doom3-bfg/doomclassic/doom/p_mobj.cpp
2022-09-05 22:25:33 +02:00

1162 lines
20 KiB
C++

/*
===========================================================================
Doom 3 BFG Edition GPL Source Code
Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
In addition, the Doom 3 BFG Edition Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 BFG Edition Source Code. If not, please request a copy in writing from id Software at the address below.
If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
===========================================================================
*/
#include "Precompiled.h"
#include "globaldata.h"
#include "i_system.h"
#include "z_zone.h"
#include "m_random.h"
#include "doomdef.h"
#include "p_local.h"
#include "sounds.h"
#include "st_stuff.h"
#include "hu_stuff.h"
#include "s_sound.h"
#include "doomstat.h"
extern bool globalNetworking;
void G_PlayerReborn( int player );
void P_SpawnMapThing( mapthing_t* mthing );
//
// P_SetMobjState
// Returns true if the mobj is still present.
//
qboolean
P_SetMobjState
( mobj_t* mobj,
statenum_t state )
{
const state_t* st;
do
{
if( state == S_NULL )
{
mobj->state = ( const state_t* ) S_NULL;
P_RemoveMobj( mobj );
return false;
}
st = &::g->states[state];
mobj->state = st;
mobj->tics = st->tics;
mobj->sprite = st->sprite;
mobj->frame = st->frame;
// Modified handling.
// Call action functions when the state is set
if( st->action )
{
st->action( mobj, NULL );
}
state = st->nextstate;
}
while( !mobj->tics );
return true;
}
//
// P_ExplodeMissile
//
void P_ExplodeMissile( mobj_t* mo )
{
mo->momx = mo->momy = mo->momz = 0;
P_SetMobjState( mo, ( statenum_t )mobjinfo[mo->type].deathstate );
mo->tics -= P_Random() & 3;
if( mo->tics < 1 )
{
mo->tics = 1;
}
mo->flags &= ~MF_MISSILE;
if( mo->info->deathsound )
{
S_StartSound( mo, mo->info->deathsound );
}
}
//
// P_XYMovement
//
void P_XYMovement( mobj_t* mo )
{
fixed_t ptryx;
fixed_t ptryy;
player_t* player;
fixed_t xmove;
fixed_t ymove;
if( !mo->momx && !mo->momy )
{
if( mo->flags & MF_SKULLFLY )
{
// the skull slammed into something
mo->flags &= ~MF_SKULLFLY;
mo->momx = mo->momy = mo->momz = 0;
P_SetMobjState( mo, ( statenum_t )mo->info->spawnstate );
}
return;
}
player = mo->player;
if( mo->momx > MAXMOVE )
{
mo->momx = MAXMOVE;
}
else if( mo->momx < -MAXMOVE )
{
mo->momx = -MAXMOVE;
}
if( mo->momy > MAXMOVE )
{
mo->momy = MAXMOVE;
}
else if( mo->momy < -MAXMOVE )
{
mo->momy = -MAXMOVE;
}
xmove = mo->momx;
ymove = mo->momy;
do
{
if( xmove > MAXMOVE / 2 || ymove > MAXMOVE / 2 )
{
ptryx = mo->x + xmove / 2;
ptryy = mo->y + ymove / 2;
xmove >>= 1;
ymove >>= 1;
}
else
{
ptryx = mo->x + xmove;
ptryy = mo->y + ymove;
xmove = ymove = 0;
}
if( !P_TryMove( mo, ptryx, ptryy ) )
{
// blocked move
if( mo->player )
{
// try to slide along it
P_SlideMove( mo );
}
else if( mo->flags & MF_MISSILE )
{
// explode a missile
if( ::g->ceilingline &&
::g->ceilingline->backsector &&
::g->ceilingline->backsector->ceilingpic == ::g->skyflatnum )
{
// Hack to prevent missiles exploding
// against the sky.
// Does not handle sky floors.
P_RemoveMobj( mo );
return;
}
P_ExplodeMissile( mo );
}
else
{
mo->momx = mo->momy = 0;
}
}
}
while( xmove || ymove );
// slow down
if( player && player->cheats & CF_NOMOMENTUM )
{
// debug option for no sliding at all
mo->momx = mo->momy = 0;
return;
}
if( mo->flags & ( MF_MISSILE | MF_SKULLFLY ) )
{
return; // no friction for missiles ever
}
if( mo->z > mo->floorz )
{
return; // no friction when airborne
}
if( mo->flags & MF_CORPSE )
{
// do not stop sliding
// if halfway off a step with some momentum
if( mo->momx > FRACUNIT / 4
|| mo->momx < -FRACUNIT / 4
|| mo->momy > FRACUNIT / 4
|| mo->momy < -FRACUNIT / 4 )
{
if( mo->floorz != mo->subsector->sector->floorheight )
{
return;
}
}
}
if( mo->momx > -STOPSPEED
&& mo->momx < STOPSPEED
&& mo->momy > -STOPSPEED
&& mo->momy < STOPSPEED
&& ( !player
|| ( player->cmd.forwardmove == 0
&& player->cmd.sidemove == 0 ) ) )
{
// if in a walking frame, stop moving
if( player && ( unsigned )( ( player->mo->state - ::g->states ) - S_PLAY_RUN1 ) < 4 )
{
P_SetMobjState( player->mo, S_PLAY );
}
mo->momx = 0;
mo->momy = 0;
}
else
{
mo->momx = FixedMul( mo->momx, FRICTION );
mo->momy = FixedMul( mo->momy, FRICTION );
}
}
//
// P_ZMovement
//
void P_ZMovement( mobj_t* mo )
{
fixed_t dist;
fixed_t delta;
// check for smooth step up
if( mo->player && mo->z < mo->floorz )
{
mo->player->viewheight -= mo->floorz - mo->z;
mo->player->deltaviewheight
= ( VIEWHEIGHT - mo->player->viewheight ) >> 3;
}
// adjust height
mo->z += mo->momz;
if( mo->flags & MF_FLOAT
&& mo->target )
{
// float down towards target if too close
if( !( mo->flags & MF_SKULLFLY )
&& !( mo->flags & MF_INFLOAT ) )
{
dist = P_AproxDistance( mo->x - mo->target->x,
mo->y - mo->target->y );
delta = ( mo->target->z + ( mo->height >> 1 ) ) - mo->z;
if( delta < 0 && dist < -( delta * 3 ) )
{
mo->z -= FLOATSPEED;
}
else if( delta > 0 && dist < ( delta * 3 ) )
{
mo->z += FLOATSPEED;
}
}
}
// clip movement
if( mo->z <= mo->floorz )
{
// hit the floor
// Note (id):
// somebody left this after the setting momz to 0,
// kinda useless there.
if( mo->flags & MF_SKULLFLY )
{
// the skull slammed into something
mo->momz = -mo->momz;
}
if( mo->momz < 0 )
{
if( mo->player
&& mo->momz < -GRAVITY * 8 )
{
// Squat down.
// Decrease ::g->viewheight for a moment
// after hitting the ground (hard),
// and utter appropriate sound.
mo->player->deltaviewheight = mo->momz >> 3;
if( globalNetworking || ( mo->player == &::g->players[::g->consoleplayer] ) )
{
S_StartSound( mo, sfx_oof );
}
}
mo->momz = 0;
}
mo->z = mo->floorz;
if( ( mo->flags & MF_MISSILE )
&& !( mo->flags & MF_NOCLIP ) )
{
P_ExplodeMissile( mo );
return;
}
}
else if( !( mo->flags & MF_NOGRAVITY ) )
{
if( mo->momz == 0 )
{
mo->momz = -GRAVITY * 2;
}
else
{
mo->momz -= GRAVITY;
}
}
if( mo->z + mo->height > mo->ceilingz )
{
// hit the ceiling
if( mo->momz > 0 )
{
mo->momz = 0;
}
{
mo->z = mo->ceilingz - mo->height;
}
if( mo->flags & MF_SKULLFLY )
{
// the skull slammed into something
mo->momz = -mo->momz;
}
if( ( mo->flags & MF_MISSILE )
&& !( mo->flags & MF_NOCLIP ) )
{
P_ExplodeMissile( mo );
return;
}
}
}
//
// P_NightmareRespawn
//
void
P_NightmareRespawn( mobj_t* mobj )
{
fixed_t x;
fixed_t y;
fixed_t z;
subsector_t* ss;
mobj_t* mo;
mapthing_t* mthing;
x = mobj->spawnpoint.x << FRACBITS;
y = mobj->spawnpoint.y << FRACBITS;
// somthing is occupying it's position?
if( !P_CheckPosition( mobj, x, y ) )
{
return; // no respwan
}
// spawn a teleport fog at old spot
// because of removal of the body?
mo = P_SpawnMobj( mobj->x,
mobj->y,
mobj->subsector->sector->floorheight , MT_TFOG );
// initiate teleport sound
S_StartSound( mo, sfx_telept );
// spawn a teleport fog at the new spot
ss = R_PointInSubsector( x, y );
mo = P_SpawnMobj( x, y, ss->sector->floorheight , MT_TFOG );
S_StartSound( mo, sfx_telept );
// spawn the new monster
mthing = &mobj->spawnpoint;
// spawn it
if( mobj->info->flags & MF_SPAWNCEILING )
{
z = ONCEILINGZ;
}
else
{
z = ONFLOORZ;
}
// inherit attributes from deceased one
mo = P_SpawnMobj( x, y, z, mobj->type );
mo->spawnpoint = mobj->spawnpoint;
mo->angle = ANG45 * ( mthing->angle / 45 );
if( mthing->options & MTF_AMBUSH )
{
mo->flags |= MF_AMBUSH;
}
mo->reactiontime = 18;
// remove the old monster,
P_RemoveMobj( mobj );
}
//
// P_MobjThinker
//
void P_MobjThinker( mobj_t* mobj )
{
// momentum movement
if( mobj->momx
|| mobj->momy
|| ( mobj->flags & MF_SKULLFLY ) )
{
P_XYMovement( mobj );
// FIXME: decent NOP/NULL/Nil function pointer please.
if( mobj->thinker.function.acv == ( actionf_v )( -1 ) )
{
return; // mobj was removed
}
}
if( ( mobj->z != mobj->floorz )
|| mobj->momz )
{
P_ZMovement( mobj );
// FIXME: decent NOP/NULL/Nil function pointer please.
if( mobj->thinker.function.acv == ( actionf_v )( -1 ) )
{
return; // mobj was removed
}
}
// cycle through states,
// calling action functions at transitions
if( mobj->tics != -1 )
{
mobj->tics--;
// you can cycle through multiple states in a tic
if( !mobj->tics )
if( !P_SetMobjState( mobj, mobj->state->nextstate ) )
{
return; // freed itself
}
}
else
{
// check for nightmare respawn
if( !( mobj->flags & MF_COUNTKILL ) )
{
return;
}
if( !::g->respawnmonsters )
{
return;
}
mobj->movecount++;
if( mobj->movecount < 12 * TICRATE )
{
return;
}
if( ::g->leveltime & 31 )
{
return;
}
if( P_Random() > 4 )
{
return;
}
P_NightmareRespawn( mobj );
}
}
//
// P_SpawnMobj
//
mobj_t*
P_SpawnMobj
( fixed_t x,
fixed_t y,
fixed_t z,
mobjtype_t type )
{
mobj_t* mobj;
const state_t* st;
const mobjinfo_t* info;
mobj = ( mobj_t* )DoomLib::Z_Malloc( sizeof( *mobj ), PU_LEVEL, NULL );
memset( mobj, 0, sizeof( *mobj ) );
info = &mobjinfo[type];
mobj->type = type;
mobj->info = info;
mobj->x = x;
mobj->y = y;
mobj->radius = info->radius;
mobj->height = info->height;
mobj->flags = info->flags;
mobj->health = info->spawnhealth;
if( ::g->gameskill != sk_nightmare )
{
mobj->reactiontime = info->reactiontime;
}
mobj->lastlook = P_Random() % MAXPLAYERS;
// do not set the state with P_SetMobjState,
// because action routines can not be called yet
st = &::g->states[info->spawnstate];
mobj->state = st;
mobj->tics = st->tics;
mobj->sprite = st->sprite;
mobj->frame = st->frame;
// set subsector and/or block links
P_SetThingPosition( mobj );
mobj->floorz = mobj->subsector->sector->floorheight;
mobj->ceilingz = mobj->subsector->sector->ceilingheight;
if( z == ONFLOORZ )
{
mobj->z = mobj->floorz;
}
else if( z == ONCEILINGZ )
{
mobj->z = mobj->ceilingz - mobj->info->height;
}
else
{
mobj->z = z;
}
mobj->thinker.function.acp1 = ( actionf_p1 )P_MobjThinker;
P_AddThinker( &mobj->thinker );
return mobj;
}
//
// P_RemoveMobj
//
void P_RemoveMobj( mobj_t* mobj )
{
if( ( mobj->flags & MF_SPECIAL )
&& !( mobj->flags & MF_DROPPED )
&& ( mobj->type != MT_INV )
&& ( mobj->type != MT_INS ) )
{
::g->itemrespawnque[::g->iquehead] = mobj->spawnpoint;
::g->itemrespawntime[::g->iquehead] = ::g->leveltime;
::g->iquehead = ( ::g->iquehead + 1 ) & ( ITEMQUESIZE - 1 );
// lose one off the end?
if( ::g->iquehead == ::g->iquetail )
{
::g->iquetail = ( ::g->iquetail + 1 ) & ( ITEMQUESIZE - 1 );
}
}
// unlink from sector and block lists
P_UnsetThingPosition( mobj );
// stop any playing sound
//S_StopSound (mobj);
// free block
P_RemoveThinker( ( thinker_t* )mobj );
}
//
// P_RespawnSpecials
//
void P_RespawnSpecials( void )
{
fixed_t x;
fixed_t y;
fixed_t z;
subsector_t* ss;
mobj_t* mo;
mapthing_t* mthing;
int i;
// only respawn items in ::g->deathmatch
if( ::g->deathmatch != 2 )
{
return; //
}
// nothing left to respawn?
if( ::g->iquehead == ::g->iquetail )
{
return;
}
// wait at least 30 seconds
if( ::g->leveltime - ::g->itemrespawntime[::g->iquetail] < 30 * TICRATE )
{
return;
}
mthing = &::g->itemrespawnque[::g->iquetail];
x = mthing->x << FRACBITS;
y = mthing->y << FRACBITS;
// spawn a teleport fog at the new spot
ss = R_PointInSubsector( x, y );
mo = P_SpawnMobj( x, y, ss->sector->floorheight , MT_IFOG );
S_StartSound( mo, sfx_itmbk );
// find which type to spawn
for( i = 0 ; i < NUMMOBJTYPES ; i++ )
{
if( mthing->type == mobjinfo[i].doomednum )
{
break;
}
}
// spawn it
if( mobjinfo[i].flags & MF_SPAWNCEILING )
{
z = ONCEILINGZ;
}
else
{
z = ONFLOORZ;
}
mo = ( mobj_t* )P_SpawnMobj( x, y, z, ( mobjtype_t )i );
mo->spawnpoint = *mthing;
mo->angle = ANG45 * ( mthing->angle / 45 );
// pull it from the que
::g->iquetail = ( ::g->iquetail + 1 ) & ( ITEMQUESIZE - 1 );
}
//
// P_SpawnPlayer
// Called when a player is spawned on the level.
// Most of the player structure stays unchanged
// between levels.
//
void P_SpawnPlayer( mapthing_t* mthing )
{
player_t* p;
fixed_t x;
fixed_t y;
fixed_t z;
mobj_t* mobj;
int i;
// not playing?
if( !::g->playeringame[mthing->type - 1] )
{
return;
}
p = &::g->players[mthing->type - 1];
if( p->playerstate == PST_REBORN )
{
G_PlayerReborn( mthing->type - 1 );
}
x = mthing->x << FRACBITS;
y = mthing->y << FRACBITS;
z = ONFLOORZ;
mobj = P_SpawnMobj( x, y, z, MT_PLAYER );
// set color translations for player ::g->sprites
if( mthing->type > 1 )
{
mobj->flags |= ( mthing->type - 1 ) << MF_TRANSSHIFT;
}
mobj->angle = ANG45 * ( mthing->angle / 45 );
mobj->player = p;
mobj->health = p->health;
p->mo = mobj;
p->playerstate = PST_LIVE;
p->refire = 0;
p->message = NULL;
p->damagecount = 0;
p->bonuscount = 0;
p->extralight = 0;
p->fixedcolormap = 0;
p->viewheight = VIEWHEIGHT;
// setup gun psprite
P_SetupPsprites( p );
// give all cards in death match mode
if( ::g->deathmatch )
for( i = 0 ; i < NUMCARDS ; i++ )
{
p->cards[i] = true;
}
if( mthing->type - 1 == ::g->consoleplayer )
{
// wake up the status bar
ST_Start();
// wake up the heads up text
HU_Start();
}
// Give him everything is Give All is on.
if( p->cheats & CF_GIVEALL )
{
p->armorpoints = 200;
p->armortype = 2;
int i;
for( i = 0; i < NUMWEAPONS; i++ )
{
p->weaponowned[i] = true;
}
for( i = 0; i < NUMAMMO; i++ )
{
p->ammo[i] = p->maxammo[i];
}
for( i = 0; i < NUMCARDS; i++ )
{
p->cards[i] = true;
}
}
}
//
// P_SpawnMapThing
// The fields of the mapthing should
// already be in host byte order.
//
void P_SpawnMapThing( mapthing_t* mthing )
{
int i;
int bit;
mobj_t* mobj;
fixed_t x;
fixed_t y;
fixed_t z;
// count ::g->deathmatch start positions
if( mthing->type == 11 )
{
if( ::g->deathmatch_p < &::g->deathmatchstarts[10] )
{
memcpy( ::g->deathmatch_p, mthing, sizeof( *mthing ) );
::g->deathmatch_p++;
}
return;
}
// check for ::g->players specially
if( mthing->type <= 4 )
{
// save spots for respawning in network games
::g->playerstarts[mthing->type - 1] = *mthing;
if( !::g->deathmatch )
{
P_SpawnPlayer( mthing );
}
return;
}
// check for apropriate skill level
if( !::g->netgame && ( mthing->options & 16 ) )
{
return;
}
if( ::g->gameskill == sk_baby )
{
bit = 1;
}
else if( ::g->gameskill == sk_nightmare )
{
bit = 4;
}
else
{
bit = 1 << ( ::g->gameskill - 1 );
}
if( !( mthing->options & bit ) )
{
return;
}
// find which type to spawn
for( i = 0 ; i < NUMMOBJTYPES ; i++ )
if( mthing->type == mobjinfo[i].doomednum )
{
break;
}
if( i == NUMMOBJTYPES )
{
//printf( "P_SpawnMapThing: Unknown type %i at (%i, %i)", mthing->type, mthing->x, mthing->y);
return;
//I_Error ("P_SpawnMapThing: Unknown type %i at (%i, %i)",
//mthing->type,
//mthing->x, mthing->y);
}
// don't spawn keycards and ::g->players in ::g->deathmatch
if( ::g->deathmatch && mobjinfo[i].flags & MF_NOTDMATCH )
{
return;
}
// don't spawn any monsters if -::g->nomonsters
if( ::g->nomonsters
&& ( i == MT_SKULL
|| ( mobjinfo[i].flags & MF_COUNTKILL ) ) )
{
return;
}
// spawn it
x = mthing->x << FRACBITS;
y = mthing->y << FRACBITS;
if( mobjinfo[i].flags & MF_SPAWNCEILING )
{
z = ONCEILINGZ;
}
else
{
z = ONFLOORZ;
}
mobj = ( mobj_t* )P_SpawnMobj( x, y, z, ( mobjtype_t )i );
mobj->spawnpoint = *mthing;
if( mobj->tics > 0 )
{
mobj->tics = 1 + ( P_Random() % mobj->tics );
}
if( mobj->flags & MF_COUNTKILL )
{
::g->totalkills++;
}
if( mobj->flags & MF_COUNTITEM )
{
::g->totalitems++;
}
mobj->angle = ANG45 * ( mthing->angle / 45 );
if( mthing->options & MTF_AMBUSH )
{
mobj->flags |= MF_AMBUSH;
}
}
//
// GAME SPAWN FUNCTIONS
//
//
// P_SpawnPuff
//
void
P_SpawnPuff
( fixed_t x,
fixed_t y,
fixed_t z )
{
mobj_t* th;
z += ( ( P_Random() - P_Random() ) << 10 );
th = P_SpawnMobj( x, y, z, MT_PUFF );
th->momz = FRACUNIT;
th->tics -= P_Random() & 3;
if( th->tics < 1 )
{
th->tics = 1;
}
// don't make punches spark on the wall
if( ::g->attackrange == MELEERANGE )
{
P_SetMobjState( th, S_PUFF3 );
}
}
//
// P_SpawnBlood
//
void
P_SpawnBlood
( fixed_t x,
fixed_t y,
fixed_t z,
int damage )
{
mobj_t* th;
z += ( ( P_Random() - P_Random() ) << 10 );
th = P_SpawnMobj( x, y, z, MT_BLOOD );
th->momz = FRACUNIT * 2;
th->tics -= P_Random() & 3;
if( th->tics < 1 )
{
th->tics = 1;
}
if( damage <= 12 && damage >= 9 )
{
P_SetMobjState( th, S_BLOOD2 );
}
else if( damage < 9 )
{
P_SetMobjState( th, S_BLOOD3 );
}
}
//
// P_CheckMissileSpawn
// Moves the missile forward a bit
// and possibly explodes it right there.
//
void P_CheckMissileSpawn( mobj_t* th )
{
th->tics -= P_Random() & 3;
if( th->tics < 1 )
{
th->tics = 1;
}
// move a little forward so an angle can
// be computed if it immediately explodes
th->x += ( th->momx >> 1 );
th->y += ( th->momy >> 1 );
th->z += ( th->momz >> 1 );
if( !P_TryMove( th, th->x, th->y ) )
{
P_ExplodeMissile( th );
}
}
//
// P_SpawnMissile
//
mobj_t*
P_SpawnMissile
( mobj_t* source,
mobj_t* dest,
mobjtype_t type )
{
mobj_t* th;
angle_t an;
int dist;
th = P_SpawnMobj( source->x,
source->y,
source->z + 4 * 8 * FRACUNIT, type );
if( th->info->seesound )
{
S_StartSound( th, th->info->seesound );
}
th->target = source; // where it came from
an = R_PointToAngle2( source->x, source->y, dest->x, dest->y );
// fuzzy player
if( dest->flags & MF_SHADOW )
{
an += ( P_Random() - P_Random() ) << 20;
}
th->angle = an;
an >>= ANGLETOFINESHIFT;
th->momx = FixedMul( th->info->speed, finecosine[an] );
th->momy = FixedMul( th->info->speed, finesine[an] );
dist = P_AproxDistance( dest->x - source->x, dest->y - source->y );
dist = dist / th->info->speed;
if( dist < 1 )
{
dist = 1;
}
th->momz = ( dest->z - source->z ) / dist;
P_CheckMissileSpawn( th );
return th;
}
//
// P_SpawnPlayerMissile
// Tries to aim at a nearby monster
//
void
P_SpawnPlayerMissile
( mobj_t* source,
mobjtype_t type )
{
mobj_t* th;
angle_t an;
fixed_t x;
fixed_t y;
fixed_t z;
fixed_t slope;
// see which target is to be aimed at
an = source->angle;
slope = P_AimLineAttack( source, an, 16 * 64 * FRACUNIT );
if( !::g->linetarget )
{
an += 1 << 26;
slope = P_AimLineAttack( source, an, 16 * 64 * FRACUNIT );
if( !::g->linetarget )
{
an -= 2 << 26;
slope = P_AimLineAttack( source, an, 16 * 64 * FRACUNIT );
}
if( !::g->linetarget )
{
an = source->angle;
slope = 0;
}
}
x = source->x;
y = source->y;
z = source->z + 4 * 8 * FRACUNIT;
th = P_SpawnMobj( x, y, z, type );
if( th->info->seesound && ( source->player == &::g->players[::g->consoleplayer] ) )
{
S_StartSound( th, th->info->seesound );
}
th->target = source;
th->angle = an;
th->momx = FixedMul( th->info->speed,
finecosine[an >> ANGLETOFINESHIFT] );
th->momy = FixedMul( th->info->speed,
finesine[an >> ANGLETOFINESHIFT] );
th->momz = FixedMul( th->info->speed, slope );
P_CheckMissileSpawn( th );
}