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https://github.com/DrBeef/Raze.git
synced 2025-02-20 18:52:43 +00:00
- cleaned up assignments of random values to vel
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parent
eed7f0806c
commit
5cde04fee7
5 changed files with 36 additions and 31 deletions
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@ -5146,9 +5146,9 @@ void MoveDude(DBloodActor* actor)
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auto pFX2 = gFX.fxSpawnActor(FX_14, pFX->sector(), pFX->spr.pos, 0);
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if (pFX2)
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{
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pFX2->set_int_bvel_x(Random2(0x6aaaa));
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pFX2->set_int_bvel_y(Random2(0x6aaaa));
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pFX2->set_int_bvel_z(-(int)Random(0xd5555));
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pFX2->vel.X = Random2F(0x6aaaa);
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pFX2->vel.Y = Random2F(0x6aaaa);
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pFX2->vel.Z = -Random2F(0xd5555);
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}
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}
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}
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@ -5955,7 +5955,7 @@ static void actCheckTraps()
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{
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pFX->set_int_bvel_x(dx + Random2(0x8888));
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pFX->set_int_bvel_y(dy + Random2(0x8888));
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pFX->set_int_bvel_z(Random2(0x8888));
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pFX->vel.Z = Random2F(0x8888);
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}
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x += (dx / 2) >> 12;
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y += (dy / 2) >> 12;
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@ -546,6 +546,11 @@ inline int Random2(int a1)
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return MulScale(wrand(), a1, 14) - a1;
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}
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inline double Random2F(int a1)
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{
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return FixedToFloat(MulScale(wrand(), a1, 14) - a1);
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}
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inline int Random3(int a1)
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{
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return MulScale(wrand() + wrand(), a1, 15) - a1;
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@ -283,9 +283,9 @@ void fxSpawnBlood(DBloodActor* actor, int)
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if (bloodactor)
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{
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bloodactor->set_int_ang(1024);
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bloodactor->set_int_bvel_x(Random2(0x6aaaa));
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bloodactor->set_int_bvel_y(Random2(0x6aaaa));
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bloodactor->set_int_bvel_z(-(int)Random(0x10aaaa) - 100);
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bloodactor->vel.X = Random2F(0x6aaaa);
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bloodactor->vel.Y = Random2F(0x6aaaa);
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bloodactor->vel.Z = -Random2F(0x10aaaa) - FixedToFloat(100);
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evPostActor(bloodactor, 8, kCallbackFXBloodSpurt);
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}
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}
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@ -313,9 +313,9 @@ void fxSpawnPodStuff(DBloodActor* actor, int)
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if (spawnactor)
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{
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spawnactor->set_int_ang(1024);
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spawnactor->set_int_bvel_x(Random2(0x6aaaa));
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spawnactor->set_int_bvel_y(Random2(0x6aaaa));
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spawnactor->set_int_bvel_z(-(int)Random(0x10aaaa) - 100);
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spawnactor->vel.X = Random2F(0x6aaaa);
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spawnactor->vel.Y = Random2F(0x6aaaa);
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spawnactor->vel.Z = -Random2F(0x10aaaa) - FixedToFloat(100);
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evPostActor(spawnactor, 8, kCallbackFXPodBloodSpray);
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}
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}
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@ -306,12 +306,12 @@ void GibFX(DBloodActor* actor, GIBFX* pGFX, DVector3* pPos, CGibVelocity* pVel)
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}
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else
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{
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pFX->set_int_bvel_x(Random2((pGFX->atd << 18) / 120));
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pFX->set_int_bvel_y(Random2((pGFX->atd << 18) / 120));
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pFX->vel.X = Random2F((pGFX->atd << 18) / 120);
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pFX->vel.Y = Random2F((pGFX->atd << 18) / 120);
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switch (actor->spr.cstat & CSTAT_SPRITE_ALIGNMENT_MASK)
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{
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case 16:
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pFX->set_int_bvel_z(Random2((pGFX->at11 << 18) / 120));
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pFX->vel.Z = Random2F((pGFX->at11 << 18) / 120);
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break;
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default:
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if (dz2 < dz1 && dz2 < 0x4000)
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@ -320,14 +320,14 @@ void GibFX(DBloodActor* actor, GIBFX* pGFX, DVector3* pPos, CGibVelocity* pVel)
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}
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else if (dz2 > dz1 && dz1 < 0x4000)
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{
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pFX->set_int_bvel_z(-(int)Random((abs(pGFX->at11) << 18) / 120));
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pFX->vel.Z = -Random2F((abs(pGFX->at11) << 18) / 120);
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}
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else
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{
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if ((pGFX->at11 << 18) / 120 < 0)
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pFX->set_int_bvel_z(-(int)Random((abs(pGFX->at11) << 18) / 120));
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pFX->vel.Z = -Random2F((abs(pGFX->at11) << 18) / 120);
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else
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pFX->set_int_bvel_z(Random2((pGFX->at11 << 18) / 120));
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pFX->vel.Z = Random2F((pGFX->at11 << 18) / 120);
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}
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break;
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}
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@ -387,12 +387,12 @@ void GibThing(DBloodActor* actor, GIBTHING* pGThing, DVector3* pPos, CGibVelocit
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}
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else
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{
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gibactor->set_int_bvel_x(Random2((pGThing->atc << 18) / 120));
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gibactor->set_int_bvel_y(Random2((pGThing->atc << 18) / 120));
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gibactor->vel.X = Random2F((pGThing->atc << 18) / 120);
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gibactor->vel.Y = Random2F((pGThing->atc << 18) / 120);
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switch (actor->spr.cstat & CSTAT_SPRITE_ALIGNMENT_MASK)
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{
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case 16:
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gibactor->set_int_bvel_z(Random2((pGThing->at10 << 18) / 120));
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gibactor->vel.Z = Random2F((pGThing->at10 << 18) / 120);
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break;
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default:
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if (dz2 < dz1 && dz2 < 0x4000)
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@ -401,11 +401,11 @@ void GibThing(DBloodActor* actor, GIBTHING* pGThing, DVector3* pPos, CGibVelocit
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}
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else if (dz2 > dz1 && dz1 < 0x4000)
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{
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gibactor->set_int_bvel_z(-(int)Random((pGThing->at10 << 18) / 120));
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gibactor->vel.Z = -Random2F((pGThing->at10 << 18) / 120);
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}
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else
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{
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gibactor->set_int_bvel_z(Random2((pGThing->at10 << 18) / 120));
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gibactor->vel.Z = Random2F((pGThing->at10 << 18) / 120);
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}
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break;
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}
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@ -464,15 +464,15 @@ void GibFX(walltype* pWall, GIBFX* pGFX, int a3, int a4, int a5, int a6, CGibVel
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pGib->spr.pal = pWall->pal;
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if (!pVel)
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{
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pGib->set_int_bvel_x(Random2((pGFX->atd << 18) / 120));
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pGib->set_int_bvel_y(Random2((pGFX->atd << 18) / 120));
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pGib->set_int_bvel_z(-(int)Random((pGFX->at11 << 18) / 120));
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pGib->vel.X = Random2F((pGFX->atd << 18) / 120);
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pGib->vel.Y = Random2F((pGFX->atd << 18) / 120);
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pGib->vel.Z = -Random2F((pGFX->at11 << 18) / 120);
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}
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else
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{
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pGib->set_int_bvel_x(Random2((pVel->vx << 18) / 120));
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pGib->set_int_bvel_y(Random2((pVel->vy << 18) / 120));
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pGib->set_int_bvel_z(-(int)Random((pVel->vz << 18) / 120));
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pGib->vel.X = Random2F((pVel->vx << 18) / 120);
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pGib->vel.Y = Random2F((pVel->vy << 18) / 120);
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pGib->vel.Z = -Random2F((pVel->vz << 18) / 120);
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}
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}
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}
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@ -1805,9 +1805,9 @@ void debrisMove(int listIndex)
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for (i = 0; i < 7; i++)
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{
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if ((pFX2 = gFX.fxSpawnActor(FX_14, pFX->sector(), pFX->spr.pos, 0)) == NULL) continue;
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pFX2->set_int_bvel_x(Random2(0x6aaaa));
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pFX2->set_int_bvel_y(Random2(0x6aaaa));
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pFX2->set_int_bvel_z(-(int)Random(0xd5555));
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pFX2->vel.X = Random2F(0x6aaaa);
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pFX2->vel.Y = Random2F(0x6aaaa);
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pFX2->vel.Z = -Random2F(0xd5555);
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}
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break;
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case kSurfWater:
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@ -8823,7 +8823,7 @@ void aiPatrolThink(DBloodActor* actor)
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if (actor->xspr.stateTimer > 0 || markeractor->xspr.data1 == markeractor->xspr.data2)
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{
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if (pExtra->flying)
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actor->set_int_bvel_z(Random2(0x8000));
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actor->vel.Z = Random2F(0x8000);
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// turn while waiting
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if (markeractor->spr.flags & kModernTypeFlag16)
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