- add_int_bvel_y

This commit is contained in:
Christoph Oelckers 2022-09-01 21:05:25 +02:00
parent 12e5fd133c
commit 49d280c665
7 changed files with 29 additions and 29 deletions

View file

@ -2576,7 +2576,7 @@ static void ConcussSprite(DBloodActor* source, DBloodActor* actor, const DVector
int size = (tileWidth(actor->spr.picnum) * actor->spr.xrepeat * tileHeight(actor->spr.picnum) * actor->spr.yrepeat) >> 1;
int t = Scale(damage, size, mass);
actor->add_int_bvel_x((int)MulScaleF(t, vect.X, 12));
actor->__int_vel.Y += (int)MulScaleF(t, vect.Y, 12);
actor->add_int_bvel_y((int)MulScaleF(t, vect.Y, 12));
actor->__int_vel.Z += (int)MulScaleF(t, vect.Z, 12);
}
}
@ -4160,13 +4160,13 @@ static void checkCeilHit(DBloodActor* actor)
if (pThingInfo->flags & 2) actor2->spr.flags |= 4;
// Inlined ?
actor2->add_int_bvel_x(int(adelta.X * 16));
actor2->__int_vel.Y += int(adelta.Y * 16);
actor2->add_int_bvel_y(int(adelta.Y * 16));
}
else
{
actor2->spr.flags |= 5;
actor2->add_int_bvel_x(int(adelta.X * 16));
actor2->__int_vel.Y += int(adelta.Y * 16);
actor2->add_int_bvel_y(int(adelta.Y * 16));
#ifdef NOONE_EXTENSIONS
// add size shroom abilities
if ((actor->IsPlayerActor() && isShrinked(actor)) || (actor2->IsPlayerActor() && isGrown(actor2))) {
@ -4502,7 +4502,7 @@ void actAirDrag(DBloodActor* actor, int a2)
}
}
actor->add_int_bvel_x(MulScale(wind_x - actor->int_vel().X, a2, 16));
actor->__int_vel.Y += MulScale(wind_y - actor->int_vel().Y, a2, 16);
actor->add_int_bvel_y(MulScale(wind_y - actor->int_vel().Y, a2, 16));
actor->__int_vel.Z -= MulScale(actor->int_vel().Z, a2, 16);
}
@ -4698,7 +4698,7 @@ static Collision MoveThing(DBloodActor* actor)
if ((hitActor->spr.cstat & CSTAT_SPRITE_ALIGNMENT_MASK) == CSTAT_SPRITE_ALIGNMENT_FACING)
{
actor->add_int_bvel_x(MulScale(4, actor->int_pos().X - hitActor->int_pos().X, 2));
actor->__int_vel.Y += MulScale(4, actor->int_pos().Y - hitActor->int_pos().Y, 2);
actor->add_int_bvel_y(MulScale(4, actor->int_pos().Y - hitActor->int_pos().Y, 2));
lhit = actor->hit.hit;
}
}
@ -5181,7 +5181,7 @@ void MoveDude(DBloodActor* actor)
if ((hitAct->spr.cstat & CSTAT_SPRITE_ALIGNMENT_MASK) == CSTAT_SPRITE_ALIGNMENT_FACING)
{
actor->add_int_bvel_x(MulScale(4, actor->int_pos().X - hitAct->int_pos().X, 2));
actor->__int_vel.Y += MulScale(4, actor->int_pos().Y - hitAct->int_pos().Y, 2);
actor->add_int_bvel_y(MulScale(4, actor->int_pos().Y - hitAct->int_pos().Y, 2));
return;
}
}
@ -5672,7 +5672,7 @@ static void actCheckThings()
if (pSector->floorstat & CSTAT_SECTOR_ALIGN) angle = (angle + GetWallAngle(pSector->firstWall()) + 512) & 2047;
actor->add_int_bvel_x(MulScale(speed, Cos(angle), 30));
actor->__int_vel.Y += MulScale(speed, Sin(angle), 30);
actor->add_int_bvel_y(MulScale(speed, Sin(angle), 30));
}
}
actAirDrag(actor, 128);
@ -6100,7 +6100,7 @@ static void actCheckDudes()
int dx = MulScale(speed, Cos(angle), 30);
int dy = MulScale(speed, Sin(angle), 30);
actor->add_int_bvel_x(dx);
actor->__int_vel.Y += dy;
actor->add_int_bvel_y(dy);
}
}
if (pXSector && pXSector->Underwater) actAirDrag(actor, 5376);
@ -6404,7 +6404,7 @@ DBloodActor* actFireThing(DBloodActor* actor, int a2, int a3, int a4, int thingT
fired->__int_vel.Y = MulScale(a6, Sin(fired->int_ang()), 30);
fired->__int_vel.Z = MulScale(a6, a4, 14);
fired->add_int_bvel_x(actor->int_vel().X / 2);
fired->__int_vel.Y += actor->int_vel().Y / 2;
fired->add_int_bvel_y(actor->int_vel().Y / 2);
fired->__int_vel.Z += actor->int_vel().Z / 2;
return fired;
}
@ -6449,7 +6449,7 @@ void actBuildMissile(DBloodActor* spawned, DBloodActor* actor)
case kMissileFlameHound:
seqSpawn(27, spawned, -1);
spawned->add_int_bvel_x(actor->int_vel().X / 2 + Random2(0x11111));
spawned->__int_vel.Y += actor->int_vel().Y / 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);
break;
case kMissileFireballCerberus:
@ -6459,14 +6459,14 @@ void actBuildMissile(DBloodActor* spawned, DBloodActor* actor)
case kMissileFireballTchernobog:
seqSpawn(23, spawned, dword_2192D8);
spawned->add_int_bvel_x(actor->int_vel().X / 2 + Random2(0x11111));
spawned->__int_vel.Y += actor->int_vel().Y / 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);
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->__int_vel.Y += actor->int_vel().Y / 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);
break;
case kMissileFlareAlt:
@ -6770,7 +6770,7 @@ 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->__int_vel.Y += MulScale(a5, t2, 16);
actor->add_int_bvel_y(MulScale(a5, t2, 16));
actor->__int_vel.Z += MulScale(a6, t2, 16);
}
if (pVectorData->burnTime)
@ -6800,7 +6800,7 @@ 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->__int_vel.Y += MulScale(a5, t2, 16);
actor->add_int_bvel_y(MulScale(a5, t2, 16));
actor->__int_vel.Z += MulScale(a6, t2, 16);
}
if (pVectorData->burnTime)
@ -6858,7 +6858,7 @@ 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->__int_vel.Y += MulScale(a5, impulse, 16);
actor->add_int_bvel_y(MulScale(a5, impulse, 16));
actor->__int_vel.Z += MulScale(a6, impulse, 16);
if (pVectorData->burnTime != 0) {

View file

@ -304,7 +304,7 @@ void aiMoveForward(DBloodActor* actor)
if (abs(nAng) > DAngle60)
return;
actor->add_int_bvel_x(MulScale(pDudeInfo->frontSpeed, Cos(actor->int_ang()), 30));
actor->__int_vel.Y += MulScale(pDudeInfo->frontSpeed, Sin(actor->int_ang()), 30);
actor->add_int_bvel_y(MulScale(pDudeInfo->frontSpeed, Sin(actor->int_ang()), 30));
}
//---------------------------------------------------------------------------

View file

@ -403,7 +403,7 @@ static void beastMoveForward(DBloodActor* actor)
if (nDist <= 0x400 && Random(64) < 32)
return;
actor->add_int_bvel_x(MulScale(pDudeInfo->frontSpeed, Cos(actor->int_ang()), 30));
actor->__int_vel.Y += MulScale(pDudeInfo->frontSpeed, Sin(actor->int_ang()), 30);
actor->add_int_bvel_y(MulScale(pDudeInfo->frontSpeed, Sin(actor->int_ang()), 30));
}
static void sub_628A0(DBloodActor* actor)

View file

@ -1153,7 +1153,7 @@ void aiGenDudeMoveForward(DBloodActor* actor)
int frontSpeed = actor->genDudeExtra.moveSpeed;
actor->add_int_bvel_x(MulScale(cos, frontSpeed, 30));
actor->__int_vel.Y += MulScale(sin, frontSpeed, 30);
actor->add_int_bvel_y(MulScale(sin, frontSpeed, 30));
}
}

View file

@ -109,7 +109,7 @@ void FlareBurst(DBloodActor* actor, sectortype*) // 2
}
RotateVector(&dx, &dy, nAngle);
spawnedactor->add_int_bvel_x(dx);
spawnedactor->__int_vel.Y += dy;
spawnedactor->add_int_bvel_y(dy);
spawnedactor->__int_vel.Z += dz;
evPostActor(spawnedactor, 960, kCallbackRemove);
}

View file

@ -1315,7 +1315,7 @@ void nnExtProcessSuperSprites()
int dx = MulScale(speed, Cos(angle), 30);
int dy = MulScale(speed, Sin(angle), 30);
debrisactor->add_int_bvel_x(dx);
debrisactor->__int_vel.Y += dy;
debrisactor->add_int_bvel_y(dy);
}
}
@ -1335,7 +1335,7 @@ void nnExtProcessSuperSprites()
nSpeed = ClipLow(nSpeed - MulScale(nSpeed, mass, 6), 0x9000 - (mass << 3));
debrisactor->add_int_bvel_x(MulScale(nSpeed, Cos(pPlayer->actor->int_ang()), 30));
debrisactor->__int_vel.Y += MulScale(nSpeed, Sin(pPlayer->actor->int_ang()), 30);
debrisactor->add_int_bvel_y(MulScale(nSpeed, Sin(pPlayer->actor->int_ang()), 30));
debrisactor->hit.hit.setSprite(pPlayer->actor);
}
@ -1582,7 +1582,7 @@ void debrisConcuss(DBloodActor* owneractor, int listIndex, int x, int y, int z,
int t = Scale(dmg, size, actor->spriteMass.mass);
actor->add_int_bvel_x(MulScale(t, dx, 16));
actor->__int_vel.Y += MulScale(t, dy, 16);
actor->add_int_bvel_y(MulScale(t, dy, 16));
actor->__int_vel.Z += MulScale(t, dz, 16);
}
@ -1855,7 +1855,7 @@ void debrisMove(int listIndex)
if ((floorColl.actor()->spr.cstat & CSTAT_SPRITE_ALIGNMENT_MASK) == 0)
{
actor->add_int_bvel_x(MulScale(4, actor->int_pos().X - floorColl.actor()->int_pos().X, 2));
actor->__int_vel.Y += MulScale(4, actor->int_pos().Y - floorColl.actor()->int_pos().Y, 2);
actor->add_int_bvel_y(MulScale(4, actor->int_pos().Y - floorColl.actor()->int_pos().Y, 2));
return;
}
}
@ -3119,7 +3119,7 @@ void useVelocityChanger(DBloodActor* actor, sectortype* sect, DBloodActor* initi
if (relative)
{
pSprite->add_int_bvel_x(xv);
pSprite->__int_vel.Y += yv;
pSprite->add_int_bvel_y(yv);
pSprite->__int_vel.Z += zv;
}
else
@ -8224,7 +8224,7 @@ void aiPatrolMove(DBloodActor* actor)
frontSpeed = aiPatrolGetVelocity(pDudeInfo->frontSpeed, targetactor->xspr.busyTime);
actor->add_int_bvel_x(MulScale(frontSpeed, Cos(actor->int_ang()), 30));
actor->__int_vel.Y += MulScale(frontSpeed, Sin(actor->int_ang()), 30);
actor->add_int_bvel_y(MulScale(frontSpeed, Sin(actor->int_ang()), 30));
}
vel = MulScale(vel, approxDist(dx, dy) << 6, 16);
@ -9233,7 +9233,7 @@ void callbackUniMissileBurst(DBloodActor* actor, sectortype*) // 22
}
RotateVector(&dx, &dy, nAngle);
burstactor->add_int_bvel_x(dx);
burstactor->__int_vel.Y += dy;
burstactor->add_int_bvel_y(dy);
burstactor->__int_vel.Z += dz;
evPostActor(burstactor, 960, kCallbackRemove);
}

View file

@ -1452,7 +1452,7 @@ int ActionScan(PLAYER* pPlayer, HitInfo* out)
{
int t2 = DivScale(0xccccc, nMass, 8);
hitactor->add_int_bvel_x(MulScale(x, t2, 16));
hitactor->__int_vel.Y += MulScale(y, t2, 16);
hitactor->add_int_bvel_y(MulScale(y, t2, 16));
hitactor->__int_vel.Z += MulScale(z, t2, 16);
}
if (hitactor->xspr.Push && !hitactor->xspr.state && !hitactor->xspr.isTriggered)
@ -1601,7 +1601,7 @@ void ProcessInput(PLAYER* pPlayer)
else
forward = MulScale(pPosture->backAccel, forward, 8);
actor->add_int_bvel_x(MulScale(forward, x, 30));
actor->__int_vel.Y += MulScale(forward, y, 30);
actor->add_int_bvel_y(MulScale(forward, y, 30));
}
if (pInput->svel)
{
@ -1628,7 +1628,7 @@ void ProcessInput(PLAYER* pPlayer)
if (actor->xspr.height)
forward = MulScale(forward, speed, 16);
actor->add_int_bvel_x(MulScale(forward, x, 30));
actor->__int_vel.Y += MulScale(forward, y, 30);
actor->add_int_bvel_y(MulScale(forward, y, 30));
}
if (pInput->svel)
{