Use float for draw angle, instead of int.
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2e2bd9d882
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@ -27,7 +27,7 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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#define MAX_BULLETS_TO_DRAW 512
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extern SDL_Texture *getTexture(char *filename);
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extern void blitRotated(SDL_Texture *texture, int x, int y, int angle);
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extern void blitRotated(SDL_Texture *texture, int x, int y, float angle);
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extern int collision(int x1, int y1, int w1, int h1, int x2, int y2, int w2, int h2);
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extern void damageFighter(Entity *e, int damage, long flags);
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extern void playBattleSound(int id, int x, int y);
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@ -26,7 +26,7 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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#define MAX_DEBRIS_TEXTURES 6
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extern float mod(float n, float x);
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extern void blitRotated(SDL_Texture *texture, int x, int y, int angle);
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extern void blitRotated(SDL_Texture *texture, int x, int y, float angle);
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extern int collision(int x1, int y1, int w1, int h1, int x2, int y2, int w2, int h2);
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extern SDL_Texture *getTexture(char *filename);
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extern void addDebrisFire(int x, int y);
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@ -20,7 +20,7 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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#include "../common.h"
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extern void blitRotated(SDL_Texture *t, int x, int y, int angle);
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extern void blitRotated(SDL_Texture *texture, int x, int y, float angle);
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extern void doFighter(void);
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extern void doCapitalShip(void);
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extern void addToGrid(Entity *e);
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@ -23,7 +23,7 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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#define MAX_HUD_MESSAGES 6
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extern SDL_Texture *getTexture(char *filename);
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extern void blitRotated(SDL_Texture *texture, int x, int y, int angle);
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extern void blitRotated(SDL_Texture *texture, int x, int y, float angle);
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extern void blit(SDL_Texture *texture, int x, int y, int center);
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extern float getAngle(int x1, int y1, int x2, int y2);
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extern void drawText(int x, int y, int size, int align, SDL_Color c, const char *format, ...);
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@ -23,7 +23,7 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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extern int getDistance(int x1, int y1, int x2, int y2);
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extern void blit(SDL_Texture *texture, int x, int y, int center);
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extern SDL_Texture *getTexture(char *filename);
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extern void blitRotated(SDL_Texture *texture, int x, int y, int angle);
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extern void blitRotated(SDL_Texture *texture, int x, int y, float angle);
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extern void drawText(int x, int y, int size, int align, SDL_Color c, const char *format, ...);
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extern App app;
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@ -86,7 +86,7 @@ void blitScaled(SDL_Texture *texture, int x, int y, int w, int h)
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SDL_RenderCopy(app.renderer, texture, NULL, &dstRect);
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}
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void blitRotated(SDL_Texture *texture, int x, int y, int angle)
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void blitRotated(SDL_Texture *texture, int x, int y, float angle)
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{
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SDL_Rect dstRect;
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@ -56,7 +56,7 @@ extern void drawOptions(void);
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extern void initOptions(void (*returnFromOptions)(void));
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extern void drawStats(void);
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extern void playSound(int id);
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extern void blitRotated(SDL_Texture *texture, int x, int y, int angle);
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extern void blitRotated(SDL_Texture *texture, int x, int y, float angle);
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extern void initStatsDisplay(void);
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extern void updateStarSystemMissions(void);
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extern StarSystem *getStarSystem(char *name);
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