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- the last velocity bit.
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a7d07df55f
commit
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1 changed files with 9 additions and 9 deletions
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@ -8009,7 +8009,7 @@ int VectorMissileSeek(DSWActor* actor, int16_t delay_tics, int16_t turn_speed, i
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auto oc = actor->user.change;
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auto vel = (actor->int_xvel() * zinttoworld) / dist;
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auto vel = actor->vel.X / dist;
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actor->user.change = DVector3(delta, -zdiff) * vel;
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// the large turn_speed is the slower the turn
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@ -8062,7 +8062,7 @@ int VectorWormSeek(DSWActor* actor, int16_t delay_tics, int16_t aware_range1, in
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auto oc = actor->user.change;
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auto vel = (actor->int_xvel() * zinttoworld) / dist;
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auto vel = actor->vel.X / dist;
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actor->user.change = DVector3(delta, zdiff) * vel + oc * (7. / 8);
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SetAngleFromChange(actor);
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@ -11523,7 +11523,7 @@ bool TestMissileSetPos(DSWActor* actor, ANIMATOR* DoWeapon, int dist, double zve
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double oldzvel = actor->vel.Z;
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// make missile move in smaller increments
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actor->set_int_xvel(short((dist * 6) / MISSILEMOVETICS));
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actor->vel.X = dist * ( 3. / 8. / MISSILEMOVETICS);
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zvel *= (6. / MISSILEMOVETICS);
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// some Weapon Animators use this
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@ -11673,7 +11673,7 @@ void InitSpellRing(PLAYER* pp)
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auto actorNew = SpawnActor(STAT_MISSILE_SKIP4, FIREBALL1, s_Ring, pp->cursector, pp->pos, DAngle::fromBuild(ang), 0);
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actorNew->spr.hitag = LUMINOUS; //Always full brightness
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actorNew->set_int_xvel(500);
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actorNew->vel.X = 31.25;
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SetOwner(pp->actor, actorNew);
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actorNew->spr.shade = -40;
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actorNew->spr.xrepeat = 32;
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@ -11973,7 +11973,7 @@ int InitSerpRing(DSWActor* actor)
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{
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auto actorNew = SpawnActor(STAT_SKIP4, SKULL_SERP, &s_SkullRing[0][0], actor->sector(), actor->spr.pos, ang, 0);
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actorNew->set_int_xvel(500);
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actorNew->vel.X = 31.25;
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SetOwner(actor, actorNew);
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actorNew->spr.shade = -20;
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actorNew->spr.xrepeat = 64;
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@ -12705,7 +12705,7 @@ int InitSumoSkull(DSWActor* actor)
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auto actorNew = SpawnActor(STAT_ENEMY, SKULL_R0, &s_SkullWait[0][0], actor->sector(), DVector3(actor->spr.pos, ActorZOfMiddle(actor)), actor->spr.angle, 0);
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actorNew->set_int_xvel(500);
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actorNew->vel.X = 31.25;
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SetOwner(actor, actorNew);
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actorNew->spr.shade = -20;
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actorNew->spr.xrepeat = 64;
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@ -17044,10 +17044,10 @@ int InitEnemyMine(DSWActor* actor)
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int HelpMissileLateral(DSWActor* actor, int dist)
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{
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auto old_xvel = actor->int_xvel();
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auto old_xvel = actor->vel.X;
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auto old_clipdist = actor->spr.clipdist;
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actor->set_int_xvel(dist);
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actor->vel.X = dist * maptoworld; // not worth changing 28 call locations...
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auto vec = actor->spr.angle.ToVector() * actor->vel.X;
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@ -17055,7 +17055,7 @@ int HelpMissileLateral(DSWActor* actor, int dist)
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actor->user.coll = move_missile(actor, DVector3(vec, 0), 16, 16, 0, 1);
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actor->set_int_xvel(old_xvel);
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actor->vel.X = old_xvel;
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actor->spr.clipdist = old_clipdist;
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actor->backuppos();
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