- floatified EnemyBubble

This commit is contained in:
Christoph Oelckers 2022-09-28 13:50:32 +02:00
parent caf6dacbb5
commit 60e9e4d93a

View file

@ -366,16 +366,16 @@ void PlayerBubble(DBloodActor* actor, sectortype*) // 10
void EnemyBubble(DBloodActor* actor, sectortype*) // 11 void EnemyBubble(DBloodActor* actor, sectortype*) // 11
{ {
if (!actor) return; if (!actor) return;
int top, bottom; double top, bottom;
GetActorExtents(actor, &top, &bottom); GetActorExtents(actor, &top, &bottom);
for (int i = 0; i < (abs(actor->int_vel().Z) >> 18); i++) for (int i = 0; i < (abs(actor->int_vel().Z) >> 18); i++)
{ {
int nDist = (actor->spr.xrepeat * (tileWidth(actor->spr.picnum) / 2)) >> 2; auto nAngle = RandomAngle();
int nAngle = Random(2048); double nDist = (actor->spr.xrepeat * tileWidth(actor->spr.picnum)) * (REPEAT_SCALE / 2);
int x = actor->int_pos().X + MulScale(nDist, Cos(nAngle), 30); DVector2 pos = actor->spr.pos.XY() + nAngle.ToVector() * nDist;
int y = actor->int_pos().Y + MulScale(nDist, Sin(nAngle), 30); double z = bottom - RandomD(bottom - top, 8);
int z = bottom - Random(bottom - top);
auto pFX = gFX.fxSpawnActor((FX_ID)(FX_23 + Random(3)), actor->sector(), x, y, z, 0); auto pFX = gFX.fxSpawnActor((FX_ID)(FX_23 + Random(3)), actor->sector(), DVector3(pos, z), 0);
if (pFX) if (pFX)
{ {
pFX->vel.X = actor->vel.X + Random2F(0x1aaaa); pFX->vel.X = actor->vel.X + Random2F(0x1aaaa);