean P_SetupSpawnedMapThing(mapthing_t *mthing, mobj_t *mobj, boolean leaf = P_SpawnMobj(mobj->x + FINECOSINE((mobj->angle>>ANGLETOFINESHIFT) & FINEMASK), mobj->y + FINESINE((mobj->angle>>ANGLETOFINESHIFT) & FINEMASK), top, MT_AAZTREE_LEAF); - P_InitAngle(leaf, mobj->angle); + leaf->angle = mobj->angle; // Small coconut for each leaf P_SpawnMobj(mobj->x + (32 * FINECOSINE((mobj->angle>>ANGLETOFINESHIFT) & FINEMASK)), @@ -12826,7 +12826,7 @@ static mobj_t *P_SpawnMobjFromMapThing(mapthing_t *mthing, fixed_t x, fixed_t y, if (doangle) { - P_InitAngle(mobj, FixedAngle(mthing->angle << FRACBITS)); + mobj->angle = FixedAngle(mthing->angle << FRACBITS); } if ((mobj->flags & MF_SPRING) @@ -12839,8 +12839,8 @@ static mobj_t *P_SpawnMobjFromMapThing(mapthing_t *mthing, fixed_t x, fixed_t y, mobj->spryoff = FixedMul(mobj->radius, FINESINE(a >> ANGLETOFINESHIFT)); } - P_InitPitch(mobj, FixedAngle(mthing->pitch << FRACBITS)); - P_InitRoll(mobj, FixedAngle(mthing->roll << FRACBITS)); + mobj->pitch = FixedAngle(mthing->pitch << FRACBITS); + mobj->roll = FixedAngle(mthing->roll << FRACBITS); mthing->mobj = mobj; @@ -13247,7 +13247,7 @@ mobj_t *P_SpawnXYZMissile(mobj_t *source, mobj_t *dest, mobjtype_t type, P_SetTarget(&th->target, source); // where it came from an = R_PointToAngle2(x, y, dest->x, dest->y); - P_InitAngle(th, an); + th->angle = an; an >>= ANGLETOFINESHIFT; th->momx = FixedMul(speed, FINECOSINE(an)); th->momy = FixedMul(speed, FINESINE(an)); @@ -13309,7 +13309,7 @@ mobj_t *P_SpawnAlteredDirectionMissile(mobj_t *source, mobjtype_t type, fixed_t P_SetTarget(&th->target, source->target); // where it came from an = R_PointToAngle2(0, 0, source->momx, source->momy) + (ANG1*shiftingAngle); - P_InitAngle(th, an); + th->angle = an; an >>= ANGLETOFINESHIFT; th->momx = FixedMul(speed, FINECOSINE(an)); th->momy = FixedMul(speed, FINESINE(an)); @@ -13374,7 +13374,7 @@ mobj_t *P_SpawnPointMissile(mobj_t *source, fixed_t xa, fixed_t ya, fixed_t za, P_SetTarget(&th->target, source); // where it came from an = R_PointToAngle2(x, y, xa, ya); - P_InitAngle(th, an); + th->angle = an; an >>= ANGLETOFINESHIFT; th->momx = FixedMul(speed, FINECOSINE(an)); th->momy = FixedMul(speed, FINESINE(an)); @@ -13453,7 +13453,7 @@ mobj_t *P_SpawnMissile(mobj_t *source, mobj_t *dest, mobjtype_t type) else an = R_PointToAngle2(source->x, source->y, dest->x, dest->y); - P_InitAngle(th, an); + th->angle = an; an >>= ANGLETOFINESHIFT; th->momx = FixedMul(speed, FINECOSINE(an)); th->momy = FixedMul(speed, FINESINE(an)); @@ -13541,7 +13541,7 @@ mobj_t *P_SPMAngle(mobj_t *source, mobjtype_t type, angle_t angle, UINT8 allowai speed = th->info->speed; - P_InitAngle(th, an); + th->angle = an; th->momx = FixedMul(speed, FINECOSINE(an>>ANGLETOFINESHIFT)); th->momy = FixedMul(speed, FINESINE(an>>ANGLETOFINESHIFT)); diff --git a/src/p_spec.c b/src/p_spec.c index 6d437fa08..2392c1a46 100644 --- a/src/p_spec.c +++ b/src/p_spec.c @@ -3711,7 +3711,7 @@ static void P_ProcessLineSpecial(line_t *line, mobj_t *mo, sector_t *callsec) if (mobj) { if (line->flags & ML_EFFECT1) - P_InitAngle(mobj, R_PointToAngle2(line->v1->x, line->v1->y, line->v2->x, line->v2->y)); + mobj->angle = R_PointToAngle2(line->v1->x, line->v1->y, line->v2->x, line->v2->y); CONS_Debug(DBG_GAMELOGIC, "Linedef Type %d - Spawn Object: %d spawned at (%d, %d, %d)\n", line->special, mobj->type, mobj->x>>FRACBITS, mobj->y>>FRACBITS, mobj->z>>FRACBITS); //TODO: Convert mobj->type to a string somehow. } else @@ -4005,7 +4005,7 @@ void P_SetupSignExit(player_t *player) if (player->mo && !P_MobjWasRemoved(player->mo)) { thing = P_SpawnMobj(player->mo->x, player->mo->y, player->mo->floorz, MT_SIGN); - P_InitAngle(thing, player->mo->angle); + thing->angle = player->mo->angle; P_SetupSignObject(thing, player->mo, true); // Use :youfuckedup: sign face } } diff --git a/src/p_telept.c b/src/p_telept.c index 59774dd76..768a2d958 100644 --- a/src/p_telept.c +++ b/src/p_telept.c @@ -97,7 +97,8 @@ void P_MixUp(mobj_t *thing, fixed_t x, fixed_t y, fixed_t z, angle_t angle, P_FlashPal(thing->player, PAL_MIXUP, 10); } - P_InitAngle(thing, angle); + thing->old_angle += (angle-thing->angle); + thing->angle = angle; thing->momx = thing->momy = thing->momz = 0; diff --git a/src/p_user.c b/src/p_user.c index ec4d540c1..fa23a570a 100644 --- a/src/p_user.c +++ b/src/p_user.c @@ -384,7 +384,7 @@ void P_GiveFinishFlags(player_t *player) fixed_t xoffs = FINECOSINE(fa); fixed_t yoffs = FINESINE(fa); mobj_t* flag = P_SpawnMobjFromMobj(player->mo, xoffs, yoffs, 0, MT_FINISHFLAG); - P_InitAngle(flag, angle); + flag->angle = angle; angle += FixedAngle(120*FRACUNIT); P_SetTarget(&flag->target, player->mo); @@ -2289,7 +2289,7 @@ void P_MovePlayer(player_t *player) // underlay water = P_SpawnMobj(x1, y1, ((player->mo->eflags & MFE_VERTICALFLIP) ? player->mo->waterbottom - FixedMul(mobjinfo[MT_WATERTRAILUNDERLAY].height, player->mo->scale) : player->mo->watertop), MT_WATERTRAILUNDERLAY); - P_InitAngle(water, forwardangle - ANGLE_180 - ANGLE_22h); + water->angle = forwardangle - ANGLE_180 - ANGLE_22h; water->destscale = trailScale; water->momx = player->mo->momx; water->momy = player->mo->momy; @@ -2300,7 +2300,7 @@ void P_MovePlayer(player_t *player) // overlay water = P_SpawnMobj(x1, y1, ((player->mo->eflags & MFE_VERTICALFLIP) ? player->mo->waterbottom - FixedMul(mobjinfo[MT_WATERTRAIL].height, player->mo->scale) : player->mo->watertop), MT_WATERTRAIL); - P_InitAngle(water, forwardangle - ANGLE_180 - ANGLE_22h); + water->angle = forwardangle - ANGLE_180 - ANGLE_22h; water->destscale = trailScale; water->momx = player->mo->momx; water->momy = player->mo->momy; @@ -2312,7 +2312,7 @@ void P_MovePlayer(player_t *player) // Underlay water = P_SpawnMobj(x2, y2, ((player->mo->eflags & MFE_VERTICALFLIP) ? player->mo->waterbottom - FixedMul(mobjinfo[MT_WATERTRAILUNDERLAY].height, player->mo->scale) : player->mo->watertop), MT_WATERTRAILUNDERLAY); - P_InitAngle(water, forwardangle - ANGLE_180 + ANGLE_22h); + water->angle = forwardangle - ANGLE_180 + ANGLE_22h; water->destscale = trailScale; water->momx = player->mo->momx; water->momy = player->mo->momy; @@ -2323,7 +2323,7 @@ void P_MovePlayer(player_t *player) // Overlay water = P_SpawnMobj(x2, y2, ((player->mo->eflags & MFE_VERTICALFLIP) ? player->mo->waterbottom - FixedMul(mobjinfo[MT_WATERTRAIL].height, player->mo->scale) : player->mo->watertop), MT_WATERTRAIL); - P_InitAngle(water, forwardangle - ANGLE_180 + ANGLE_22h); + water->angle = forwardangle - ANGLE_180 + ANGLE_22h; water->destscale = trailScale; water->momx = player->mo->momx; water->momy = player->mo->momy;