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- SW: Change all weapon recoils to work on pitch.
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5bf23f0642
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5 changed files with 12 additions and 11 deletions
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@ -590,7 +590,7 @@ struct PLAYER
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// variables that do not fit into sprite structure
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PlayerHorizon horizon;
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PlayerAngle angle;
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int16_t recoil_amt;
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double recoil_amt;
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int16_t recoil_speed;
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int16_t recoil_ndx;
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fixedhoriz recoil_ohorizoff, recoil_horizoff;
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@ -1731,7 +1731,7 @@ void DoPlayerBob(PLAYER* pp)
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//
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//---------------------------------------------------------------------------
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void DoPlayerBeginRecoil(PLAYER* pp, short pix_amt)
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void DoPlayerBeginRecoil(PLAYER* pp, double pix_amt)
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{
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pp->Flags |= (PF_RECOIL);
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@ -1761,7 +1761,7 @@ void DoPlayerRecoil(PLAYER* pp)
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// move pp->q16horiz up and down
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pp->recoil_ohorizoff = pp->recoil_horizoff;
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pp->recoil_horizoff = pitchhoriz(HorizToPitch(pp->recoil_amt * BobVal(pp->recoil_ndx)));
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pp->recoil_horizoff = pitchhoriz(pp->recoil_amt * BobVal(pp->recoil_ndx));
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}
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//---------------------------------------------------------------------------
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@ -13928,7 +13928,7 @@ int InitNuke(PLAYER* pp)
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else
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return 0;
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DoPlayerBeginRecoil(pp, ROCKET_RECOIL_AMT*12);
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DoPlayerBeginRecoil(pp, NUKE_RECOIL_AMT);
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PlaySound(DIGI_RIOTFIRE, pp, v3df_dontpan|v3df_doppler);
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@ -81,7 +81,7 @@ extern int LoWangsQueueHead;
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extern TObjPtr<DSWActor*> LoWangsQueue[MAX_LOWANGS_QUEUE];
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void ChangeState(DSWActor* actor, STATE* statep);
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void DoPlayerBeginRecoil(PLAYER* pp, short pix_amt);
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void DoPlayerBeginRecoil(PLAYER* pp, double pix_amt);
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SECTOR_OBJECT* DetectSectorObject(sectortype*);
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SECTOR_OBJECT* DetectSectorObjectByWall(walltype*);
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void ScaleSpriteVector(DSWActor* actor, int scale);
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@ -137,11 +137,12 @@ constexpr double SKEL_ELECTRO_VELOCITY = (850 / 16.);
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constexpr double COOLG_FIRE_VELOCITY = (400 / 16.);
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constexpr int GORO_FIREBALL_VELOCITY = 50;
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#define GRENADE_RECOIL_AMT (12)
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#define ROCKET_RECOIL_AMT (7)
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#define RAIL_RECOIL_AMT (7)
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#define SHOTGUN_RECOIL_AMT (12)
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//#define MICRO_RECOIL_AMT (15)
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// Recoil speeds in pitch/degrees.
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constexpr double GRENADE_RECOIL_AMT = 5.356;
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constexpr double ROCKET_RECOIL_AMT = 3.13;
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constexpr double RAIL_RECOIL_AMT = 3.13;
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constexpr double SHOTGUN_RECOIL_AMT = 5.356;
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constexpr double NUKE_RECOIL_AMT = 33.275;
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// Damage amounts that determine the type of player death
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// The standard flip over death is default
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@ -206,7 +206,7 @@ struct SWPlayer native
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//native int /*cursectnum,*/lastcursectnum;
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// variables that do not fit into sprite structure
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native int16 recoil_amt;
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native double recoil_amt;
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native int16 recoil_speed;
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native int16 recoil_ndx;
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native int recoil_horizoff;
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