- SpawnNuclearExp

This commit is contained in:
Christoph Oelckers 2021-11-05 00:29:58 +01:00
parent 2480beebcf
commit 3a16ac673c
2 changed files with 40 additions and 48 deletions

View file

@ -6567,7 +6567,7 @@ DoDamage(short SpriteNum, short Weapon)
}
if (wu->Radius == NUKE_RADIUS)
SpawnNuclearExp(Weapon);
SpawnNuclearExp(weapActor);
else
SpawnBoltExp(Weapon);
SetSuicide(weapActor);
@ -6641,7 +6641,7 @@ DoDamage(short SpriteNum, short Weapon)
}
if (wu->Radius == NUKE_RADIUS)
SpawnNuclearExp(Weapon);
SpawnNuclearExp(weapActor);
else
SpawnBoltExp(Weapon);
SetSuicide(weapActor);
@ -10096,7 +10096,7 @@ DoRocket(DSWActor* actor)
SpawnBunnyExp(Weapon);
}
else if (u->Radius == NUKE_RADIUS)
SpawnNuclearExp(Weapon);
SpawnNuclearExp(actor);
else
SpawnBoltExp(Weapon);
@ -11000,24 +11000,22 @@ SpawnTankShellExp(int16_t Weapon)
}
int
SpawnNuclearSecondaryExp(int16_t Weapon, short ang)
void SpawnNuclearSecondaryExp(DSWActor* actor, short ang)
{
SPRITEp sp = &sprite[Weapon];
USERp u = User[Weapon].Data();
SPRITEp sp = &actor->s();
USERp u = actor->u();
SPRITEp exp;
USERp eu;
short explosion;
ASSERT(u);
explosion = SpawnSprite(STAT_MISSILE, GRENADE_EXP, s_GrenadeExp, sp->sectnum,
auto expActor = SpawnActor(STAT_MISSILE, GRENADE_EXP, s_GrenadeExp, sp->sectnum,
sp->x, sp->y, sp->z, sp->ang, 512);
exp = &sprite[explosion];
eu = User[explosion].Data();
exp = &expActor->s();
eu = expActor->u();
exp->hitag = LUMINOUS; //Always full brightness
SetOwner(sp->owner, explosion);
SetOwner(GetOwner(actor), expActor);
exp->shade = -128;
exp->xrepeat = 218;
exp->yrepeat = 152;
@ -11032,42 +11030,39 @@ SpawnNuclearSecondaryExp(int16_t Weapon, short ang)
eu->xchange = MOVEx(vel, ang);
eu->ychange = MOVEy(vel, ang);
eu->Radius = 200; // was NUKE_RADIUS
SetCollision(eu, move_missile(explosion, eu->xchange, eu->ychange, 0,
SetCollision(eu, move_missile(expActor->GetSpriteIndex(), eu->xchange, eu->ychange, 0,
eu->ceiling_dist, eu->floor_dist, CLIPMASK_MISSILE, MISSILEMOVETICS));
if (FindDistance3D(exp->x - sp->x, exp->y - sp->y, exp->z - sp->z) < 1024)
{
KillSprite(explosion);
return -1;
KillActor(expActor);
return;
}
SpawnExpZadjust(Weapon, exp, Z(50), Z(10));
InitChemBomb(&swActors[explosion]);
return explosion;
SpawnExpZadjust(actor->GetSpriteIndex(), exp, Z(50), Z(10));
InitChemBomb(expActor);
}
int
SpawnNuclearExp(int16_t Weapon)
void SpawnNuclearExp(DSWActor* actor)
{
SPRITEp sp = &sprite[Weapon];
USERp u = User[Weapon].Data();
SPRITEp sp = &actor->s();
USERp u = actor->u();
SPRITEp exp;
USERp eu;
short explosion,ang=0;
short ang=0;
PLAYERp pp = nullptr;
short rnd_rng;
ASSERT(u);
if (u && TEST(u->Flags, SPR_SUICIDE))
return -1;
return;
PlaySound(DIGI_NUCLEAREXP, sp, v3df_dontpan | v3df_doppler);
PlaySound(DIGI_NUCLEAREXP, actor, v3df_dontpan | v3df_doppler);
if (sp->owner)
auto own = GetOwner(actor);
if (own && own->hasU())
{
pp = User[sp->owner]->PlayerP;
pp = own->u()->PlayerP;
rnd_rng = RandomRange(1000);
if (rnd_rng > 990)
@ -11079,13 +11074,13 @@ SpawnNuclearExp(int16_t Weapon)
}
// Spawn big mushroom cloud
explosion = SpawnSprite(STAT_MISSILE, MUSHROOM_CLOUD, s_NukeMushroom, sp->sectnum,
auto expActor = SpawnActor(STAT_MISSILE, MUSHROOM_CLOUD, s_NukeMushroom, sp->sectnum,
sp->x, sp->y, sp->z, sp->ang, 0);
exp = &sprite[explosion];
eu = User[explosion].Data();
exp = &expActor->s();
eu = expActor->u();
exp->hitag = LUMINOUS; //Always full brightness
SetOwner(sp->owner, explosion);
SetOwner(own, expActor);
exp->shade = -128;
exp->xrepeat = 255;
exp->yrepeat = 255;
@ -11094,17 +11089,16 @@ SpawnNuclearExp(int16_t Weapon)
RESET(exp->cstat, CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN);
eu->spal = exp->pal = PALETTE_PLAYER1; // Set nuke puff to gray
InitChemBomb(&swActors[explosion]);
InitChemBomb(expActor);
// Do central explosion
explosion = SpawnSprite(STAT_MISSILE, MUSHROOM_CLOUD, s_GrenadeExp, sp->sectnum,
expActor = SpawnActor(STAT_MISSILE, MUSHROOM_CLOUD, s_GrenadeExp, sp->sectnum,
sp->x, sp->y, sp->z, sp->ang, 0);
auto expActor = &swActors[explosion];
exp = &sprite[explosion];
eu = User[explosion].Data();
exp = &expActor->s();
eu = expActor->u();
SetOwner(sp->owner, explosion);
SetOwner(own, expActor);
exp->shade = -128;
exp->xrepeat = 218;
exp->yrepeat = 152;
@ -11115,26 +11109,24 @@ SpawnNuclearExp(int16_t Weapon)
eu->Radius = NUKE_RADIUS;
SpawnExpZadjust(Weapon, exp, Z(30), Z(30));
SpawnExpZadjust(actor->GetSpriteIndex(), exp, Z(30), Z(30));
DoExpDamageTest(expActor);
// Nuclear effects
SetNuclearQuake(explosion);
SetNuclearQuake(actor->GetSpriteIndex());
SetFadeAmt(pp, -80, 1); // Nuclear flash
// Secondary blasts
ang = RANDOM_P2(2048);
SpawnNuclearSecondaryExp(explosion, ang);
SpawnNuclearSecondaryExp(expActor, ang);
ang = ang + 512 + RANDOM_P2(256);
SpawnNuclearSecondaryExp(explosion, ang);
SpawnNuclearSecondaryExp(expActor, ang);
ang = ang + 512 + RANDOM_P2(256);
SpawnNuclearSecondaryExp(explosion, ang);
SpawnNuclearSecondaryExp(expActor, ang);
ang = ang + 512 + RANDOM_P2(256);
SpawnNuclearSecondaryExp(explosion, ang);
return explosion;
SpawnNuclearSecondaryExp(expActor, ang);
}
void SpawnTracerExp(DSWActor* actor)

View file

@ -241,7 +241,7 @@ int SpawnSplash(DSWActor*);
void SpawnMineExp(DSWActor*);
void SpawnLittleExp(DSWActor*);
DSWActor* SpawnLargeExp(DSWActor*);
int SpawnNuclearExp(int16_t Weapon);
void SpawnNuclearExp(DSWActor* actor);
int SpawnBoltExp(int16_t Weapon);
void SpawnTracerExp(DSWActor* Weapon);
int SpawnGoroFireballExp(int16_t Weapon);