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- add_int_bvel_y
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12e5fd133c
commit
49d280c665
7 changed files with 29 additions and 29 deletions
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@ -2576,7 +2576,7 @@ static void ConcussSprite(DBloodActor* source, DBloodActor* actor, const DVector
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int size = (tileWidth(actor->spr.picnum) * actor->spr.xrepeat * tileHeight(actor->spr.picnum) * actor->spr.yrepeat) >> 1;
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int t = Scale(damage, size, mass);
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actor->add_int_bvel_x((int)MulScaleF(t, vect.X, 12));
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actor->__int_vel.Y += (int)MulScaleF(t, vect.Y, 12);
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actor->add_int_bvel_y((int)MulScaleF(t, vect.Y, 12));
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actor->__int_vel.Z += (int)MulScaleF(t, vect.Z, 12);
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}
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}
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@ -4160,13 +4160,13 @@ static void checkCeilHit(DBloodActor* actor)
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if (pThingInfo->flags & 2) actor2->spr.flags |= 4;
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// Inlined ?
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actor2->add_int_bvel_x(int(adelta.X * 16));
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actor2->__int_vel.Y += int(adelta.Y * 16);
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actor2->add_int_bvel_y(int(adelta.Y * 16));
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}
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else
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{
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actor2->spr.flags |= 5;
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actor2->add_int_bvel_x(int(adelta.X * 16));
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actor2->__int_vel.Y += int(adelta.Y * 16);
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actor2->add_int_bvel_y(int(adelta.Y * 16));
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#ifdef NOONE_EXTENSIONS
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// add size shroom abilities
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if ((actor->IsPlayerActor() && isShrinked(actor)) || (actor2->IsPlayerActor() && isGrown(actor2))) {
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@ -4502,7 +4502,7 @@ void actAirDrag(DBloodActor* actor, int a2)
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}
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}
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actor->add_int_bvel_x(MulScale(wind_x - actor->int_vel().X, a2, 16));
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actor->__int_vel.Y += MulScale(wind_y - actor->int_vel().Y, a2, 16);
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actor->add_int_bvel_y(MulScale(wind_y - actor->int_vel().Y, a2, 16));
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actor->__int_vel.Z -= MulScale(actor->int_vel().Z, a2, 16);
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}
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@ -4698,7 +4698,7 @@ static Collision MoveThing(DBloodActor* actor)
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if ((hitActor->spr.cstat & CSTAT_SPRITE_ALIGNMENT_MASK) == CSTAT_SPRITE_ALIGNMENT_FACING)
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{
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actor->add_int_bvel_x(MulScale(4, actor->int_pos().X - hitActor->int_pos().X, 2));
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actor->__int_vel.Y += MulScale(4, actor->int_pos().Y - hitActor->int_pos().Y, 2);
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actor->add_int_bvel_y(MulScale(4, actor->int_pos().Y - hitActor->int_pos().Y, 2));
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lhit = actor->hit.hit;
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}
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}
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@ -5181,7 +5181,7 @@ void MoveDude(DBloodActor* actor)
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if ((hitAct->spr.cstat & CSTAT_SPRITE_ALIGNMENT_MASK) == CSTAT_SPRITE_ALIGNMENT_FACING)
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{
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actor->add_int_bvel_x(MulScale(4, actor->int_pos().X - hitAct->int_pos().X, 2));
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actor->__int_vel.Y += MulScale(4, actor->int_pos().Y - hitAct->int_pos().Y, 2);
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actor->add_int_bvel_y(MulScale(4, actor->int_pos().Y - hitAct->int_pos().Y, 2));
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return;
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}
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}
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@ -5672,7 +5672,7 @@ static void actCheckThings()
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if (pSector->floorstat & CSTAT_SECTOR_ALIGN) angle = (angle + GetWallAngle(pSector->firstWall()) + 512) & 2047;
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actor->add_int_bvel_x(MulScale(speed, Cos(angle), 30));
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actor->__int_vel.Y += MulScale(speed, Sin(angle), 30);
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actor->add_int_bvel_y(MulScale(speed, Sin(angle), 30));
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}
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}
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actAirDrag(actor, 128);
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@ -6100,7 +6100,7 @@ static void actCheckDudes()
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int dx = MulScale(speed, Cos(angle), 30);
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int dy = MulScale(speed, Sin(angle), 30);
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actor->add_int_bvel_x(dx);
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actor->__int_vel.Y += dy;
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actor->add_int_bvel_y(dy);
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}
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}
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if (pXSector && pXSector->Underwater) actAirDrag(actor, 5376);
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@ -6404,7 +6404,7 @@ DBloodActor* actFireThing(DBloodActor* actor, int a2, int a3, int a4, int thingT
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fired->__int_vel.Y = MulScale(a6, Sin(fired->int_ang()), 30);
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fired->__int_vel.Z = MulScale(a6, a4, 14);
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fired->add_int_bvel_x(actor->int_vel().X / 2);
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fired->__int_vel.Y += actor->int_vel().Y / 2;
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fired->add_int_bvel_y(actor->int_vel().Y / 2);
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fired->__int_vel.Z += actor->int_vel().Z / 2;
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return fired;
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}
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@ -6449,7 +6449,7 @@ void actBuildMissile(DBloodActor* spawned, DBloodActor* actor)
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case kMissileFlameHound:
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seqSpawn(27, spawned, -1);
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spawned->add_int_bvel_x(actor->int_vel().X / 2 + Random2(0x11111));
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spawned->__int_vel.Y += actor->int_vel().Y / 2 + Random2(0x11111);
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spawned->add_int_bvel_y(actor->int_vel().Y / 2 + Random2(0x11111));
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spawned->__int_vel.Z += actor->int_vel().Z / 2 + Random2(0x11111);
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break;
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case kMissileFireballCerberus:
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@ -6459,14 +6459,14 @@ void actBuildMissile(DBloodActor* spawned, DBloodActor* actor)
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case kMissileFireballTchernobog:
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seqSpawn(23, spawned, dword_2192D8);
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spawned->add_int_bvel_x(actor->int_vel().X / 2 + Random2(0x11111));
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spawned->__int_vel.Y += actor->int_vel().Y / 2 + Random2(0x11111);
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spawned->add_int_bvel_y(actor->int_vel().Y / 2 + Random2(0x11111));
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spawned->__int_vel.Z += actor->int_vel().Z / 2 + Random2(0x11111);
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break;
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case kMissileFlameSpray:
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if (Chance(0x8000)) seqSpawn(0, spawned, -1);
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else seqSpawn(1, spawned, -1);
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spawned->add_int_bvel_x(actor->int_vel().X / 2 + Random2(0x11111));
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spawned->__int_vel.Y += actor->int_vel().Y / 2 + Random2(0x11111);
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spawned->add_int_bvel_y(actor->int_vel().Y / 2 + Random2(0x11111));
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spawned->__int_vel.Z += actor->int_vel().Z / 2 + Random2(0x11111);
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break;
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case kMissileFlareAlt:
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@ -6770,7 +6770,7 @@ void actFireVector(DBloodActor* shooter, int a2, int a3, int a4, int a5, int a6,
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{
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int t2 = DivScale(pVectorData->impulse, t, 8);
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actor->add_int_bvel_x(MulScale(a4, t2, 16));
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actor->__int_vel.Y += MulScale(a5, t2, 16);
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actor->add_int_bvel_y(MulScale(a5, t2, 16));
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actor->__int_vel.Z += MulScale(a6, t2, 16);
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}
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if (pVectorData->burnTime)
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@ -6800,7 +6800,7 @@ void actFireVector(DBloodActor* shooter, int a2, int a3, int a4, int a5, int a6,
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{
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int t2 = DivScale(pVectorData->impulse, t, 8);
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actor->add_int_bvel_x(MulScale(a4, t2, 16));
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actor->__int_vel.Y += MulScale(a5, t2, 16);
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actor->add_int_bvel_y(MulScale(a5, t2, 16));
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actor->__int_vel.Z += MulScale(a6, t2, 16);
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}
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if (pVectorData->burnTime)
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@ -6858,7 +6858,7 @@ void actFireVector(DBloodActor* shooter, int a2, int a3, int a4, int a5, int a6,
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int impulse = DivScale(pVectorData->impulse, ClipLow(actor->spriteMass.mass, 10), 6);
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actor->add_int_bvel_x(MulScale(a4, impulse, 16));
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actor->__int_vel.Y += MulScale(a5, impulse, 16);
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actor->add_int_bvel_y(MulScale(a5, impulse, 16));
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actor->__int_vel.Z += MulScale(a6, impulse, 16);
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if (pVectorData->burnTime != 0) {
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@ -304,7 +304,7 @@ void aiMoveForward(DBloodActor* actor)
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if (abs(nAng) > DAngle60)
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return;
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actor->add_int_bvel_x(MulScale(pDudeInfo->frontSpeed, Cos(actor->int_ang()), 30));
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actor->__int_vel.Y += MulScale(pDudeInfo->frontSpeed, Sin(actor->int_ang()), 30);
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actor->add_int_bvel_y(MulScale(pDudeInfo->frontSpeed, Sin(actor->int_ang()), 30));
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}
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//---------------------------------------------------------------------------
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@ -403,7 +403,7 @@ static void beastMoveForward(DBloodActor* actor)
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if (nDist <= 0x400 && Random(64) < 32)
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return;
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actor->add_int_bvel_x(MulScale(pDudeInfo->frontSpeed, Cos(actor->int_ang()), 30));
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actor->__int_vel.Y += MulScale(pDudeInfo->frontSpeed, Sin(actor->int_ang()), 30);
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actor->add_int_bvel_y(MulScale(pDudeInfo->frontSpeed, Sin(actor->int_ang()), 30));
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}
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static void sub_628A0(DBloodActor* actor)
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@ -1153,7 +1153,7 @@ void aiGenDudeMoveForward(DBloodActor* actor)
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int frontSpeed = actor->genDudeExtra.moveSpeed;
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actor->add_int_bvel_x(MulScale(cos, frontSpeed, 30));
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actor->__int_vel.Y += MulScale(sin, frontSpeed, 30);
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actor->add_int_bvel_y(MulScale(sin, frontSpeed, 30));
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}
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}
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@ -109,7 +109,7 @@ void FlareBurst(DBloodActor* actor, sectortype*) // 2
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}
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RotateVector(&dx, &dy, nAngle);
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spawnedactor->add_int_bvel_x(dx);
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spawnedactor->__int_vel.Y += dy;
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spawnedactor->add_int_bvel_y(dy);
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spawnedactor->__int_vel.Z += dz;
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evPostActor(spawnedactor, 960, kCallbackRemove);
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}
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@ -1315,7 +1315,7 @@ void nnExtProcessSuperSprites()
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int dx = MulScale(speed, Cos(angle), 30);
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int dy = MulScale(speed, Sin(angle), 30);
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debrisactor->add_int_bvel_x(dx);
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debrisactor->__int_vel.Y += dy;
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debrisactor->add_int_bvel_y(dy);
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}
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}
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@ -1335,7 +1335,7 @@ void nnExtProcessSuperSprites()
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nSpeed = ClipLow(nSpeed - MulScale(nSpeed, mass, 6), 0x9000 - (mass << 3));
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debrisactor->add_int_bvel_x(MulScale(nSpeed, Cos(pPlayer->actor->int_ang()), 30));
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debrisactor->__int_vel.Y += MulScale(nSpeed, Sin(pPlayer->actor->int_ang()), 30);
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debrisactor->add_int_bvel_y(MulScale(nSpeed, Sin(pPlayer->actor->int_ang()), 30));
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debrisactor->hit.hit.setSprite(pPlayer->actor);
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}
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@ -1582,7 +1582,7 @@ void debrisConcuss(DBloodActor* owneractor, int listIndex, int x, int y, int z,
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int t = Scale(dmg, size, actor->spriteMass.mass);
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actor->add_int_bvel_x(MulScale(t, dx, 16));
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actor->__int_vel.Y += MulScale(t, dy, 16);
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actor->add_int_bvel_y(MulScale(t, dy, 16));
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actor->__int_vel.Z += MulScale(t, dz, 16);
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}
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@ -1855,7 +1855,7 @@ void debrisMove(int listIndex)
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if ((floorColl.actor()->spr.cstat & CSTAT_SPRITE_ALIGNMENT_MASK) == 0)
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{
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actor->add_int_bvel_x(MulScale(4, actor->int_pos().X - floorColl.actor()->int_pos().X, 2));
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actor->__int_vel.Y += MulScale(4, actor->int_pos().Y - floorColl.actor()->int_pos().Y, 2);
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actor->add_int_bvel_y(MulScale(4, actor->int_pos().Y - floorColl.actor()->int_pos().Y, 2));
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return;
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}
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}
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@ -3119,7 +3119,7 @@ void useVelocityChanger(DBloodActor* actor, sectortype* sect, DBloodActor* initi
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if (relative)
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{
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pSprite->add_int_bvel_x(xv);
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pSprite->__int_vel.Y += yv;
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pSprite->add_int_bvel_y(yv);
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pSprite->__int_vel.Z += zv;
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}
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else
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@ -8224,7 +8224,7 @@ void aiPatrolMove(DBloodActor* actor)
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frontSpeed = aiPatrolGetVelocity(pDudeInfo->frontSpeed, targetactor->xspr.busyTime);
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actor->add_int_bvel_x(MulScale(frontSpeed, Cos(actor->int_ang()), 30));
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actor->__int_vel.Y += MulScale(frontSpeed, Sin(actor->int_ang()), 30);
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actor->add_int_bvel_y(MulScale(frontSpeed, Sin(actor->int_ang()), 30));
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}
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vel = MulScale(vel, approxDist(dx, dy) << 6, 16);
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@ -9233,7 +9233,7 @@ void callbackUniMissileBurst(DBloodActor* actor, sectortype*) // 22
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}
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RotateVector(&dx, &dy, nAngle);
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burstactor->add_int_bvel_x(dx);
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burstactor->__int_vel.Y += dy;
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burstactor->add_int_bvel_y(dy);
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burstactor->__int_vel.Z += dz;
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evPostActor(burstactor, 960, kCallbackRemove);
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}
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@ -1452,7 +1452,7 @@ int ActionScan(PLAYER* pPlayer, HitInfo* out)
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{
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int t2 = DivScale(0xccccc, nMass, 8);
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hitactor->add_int_bvel_x(MulScale(x, t2, 16));
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hitactor->__int_vel.Y += MulScale(y, t2, 16);
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hitactor->add_int_bvel_y(MulScale(y, t2, 16));
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hitactor->__int_vel.Z += MulScale(z, t2, 16);
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}
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if (hitactor->xspr.Push && !hitactor->xspr.state && !hitactor->xspr.isTriggered)
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@ -1601,7 +1601,7 @@ void ProcessInput(PLAYER* pPlayer)
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else
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forward = MulScale(pPosture->backAccel, forward, 8);
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actor->add_int_bvel_x(MulScale(forward, x, 30));
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actor->__int_vel.Y += MulScale(forward, y, 30);
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actor->add_int_bvel_y(MulScale(forward, y, 30));
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}
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if (pInput->svel)
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{
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@ -1628,7 +1628,7 @@ void ProcessInput(PLAYER* pPlayer)
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if (actor->xspr.height)
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forward = MulScale(forward, speed, 16);
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actor->add_int_bvel_x(MulScale(forward, x, 30));
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actor->__int_vel.Y += MulScale(forward, y, 30);
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actor->add_int_bvel_y(MulScale(forward, y, 30));
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}
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if (pInput->svel)
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{
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