- floatify CloseRangeDist’s fudge parameter

This commit is contained in:
Christoph Oelckers 2022-09-09 18:06:21 +02:00
parent cf8b650446
commit 7fb7146b7b
2 changed files with 20 additions and 22 deletions

View file

@ -12261,7 +12261,6 @@ int InitSwordAttack(PLAYER* pp)
{ {
DSWActor* plActor = pp->actor; DSWActor* plActor = pp->actor;
unsigned stat; unsigned stat;
short reach;
DAngle face; DAngle face;
PlaySound(DIGI_SWORDSWOOSH, pp, v3df_dontpan | v3df_doppler); PlaySound(DIGI_SWORDSWOOSH, pp, v3df_dontpan | v3df_doppler);
@ -12310,10 +12309,9 @@ int InitSwordAttack(PLAYER* pp)
double dist = (pp->pos.XY() - itActor->spr.pos.XY()).Length(); double dist = (pp->pos.XY() - itActor->spr.pos.XY()).Length();
reach = 1000; // !JIM! was 800
face = DAngle::fromBuild(200); face = DAngle::fromBuild(200);
if (dist < CloseRangeDist(itActor, plActor, reach) && PlayerFacingRange(pp, itActor, face)) if (dist < CloseRangeDist(itActor, plActor, 62.5) && PlayerFacingRange(pp, itActor, face))
{ {
if (SpriteOverlapZ(pp->actor, itActor, 20)) if (SpriteOverlapZ(pp->actor, itActor, 20))
{ {
@ -12430,7 +12428,7 @@ int InitFistAttack(PLAYER* pp)
{ {
DSWActor* plActor = pp->actor; DSWActor* plActor = pp->actor;
unsigned stat; unsigned stat;
short reach; double reach;
DAngle face; DAngle face;
PlaySound(DIGI_STAR, pp, v3df_dontpan|v3df_doppler); PlaySound(DIGI_STAR, pp, v3df_dontpan|v3df_doppler);
@ -12474,25 +12472,25 @@ int InitFistAttack(PLAYER* pp)
continue; continue;
double dist = (pp->pos.XY() - itActor->spr.pos.XY()).Length(); double dist = (pp->pos.XY() - itActor->spr.pos.XY()).Length();
bool iactive = pp->InventoryActive[2];
if (pp->InventoryActive[2]) // Shadow Bombs give you demon fist if (iactive) // Shadow Bombs give you demon fist
{ {
face = DAngle::fromBuild(190); face = DAngle::fromBuild(190);
reach = 2300; reach = 143.75;
} }
else else
{ {
reach = 1000; reach = 62.5;
face = DAngle::fromBuild(200); face = DAngle::fromBuild(200);
} }
if (dist < CloseRangeDist(itActor, plActor, reach) && PlayerFacingRange(pp, itActor, face)) if (dist < CloseRangeDist(itActor, plActor, reach) && PlayerFacingRange(pp, itActor, face))
{ {
if (SpriteOverlapZ(pp->actor, itActor, 20) || reach == 2300) if (SpriteOverlapZ(pp->actor, itActor, 20) || iactive)
{ {
if (FAFcansee(ActorVectOfMiddle(itActor), itActor->sector(), ActorVectOfMiddle(plActor), plActor->sector())) if (FAFcansee(ActorVectOfMiddle(itActor), itActor->sector(), ActorVectOfMiddle(plActor), plActor->sector()))
DoDamage(itActor, plActor); DoDamage(itActor, plActor);
if (reach == 2300) if (iactive)
{ {
SpawnDemonFist(itActor); SpawnDemonFist(itActor);
} }
@ -12766,7 +12764,7 @@ int InitSumoStompAttack(DSWActor* actor)
double dist = (actor->spr.pos.XY() - itActor->spr.pos.XY()).Length(); double dist = (actor->spr.pos.XY() - itActor->spr.pos.XY()).Length();
if (dist < CloseRangeDist(itActor, actor, 16384)) if (dist < CloseRangeDist(itActor, actor, 1024))
{ {
if (FAFcansee(ActorVectOfMiddle(itActor), itActor->sector(), ActorVectOfMiddle(actor), actor->sector())) if (FAFcansee(ActorVectOfMiddle(itActor), itActor->sector(), ActorVectOfMiddle(actor), actor->sector()))
DoDamage(itActor, actor); DoDamage(itActor, actor);
@ -12791,7 +12789,7 @@ int InitMiniSumoClap(DSWActor* actor)
double dist = (actor->spr.pos.XY() - targetActor->spr.pos.XY()).Length(); double dist = (actor->spr.pos.XY() - targetActor->spr.pos.XY()).Length();
if (dist < CloseRangeDist(targetActor, actor, 1000)) if (dist < CloseRangeDist(targetActor, actor, 62.5))
{ {
if (SpriteOverlapZ(actor, targetActor, 20)) if (SpriteOverlapZ(actor, targetActor, 20))
{ {
@ -12802,7 +12800,7 @@ int InitMiniSumoClap(DSWActor* actor)
} }
} }
} }
else if (dist < CloseRangeDist(targetActor, actor, 10000)) else if (dist < CloseRangeDist(targetActor, actor, 625))
{ {
if (FAFcansee(ActorVectOfMiddle(targetActor), targetActor->sector(), ActorVectOfMiddle(actor), actor->sector())) if (FAFcansee(ActorVectOfMiddle(targetActor), targetActor->sector(), ActorVectOfMiddle(actor), actor->sector()))
{ {
@ -14230,7 +14228,7 @@ int InitRipperSlash(DSWActor* actor)
double dist = (actor->spr.pos.XY() - itActor->spr.pos.XY()).Length(); double dist = (actor->spr.pos.XY() - itActor->spr.pos.XY()).Length();
if (dist < CloseRangeDist(actor, itActor, 600) && FacingRange(itActor, actor,FacingAngle)) if (dist < CloseRangeDist(actor, itActor, 37.5) && FacingRange(itActor, actor,FacingAngle))
{ {
DoDamage(itActor, actor); DoDamage(itActor, actor);
} }
@ -14263,7 +14261,7 @@ int InitBunnySlash(DSWActor* actor)
double dist = (actor->spr.pos.XY() - itActor->spr.pos.XY()).Length(); double dist = (actor->spr.pos.XY() - itActor->spr.pos.XY()).Length();
if (dist < CloseRangeDist(actor, itActor, 600) && FacingRange(itActor, actor,FacingAngle)) if (dist < CloseRangeDist(actor, itActor, 37.5) && FacingRange(itActor, actor,FacingAngle))
{ {
DoDamage(itActor, actor); DoDamage(itActor, actor);
} }
@ -14297,7 +14295,7 @@ int InitSerpSlash(DSWActor* actor)
double dist = (actor->spr.pos.XY() - itActor->spr.pos.XY()).Length(); double dist = (actor->spr.pos.XY() - itActor->spr.pos.XY()).Length();
if (dist < CloseRangeDist(actor, itActor, 800) && FacingRange(itActor, actor,FacingAngle)) if (dist < CloseRangeDist(actor, itActor, 50) && FacingRange(itActor, actor,FacingAngle))
{ {
DoDamage(itActor, actor); DoDamage(itActor, actor);
} }
@ -14425,7 +14423,7 @@ int InitCoolgBash(DSWActor* actor)
double dist = (actor->spr.pos.XY() - itActor->spr.pos.XY()).Length(); double dist = (actor->spr.pos.XY() - itActor->spr.pos.XY()).Length();
if (dist < CloseRangeDist(actor, itActor, 600) && FacingRange(itActor, actor,FacingAngle)) if (dist < CloseRangeDist(actor, itActor, 37.5) && FacingRange(itActor, actor,FacingAngle))
{ {
DoDamage(itActor, actor); DoDamage(itActor, actor);
} }
@ -14458,7 +14456,7 @@ int InitSkelSlash(DSWActor* actor)
double dist = (actor->spr.pos.XY() - itActor->spr.pos.XY()).Length(); double dist = (actor->spr.pos.XY() - itActor->spr.pos.XY()).Length();
if (dist < CloseRangeDist(actor, itActor, 600) && FacingRange(itActor, actor,FacingAngle)) if (dist < CloseRangeDist(actor, itActor, 37.5) && FacingRange(itActor, actor,FacingAngle))
{ {
DoDamage(itActor, actor); DoDamage(itActor, actor);
} }
@ -14491,7 +14489,7 @@ int InitGoroChop(DSWActor* actor)
double dist = (actor->spr.pos.XY() - itActor->spr.pos.XY()).Length(); double dist = (actor->spr.pos.XY() - itActor->spr.pos.XY()).Length();
if (dist < CloseRangeDist(actor, itActor, 700) && FacingRange(itActor, actor,FacingAngle)) if (dist < CloseRangeDist(actor, itActor, 48.75) && FacingRange(itActor, actor,FacingAngle))
{ {
PlaySound(DIGI_GRDAXEHIT, actor, v3df_none); PlaySound(DIGI_GRDAXEHIT, actor, v3df_none);
DoDamage(itActor, actor); DoDamage(itActor, actor);
@ -15188,7 +15186,7 @@ int InitEelFire(DSWActor* actor)
double dist = (actor->spr.pos.XY() - itActor->spr.pos.XY()).Length(); double dist = (actor->spr.pos.XY() - itActor->spr.pos.XY()).Length();
if (dist < CloseRangeDist(actor, itActor, 600) && FacingRange(itActor, actor,FacingAngle)) if (dist < CloseRangeDist(actor, itActor, 37.5) && FacingRange(itActor, actor,FacingAngle))
{ {
PlaySound(DIGI_GIBS1, actor, v3df_none); PlaySound(DIGI_GIBS1, actor, v3df_none);
DoDamage(itActor, actor); DoDamage(itActor, actor);

View file

@ -155,9 +155,9 @@ extern int WeaponIsAmmo;
#define MISSILEMOVETICS 6 #define MISSILEMOVETICS 6
inline double CloseRangeDist(DSWActor* a1, DSWActor* a2, int fudge = 400) inline double CloseRangeDist(DSWActor* a1, DSWActor* a2, double fudge = 25)
{ {
return (((int)a1->spr.clipdist << 2) + ((int)a2->spr.clipdist << 2) + fudge) * inttoworld; return a1->fClipdist() + a2->fClipdist() + fudge;
} }
extern short target_ang; extern short target_ang;