- floatify glass spawners

This commit is contained in:
Christoph Oelckers 2022-09-13 20:25:33 +02:00
parent 5140baf7c5
commit 068099cb3e

View file

@ -1050,27 +1050,26 @@ void lotsofglass(DDukeActor *actor, walltype* wal, int n)
return;
}
int x1 = wal->wall_int_pos().X;
int y1 = wal->wall_int_pos().Y;
auto delta = wal->int_delta() / (n + 1);
x1 -= Sgn(delta.Y);
y1 += Sgn(delta.X);
auto pos = wal->pos;
auto delta = wal->delta() / (n + 1);
pos.X -= Sgn(delta.Y) * maptoworld;
pos.Y += Sgn(delta.X) * maptoworld;
for (j = n; j > 0; j--)
{
x1 += delta.X;
y1 += delta.Y;
updatesector(x1, y1, &sect);
pos += delta;
sect = wal->sectorp();
updatesector(DVector3(pos, sect->floorz), &sect);
if (sect)
{
z = sect->int_floorz() - (krand() & (abs(sect->int_ceilingz() - sect->int_floorz())));
if (z < -(32 << 8) || z >(32 << 8))
z = actor->int_pos().Z - (32 << 8) + (krand() & ((64 << 8) - 1));
a = actor->int_ang() - 1024;
EGS(actor->sector(), x1, y1, z, TILE_GLASSPIECES + (j % 3), -32, 36, 36, a, 32 + (krand() & 63), -(krand() & 1023), actor, 5);
z = sect->floorz - krandf(abs(sect->ceilingz - sect->floorz));
if (fabs(z) > 32)
z = actor->spr.pos.Z - 32 + krandf(64);
DAngle a = actor->spr.angle - DAngle180;
CreateActor(actor->sector(), DVector3(pos, z), TILE_GLASSPIECES + (j % 3), -32, 36, 36, a.Buildang(), 32 + (krand() & 63), -(krand() & 1023), actor, 5);
}
}
}
@ -1099,23 +1098,17 @@ void spriteglass(DDukeActor* actor, int n)
void ceilingglass(DDukeActor* actor, sectortype* sectp, int n)
{
int j, z;
int a;
for (auto& wal : wallsofsector(sectp))
{
int x1 = wal.wall_int_pos().X;
int y1 = wal.wall_int_pos().Y;
auto pos = wal.pos;
auto delta = wal.delta() / (n + 1);
auto delta = wal.int_delta() / (n + 1);
for (j = n; j > 0; j--)
for (int j = n; j > 0; j--)
{
x1 += delta.X;
y1 += delta.Y;
a = krand() & 2047;
z = sectp->int_ceilingz() + ((krand() & 15) << 8);
EGS(sectp, x1, y1, z, TILE_GLASSPIECES + (j % 3), -32, 36, 36, a, (krand() & 31), 0, actor, 5);
pos += delta;
DAngle a = randomAngle();
double z = sectp->ceilingz + krandf(16);
CreateActor(sectp, DVector3(pos, z), TILE_GLASSPIECES + (j % 3), -32, 36, 36, a.Buildang(), (krand() & 31), 0, actor, 5);
}
}
}
@ -1128,37 +1121,36 @@ void ceilingglass(DDukeActor* actor, sectortype* sectp, int n)
void lotsofcolourglass(DDukeActor* actor, walltype* wal, int n)
{
int j, z;
int j;
sectortype* sect = nullptr;
int a;;
if (wal == nullptr)
{
for (j = n - 1; j >= 0; j--)
{
a = krand() & 2047;
auto k = CreateActor(actor->sector(), actor->spr.pos.plusZ(-(krand() & 63)), TILE_GLASSPIECES + (j % 3), -32, 36, 36, a, 32 + (krand() & 63), 1024 - (krand() & 2047), actor, 5);
DAngle a = randomAngle();
auto k = CreateActor(actor->sector(), actor->spr.pos.plusZ(-(krand() & 63)), TILE_GLASSPIECES + (j % 3), -32, 36, 36, a.Buildang(), 32 + (krand() & 63), 1024 - (krand() & 2047), actor, 5);
if (k) k->spr.pal = krand() & 15;
}
return;
}
int x1 = wal->wall_int_pos().X;
int y1 = wal->wall_int_pos().Y;
auto delta = wal->int_delta() / (n + 1);
auto pos = wal->pos;
auto delta = wal->delta() / (n + 1);
for (j = n; j > 0; j--)
{
x1 += delta.X;
y1 += delta.Y;
pos += delta;
updatesector(x1, y1, &sect);
z = sect->int_floorz() - (krand() & (abs(sect->int_ceilingz() - sect->int_floorz())));
if (z < -(32 << 8) || z >(32 << 8))
z = actor->int_pos().Z - (32 << 8) + (krand() & ((64 << 8) - 1));
a = actor->int_ang() - 1024;
auto k = EGS(actor->sector(), x1, y1, z, TILE_GLASSPIECES + (j % 3), -32, 36, 36, a, 32 + (krand() & 63), -(krand() & 2047), actor, 5);
sect = wal->sectorp();
updatesector(DVector3(pos, sect->floorz), &sect);
if (!sect) continue;
double z = sect->floorz - krandf(abs(sect->ceilingz - sect->floorz));
if (abs(z) > 32)
z = actor->spr.pos.Z - 32 + krandf(64);
DAngle a = actor->spr.angle - DAngle180;
auto k = CreateActor(actor->sector(), DVector3(pos, z), TILE_GLASSPIECES + (j % 3), -32, 36, 36, a.Buildang(), 32 + (krand() & 63), -(krand() & 2047), actor, 5);
if (k) k->spr.pal = krand() & 7;
}
}