mirror of
https://github.com/DrBeef/Raze.git
synced 2025-01-31 21:20:39 +00:00
- add_int_bvel_z
This commit is contained in:
parent
49d280c665
commit
1999340c8a
6 changed files with 27 additions and 27 deletions
|
@ -246,16 +246,16 @@ public:
|
|||
__int_vel .Y += x;
|
||||
}
|
||||
|
||||
void add_int_bvel_z(int x)
|
||||
{
|
||||
__int_vel .Z += x;
|
||||
}
|
||||
|
||||
void clear_vel_xy()
|
||||
{
|
||||
__int_vel .X = __int_vel .Y = 0;
|
||||
}
|
||||
|
||||
void add_int_bvel_z(int x)
|
||||
{
|
||||
__int_vel.Z += x;
|
||||
}
|
||||
|
||||
// Same as above but with inverted y and z axes to match the renderer's coordinate system.
|
||||
|
||||
double interpolatedx(double const smoothratio, int const scale = 16)
|
||||
|
|
|
@ -2577,7 +2577,7 @@ static void ConcussSprite(DBloodActor* source, DBloodActor* actor, const DVector
|
|||
int t = Scale(damage, size, mass);
|
||||
actor->add_int_bvel_x((int)MulScaleF(t, vect.X, 12));
|
||||
actor->add_int_bvel_y((int)MulScaleF(t, vect.Y, 12));
|
||||
actor->__int_vel.Z += (int)MulScaleF(t, vect.Z, 12);
|
||||
actor->add_int_bvel_z((int)MulScaleF(t, vect.Z, 12));
|
||||
}
|
||||
}
|
||||
actDamageSprite(source, actor, kDamageExplode, damage);
|
||||
|
@ -4577,7 +4577,7 @@ static Collision MoveThing(DBloodActor* actor)
|
|||
if ((actor->spr.flags & 2) && bottom < floorZ)
|
||||
{
|
||||
actor->spr.pos.Z += 1.777;
|
||||
actor->__int_vel.Z += 58254;
|
||||
actor->add_int_bvel_z(58254);
|
||||
if (actor->spr.type == kThingZombieHead)
|
||||
{
|
||||
auto* fxActor = gFX.fxSpawnActor(FX_27, actor->sector(), actor->spr.pos, 0);
|
||||
|
@ -4905,7 +4905,7 @@ void MoveDude(DBloodActor* actor)
|
|||
if (vc)
|
||||
{
|
||||
actor->add_int_z(((vc * 4) / 2) >> 8);
|
||||
actor->__int_vel.Z += vc;
|
||||
actor->add_int_bvel_z(vc);
|
||||
}
|
||||
}
|
||||
if (pPlayer && actor->__int_vel.Z > 0x155555 && !pPlayer->fallScream && actor->xspr.height > 0)
|
||||
|
@ -5238,7 +5238,7 @@ int MoveMissile(DBloodActor* actor)
|
|||
|
||||
int deltaz = dz / 10;
|
||||
if (target->int_pos().Z < actor->int_pos().Z) deltaz = -deltaz;
|
||||
actor->__int_vel.Z += deltaz;
|
||||
actor->add_int_bvel_z(deltaz);
|
||||
}
|
||||
}
|
||||
auto vel = actor->fVel();
|
||||
|
@ -6405,7 +6405,7 @@ DBloodActor* actFireThing(DBloodActor* actor, int a2, int a3, int a4, int thingT
|
|||
fired->__int_vel.Z = MulScale(a6, a4, 14);
|
||||
fired->add_int_bvel_x(actor->int_vel().X / 2);
|
||||
fired->add_int_bvel_y(actor->int_vel().Y / 2);
|
||||
fired->__int_vel.Z += actor->int_vel().Z / 2;
|
||||
fired->add_int_bvel_z(actor->int_vel().Z / 2);
|
||||
return fired;
|
||||
}
|
||||
|
||||
|
@ -6450,7 +6450,7 @@ void actBuildMissile(DBloodActor* spawned, DBloodActor* actor)
|
|||
seqSpawn(27, spawned, -1);
|
||||
spawned->add_int_bvel_x(actor->int_vel().X / 2 + Random2(0x11111));
|
||||
spawned->add_int_bvel_y(actor->int_vel().Y / 2 + Random2(0x11111));
|
||||
spawned->__int_vel.Z += actor->int_vel().Z / 2 + Random2(0x11111);
|
||||
spawned->add_int_bvel_z(actor->int_vel().Z / 2 + Random2(0x11111));
|
||||
break;
|
||||
case kMissileFireballCerberus:
|
||||
seqSpawn(61, spawned, dword_2192E0);
|
||||
|
@ -6460,14 +6460,14 @@ void actBuildMissile(DBloodActor* spawned, DBloodActor* actor)
|
|||
seqSpawn(23, spawned, dword_2192D8);
|
||||
spawned->add_int_bvel_x(actor->int_vel().X / 2 + Random2(0x11111));
|
||||
spawned->add_int_bvel_y(actor->int_vel().Y / 2 + Random2(0x11111));
|
||||
spawned->__int_vel.Z += actor->int_vel().Z / 2 + Random2(0x11111);
|
||||
spawned->add_int_bvel_z(actor->int_vel().Z / 2 + Random2(0x11111));
|
||||
break;
|
||||
case kMissileFlameSpray:
|
||||
if (Chance(0x8000)) seqSpawn(0, spawned, -1);
|
||||
else seqSpawn(1, spawned, -1);
|
||||
spawned->add_int_bvel_x(actor->int_vel().X / 2 + Random2(0x11111));
|
||||
spawned->add_int_bvel_y(actor->int_vel().Y / 2 + Random2(0x11111));
|
||||
spawned->__int_vel.Z += actor->int_vel().Z / 2 + Random2(0x11111);
|
||||
spawned->add_int_bvel_z(actor->int_vel().Z / 2 + Random2(0x11111));
|
||||
break;
|
||||
case kMissileFlareAlt:
|
||||
evPostActor(spawned, 30, kCallbackFXFlareBurst);
|
||||
|
@ -6771,7 +6771,7 @@ void actFireVector(DBloodActor* shooter, int a2, int a3, int a4, int a5, int a6,
|
|||
int t2 = DivScale(pVectorData->impulse, t, 8);
|
||||
actor->add_int_bvel_x(MulScale(a4, t2, 16));
|
||||
actor->add_int_bvel_y(MulScale(a5, t2, 16));
|
||||
actor->__int_vel.Z += MulScale(a6, t2, 16);
|
||||
actor->add_int_bvel_z(MulScale(a6, t2, 16));
|
||||
}
|
||||
if (pVectorData->burnTime)
|
||||
{
|
||||
|
@ -6801,7 +6801,7 @@ void actFireVector(DBloodActor* shooter, int a2, int a3, int a4, int a5, int a6,
|
|||
int t2 = DivScale(pVectorData->impulse, t, 8);
|
||||
actor->add_int_bvel_x(MulScale(a4, t2, 16));
|
||||
actor->add_int_bvel_y(MulScale(a5, t2, 16));
|
||||
actor->__int_vel.Z += MulScale(a6, t2, 16);
|
||||
actor->add_int_bvel_z(MulScale(a6, t2, 16));
|
||||
}
|
||||
if (pVectorData->burnTime)
|
||||
{
|
||||
|
@ -6859,7 +6859,7 @@ void actFireVector(DBloodActor* shooter, int a2, int a3, int a4, int a5, int a6,
|
|||
int impulse = DivScale(pVectorData->impulse, ClipLow(actor->spriteMass.mass, 10), 6);
|
||||
actor->add_int_bvel_x(MulScale(a4, impulse, 16));
|
||||
actor->add_int_bvel_y(MulScale(a5, impulse, 16));
|
||||
actor->__int_vel.Z += MulScale(a6, impulse, 16);
|
||||
actor->add_int_bvel_z(MulScale(a6, impulse, 16));
|
||||
|
||||
if (pVectorData->burnTime != 0) {
|
||||
if (!actor->xspr.burnTime) evPostActor(actor, 0, kCallbackFXFlameLick);
|
||||
|
|
|
@ -110,7 +110,7 @@ void FlareBurst(DBloodActor* actor, sectortype*) // 2
|
|||
RotateVector(&dx, &dy, nAngle);
|
||||
spawnedactor->add_int_bvel_x(dx);
|
||||
spawnedactor->add_int_bvel_y(dy);
|
||||
spawnedactor->__int_vel.Z += dz;
|
||||
spawnedactor->add_int_bvel_z(dz);
|
||||
evPostActor(spawnedactor, 960, kCallbackRemove);
|
||||
}
|
||||
evPostActor(actor, 0, kCallbackRemove);
|
||||
|
|
|
@ -260,7 +260,7 @@ void CFX::fxProcess(void)
|
|||
continue;
|
||||
}
|
||||
}
|
||||
actor->__int_vel.Z += pFXData->gravity;
|
||||
actor->add_int_bvel_z(pFXData->gravity);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -1054,13 +1054,13 @@ static void windGenDoVerticalWind(int factor, sectortype* pSector)
|
|||
if (maxZfound && actor->int_pos().Z <= maxZ)
|
||||
{
|
||||
zdiff = actor->int_pos().Z - maxZ;
|
||||
if (actor->__int_vel.Z < 0) actor->__int_vel.Z += MulScale(actor->int_vel().Z >> 4, zdiff, 16);
|
||||
if (actor->__int_vel.Z < 0) actor->add_int_bvel_z(MulScale(actor->int_vel().Z >> 4, zdiff, 16));
|
||||
continue;
|
||||
|
||||
}
|
||||
|
||||
val = -MulScale(factor * 64, 0x10000, 16);
|
||||
if (actor->__int_vel.Z >= 0) actor->__int_vel.Z += val;
|
||||
if (actor->__int_vel.Z >= 0) actor->add_int_bvel_z(val);
|
||||
else actor->__int_vel.Z = val;
|
||||
|
||||
actor->add_int_z(actor->int_vel().Z >> 12);
|
||||
|
@ -1583,7 +1583,7 @@ void debrisConcuss(DBloodActor* owneractor, int listIndex, int x, int y, int z,
|
|||
|
||||
actor->add_int_bvel_x(MulScale(t, dx, 16));
|
||||
actor->add_int_bvel_y(MulScale(t, dy, 16));
|
||||
actor->__int_vel.Z += MulScale(t, dz, 16);
|
||||
actor->add_int_bvel_z(MulScale(t, dz, 16));
|
||||
}
|
||||
|
||||
if (thing)
|
||||
|
@ -1734,14 +1734,14 @@ void debrisMove(int listIndex)
|
|||
if (vc)
|
||||
{
|
||||
actor->add_int_z(((vc << 2) >> 1) >> 8);
|
||||
actor->__int_vel.Z += vc;
|
||||
actor->add_int_bvel_z(vc);
|
||||
}
|
||||
|
||||
}
|
||||
else if ((actor->xspr.physAttr & kPhysGravity) && bottom < floorZ)
|
||||
{
|
||||
actor->spr.pos.Z += 1.777;
|
||||
actor->__int_vel.Z += 58254;
|
||||
actor->add_int_bvel_z(58254);
|
||||
|
||||
}
|
||||
|
||||
|
@ -3120,7 +3120,7 @@ void useVelocityChanger(DBloodActor* actor, sectortype* sect, DBloodActor* initi
|
|||
{
|
||||
pSprite->add_int_bvel_x(xv);
|
||||
pSprite->add_int_bvel_y(yv);
|
||||
pSprite->__int_vel.Z += zv;
|
||||
pSprite->add_int_bvel_z(zv);
|
||||
}
|
||||
else
|
||||
{
|
||||
|
@ -9234,7 +9234,7 @@ void callbackUniMissileBurst(DBloodActor* actor, sectortype*) // 22
|
|||
RotateVector(&dx, &dy, nAngle);
|
||||
burstactor->add_int_bvel_x(dx);
|
||||
burstactor->add_int_bvel_y(dy);
|
||||
burstactor->__int_vel.Z += dz;
|
||||
burstactor->add_int_bvel_z(dz);
|
||||
evPostActor(burstactor, 960, kCallbackRemove);
|
||||
}
|
||||
evPostActor(actor, 0, kCallbackRemove);
|
||||
|
|
|
@ -1453,7 +1453,7 @@ int ActionScan(PLAYER* pPlayer, HitInfo* out)
|
|||
int t2 = DivScale(0xccccc, nMass, 8);
|
||||
hitactor->add_int_bvel_x(MulScale(x, t2, 16));
|
||||
hitactor->add_int_bvel_y(MulScale(y, t2, 16));
|
||||
hitactor->__int_vel.Z += MulScale(z, t2, 16);
|
||||
hitactor->add_int_bvel_z(MulScale(z, t2, 16));
|
||||
}
|
||||
if (hitactor->xspr.Push && !hitactor->xspr.state && !hitactor->xspr.isTriggered)
|
||||
trTriggerSprite(hitactor, kCmdSpritePush);
|
||||
|
@ -1658,7 +1658,7 @@ void ProcessInput(PLAYER* pPlayer)
|
|||
if (pInput->actions & SB_JUMP)
|
||||
actor->__int_vel.Z -= pPosture->normalJumpZ;//0x5b05;
|
||||
if (pInput->actions & SB_CROUCH)
|
||||
actor->__int_vel.Z += pPosture->normalJumpZ;//0x5b05;
|
||||
actor->add_int_bvel_z(pPosture->normalJumpZ);//0x5b05;
|
||||
break;
|
||||
case 2:
|
||||
if (!(pInput->actions & SB_CROUCH))
|
||||
|
|
Loading…
Reference in a new issue