- Blood: renamed actFireVector's arguments.

No way this can be refactored with names like a2, a3, a4 etc...
This commit is contained in:
Christoph Oelckers 2022-09-25 16:41:57 +02:00
parent d1d68f1570
commit 3b76de7b7d

View file

@ -6639,12 +6639,12 @@ bool actCanSplatWall(walltype* pWall)
//
//---------------------------------------------------------------------------
void actFireVector(DBloodActor* shooter, int a2, int a3, int a4, int a5, int a6, VECTOR_TYPE vectorType)
void actFireVector(DBloodActor* shooter, int offset, int zoffset, int dx, int dy, int dz, VECTOR_TYPE vectorType)
{
assert(vectorType >= 0 && vectorType < kVectorMax);
const VECTORDATA* pVectorData = &gVectorData[vectorType];
int nRange = pVectorData->maxDist;
int hit = VectorScan(shooter, a2, a3, a4, a5, a6, nRange, 1);
int hit = VectorScan(shooter, offset, zoffset, dx, dy, dz, nRange, 1);
if (hit == 3)
{
auto hitactor = gHitInfo.actor();
@ -6660,9 +6660,9 @@ void actFireVector(DBloodActor* shooter, int a2, int a3, int a4, int a5, int a6,
}
}
}
int x = gHitInfo.int_hitpos().X - MulScale(a4, 16, 14);
int y = gHitInfo.int_hitpos().Y - MulScale(a5, 16, 14);
int z = gHitInfo.int_hitpos().Z - MulScale(a6, 256, 14);
int x = gHitInfo.int_hitpos().X - MulScale(dx, 16, 14);
int y = gHitInfo.int_hitpos().Y - MulScale(dy, 16, 14);
int z = gHitInfo.int_hitpos().Z - MulScale(dz, 256, 14);
auto pSector = gHitInfo.hitSector;
uint8_t nSurf = kSurfNone;
if (nRange == 0 || approxDist(gHitInfo.hitpos.XY() - shooter->spr.pos.XY()) < nRange)
@ -6691,9 +6691,9 @@ void actFireVector(DBloodActor* shooter, int a2, int a3, int a4, int a5, int a6,
nSurf = surfType[pWall->picnum];
if (actCanSplatWall(pWall))
{
int xx = gHitInfo.int_hitpos().X - MulScale(a4, 16, 14);
int yy = gHitInfo.int_hitpos().Y - MulScale(a5, 16, 14);
int zz = gHitInfo.int_hitpos().Z - MulScale(a6, 256, 14);
int xx = gHitInfo.int_hitpos().X - MulScale(dx, 16, 14);
int yy = gHitInfo.int_hitpos().Y - MulScale(dy, 16, 14);
int zz = gHitInfo.int_hitpos().Z - MulScale(dz, 256, 14);
int nnSurf = surfType[pWall->picnum];
assert(nnSurf < kSurfMax);
if (pVectorData->surfHit[nnSurf].fx1 >= 0)
@ -6723,9 +6723,9 @@ void actFireVector(DBloodActor* shooter, int a2, int a3, int a4, int a5, int a6,
{
auto actor = gHitInfo.actor();
nSurf = surfType[actor->spr.picnum];
x -= MulScale(a4, 112, 14);
y -= MulScale(a5, 112, 14);
z -= MulScale(a6, 112 << 4, 14);
x -= MulScale(dx, 112, 14);
y -= MulScale(dy, 112, 14);
z -= MulScale(dz, 112 << 4, 14);
int shift = 4;
if (vectorType == kVectorTine && !actor->IsPlayerActor()) shift = 3;
@ -6738,9 +6738,9 @@ void actFireVector(DBloodActor* shooter, int a2, int a3, int a4, int a5, int a6,
if (t > 0 && pVectorData->impulse)
{
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->add_int_bvel_z(MulScale(a6, t2, 16));
actor->add_int_bvel_x(MulScale(dx, t2, 16));
actor->add_int_bvel_y(MulScale(dy, t2, 16));
actor->add_int_bvel_z(MulScale(dz, t2, 16));
}
if (pVectorData->burnTime)
{
@ -6768,9 +6768,9 @@ void actFireVector(DBloodActor* shooter, int a2, int a3, int a4, int a5, int a6,
if (t > 0 && pVectorData->impulse)
{
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->add_int_bvel_z(MulScale(a6, t2, 16));
actor->add_int_bvel_x(MulScale(dx, t2, 16));
actor->add_int_bvel_y(MulScale(dy, t2, 16));
actor->add_int_bvel_z(MulScale(dz, t2, 16));
}
if (pVectorData->burnTime)
{
@ -6780,10 +6780,10 @@ void actFireVector(DBloodActor* shooter, int a2, int a3, int a4, int a5, int a6,
if (Chance(pVectorData->fxChance))
{
int tt = gVectorData[19].maxDist;
a4 += Random3(4000);
a5 += Random3(4000);
a6 += Random3(4000);
if (HitScan(actor, gHitInfo.hitpos.Z, a4, a5, a6, CLIPMASK1, tt) == 0)
dx += Random3(4000);
dy += Random3(4000);
dz += Random3(4000);
if (HitScan(actor, gHitInfo.hitpos.Z, dx, dy, dz, CLIPMASK1, tt) == 0)
{
if (approxDist(gHitInfo.hitpos.XY() - actor->spr.pos.XY()) <= tt)
{
@ -6791,9 +6791,9 @@ void actFireVector(DBloodActor* shooter, int a2, int a3, int a4, int a5, int a6,
auto pSector1 = gHitInfo.hitSector;
if (actCanSplatWall(pWall))
{
int xx = gHitInfo.int_hitpos().X - MulScale(a4, 16, 14);
int yy = gHitInfo.int_hitpos().Y - MulScale(a5, 16, 14);
int zz = gHitInfo.int_hitpos().Z - MulScale(a6, 16 << 4, 14);
int xx = gHitInfo.int_hitpos().X - MulScale(dx, 16, 14);
int yy = gHitInfo.int_hitpos().Y - MulScale(dy, 16, 14);
int zz = gHitInfo.int_hitpos().Z - MulScale(dz, 16 << 4, 14);
int nnSurf = surfType[pWall->picnum];
const VECTORDATA* pVectorData1 = &gVectorData[19];
FX_ID t2 = pVectorData1->surfHit[nnSurf].fx2;
@ -6826,9 +6826,9 @@ void actFireVector(DBloodActor* shooter, int a2, int a3, int a4, int a5, int a6,
if (actor->xspr.physAttr & kPhysDebrisVector) {
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->add_int_bvel_z(MulScale(a6, impulse, 16));
actor->add_int_bvel_x(MulScale(dx, impulse, 16));
actor->add_int_bvel_y(MulScale(dy, impulse, 16));
actor->add_int_bvel_z(MulScale(dz, impulse, 16));
if (pVectorData->burnTime != 0) {
if (!actor->xspr.burnTime) evPostActor(actor, 0, kCallbackFXFlameLick);