- Init(Enemy)Nuke

This commit is contained in:
Christoph Oelckers 2021-11-04 21:38:08 +01:00
parent 7436c17469
commit 35d6f7efd5

View file

@ -15167,18 +15167,15 @@ InitBunnyRocket(PLAYERp pp)
return 0;
}
int
InitNuke(PLAYERp pp)
int InitNuke(PLAYERp pp)
{
USERp u = User[pp->PlayerSprite].Data();
USERp u = pp->Actor()->u();
auto sp = &pp->Actor()->s();
USERp wu;
SPRITEp wp;
int nx, ny, nz;
short w;
int zvel;
// PlayerUpdateAmmo(pp, u->WeaponNum, -1);
if (pp->WpnRocketNuke > 0)
pp->WpnRocketNuke = 0; // Bye Bye little nukie.
else
@ -15201,15 +15198,14 @@ InitNuke(PLAYERp pp)
// Spawn a shot
// Inserting and setting up variables
//nz = pp->posz + pp->bob_z + Z(12);
nz = pp->posz + pp->bob_z + Z(8);
w = SpawnSprite(STAT_MISSILE, BOLT_THINMAN_R0, &s_Rocket[0][0], pp->cursectnum,
auto actorNew = SpawnActor(STAT_MISSILE, BOLT_THINMAN_R0, &s_Rocket[0][0], pp->cursectnum,
nx, ny, nz, pp->angle.ang.asbuild(), 700);
wp = &sprite[w];
wu = User[w].Data();
wp = &actorNew->s();
wu = actorNew->u();
SetOwner(pp->PlayerSprite, w);
SetOwner(pp->Actor(), actorNew);
wp->yrepeat = 128;
wp->xrepeat = 128;
wp->shade = -15;
@ -15220,7 +15216,7 @@ InitNuke(PLAYERp pp)
wp->pal = wu->spal = 19;
wu->RotNum = 5;
NewStateGroup(&swActors[w], &sg_Rocket[0]);
NewStateGroup(actorNew, &sg_Rocket[0]);
wu->WeaponNum = u->WeaponNum;
wu->Radius = NUKE_RADIUS;
@ -15235,7 +15231,7 @@ InitNuke(PLAYERp pp)
pp->SpriteP->clipdist = 0;
wp->ang = NORM_ANGLE(wp->ang + 512);
HelpMissileLateral(w, 900);
HelpMissileLateral(actorNew->GetSpriteIndex(), 900);
wp->ang = NORM_ANGLE(wp->ang - 512);
if (TEST(pp->Flags, PF_DIVING) || SpriteInUnderwaterArea(wp))
@ -15243,19 +15239,19 @@ InitNuke(PLAYERp pp)
// cancel smoke trail
wu->Counter = 1;
if (TestMissileSetPos(w, DoRocket, 1200, zvel))
if (TestMissileSetPos(actorNew->GetSpriteIndex(), DoRocket, 1200, zvel))
{
pp->SpriteP->clipdist = oclipdist;
KillSprite(w);
sp->clipdist = oclipdist;
KillActor(actorNew);
return 0;
}
// inable smoke trail
wu->Counter = 0;
pp->SpriteP->clipdist = oclipdist;
sp->clipdist = oclipdist;
wp->zvel = zvel >> 1;
if (WeaponAutoAim(pp->SpriteP, w, 32, false) == -1)
if (WeaponAutoAim(sp, actorNew->GetSpriteIndex(), 32, false) == -1)
{
wp->ang = NORM_ANGLE(wp->ang - 5);
}
@ -15271,20 +15267,17 @@ InitNuke(PLAYERp pp)
return 0;
}
int
InitEnemyNuke(DSWActor* actor)
int InitEnemyNuke(DSWActor* actor)
{
USER* u = actor->u();
int SpriteNum = u->SpriteNum;
SPRITEp sp = &sprite[SpriteNum];
SPRITEp sp = &actor->s();
USERp wu;
SPRITEp wp;
int nx, ny, nz;
short w;
int zvel;
PlaySound(DIGI_RIOTFIRE, sp, v3df_dontpan|v3df_doppler);
PlaySound(DIGI_RIOTFIRE, actor, v3df_dontpan|v3df_doppler);
// Make sprite shade brighter
u->Vis = 128;
@ -15293,19 +15286,17 @@ InitEnemyNuke(DSWActor* actor)
ny = sp->y;
// Spawn a shot
// Inserting and setting up variables
//nz = pp->posz + pp->bob_z + Z(12);
nz = sp->z + Z(40);
w = SpawnSprite(STAT_MISSILE, BOLT_THINMAN_R0, &s_Rocket[0][0], sp->sectnum,
auto actorNew = SpawnActor(STAT_MISSILE, BOLT_THINMAN_R0, &s_Rocket[0][0], sp->sectnum,
nx, ny, nz, sp->ang, 700);
wp = &sprite[w];
wu = User[w].Data();
wp = &actorNew->s();
wu = actorNew->u();
if (u->ID == ZOMBIE_RUN_R0)
SetOwner(sp->owner, w);
SetOwner(GetOwner(actor), actorNew);
else
SetOwner(SpriteNum, w);
SetOwner(actor, actorNew);
wp->yrepeat = 128;
wp->xrepeat = 128;
@ -15317,7 +15308,7 @@ InitEnemyNuke(DSWActor* actor)
wp->pal = wu->spal = 19;
wu->RotNum = 5;
NewStateGroup(&swActors[w], &sg_Rocket[0]);
NewStateGroup(actorNew, &sg_Rocket[0]);
wu->WeaponNum = u->WeaponNum;
wu->Radius = NUKE_RADIUS;
@ -15327,7 +15318,7 @@ InitEnemyNuke(DSWActor* actor)
SET(wp->cstat, CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN);
wp->ang = NORM_ANGLE(wp->ang + 512);
HelpMissileLateral(w, 500);
HelpMissileLateral(actorNew->GetSpriteIndex(), 500);
wp->ang = NORM_ANGLE(wp->ang - 512);
if (SpriteInUnderwaterArea(wp))
@ -15335,9 +15326,9 @@ InitEnemyNuke(DSWActor* actor)
// cancel smoke trail
wu->Counter = 1;
if (TestMissileSetPos(w, DoRocket, 1200, zvel))
if (TestMissileSetPos(actorNew->GetSpriteIndex(), DoRocket, 1200, zvel))
{
KillSprite(w);
KillActor(actorNew);
return 0;
}
@ -15345,7 +15336,7 @@ InitEnemyNuke(DSWActor* actor)
wu->Counter = 0;
wp->zvel = zvel >> 1;
if (WeaponAutoAim(sp, w, 32, false) == -1)
if (WeaponAutoAim(sp, actorNew->GetSpriteIndex(), 32, false) == -1)
{
wp->ang = NORM_ANGLE(wp->ang - 5);
}