mirror of
https://github.com/DrBeef/Raze.git
synced 2025-02-01 05:20:43 +00:00
- floatified DoCoolgMatchPlayerZ.
This commit is contained in:
parent
b2d0d7f9e5
commit
9433f2ada8
1 changed files with 25 additions and 30 deletions
|
@ -39,7 +39,7 @@ BEGIN_SW_NS
|
|||
|
||||
ANIMATOR DoCoolgCircle,InitCoolgCircle;
|
||||
|
||||
enum { COOLG_BOB_AMT = (Z(8)) };
|
||||
const int COOLG_BOB_AMT = 8;
|
||||
|
||||
DECISION CoolgBattle[] =
|
||||
{
|
||||
|
@ -599,11 +599,6 @@ int NullCoolg(DSWActor* actor)
|
|||
|
||||
int DoCoolgMatchPlayerZ(DSWActor* actor)
|
||||
{
|
||||
int zdiff,zdist;
|
||||
int loz,hiz;
|
||||
|
||||
int bound;
|
||||
|
||||
// If blocking bits get unset, just die
|
||||
if (!(actor->spr.cstat & CSTAT_SPRITE_BLOCK) || !(actor->spr.cstat & CSTAT_SPRITE_BLOCK_HITSCAN))
|
||||
{
|
||||
|
@ -615,12 +610,12 @@ int DoCoolgMatchPlayerZ(DSWActor* actor)
|
|||
|
||||
// actor does a sine wave about sz - this is the z mid point
|
||||
|
||||
zdiff = (int_ActorZOfMiddle(actor->user.targetActor)) - actor->user.int_upos().Z;
|
||||
double zdiff = (ActorZOfMiddle(actor->user.targetActor)) - actor->user.pos.Z;
|
||||
|
||||
// check z diff of the player and the sprite
|
||||
zdist = Z(20 + RandomRange(100)); // put a random amount
|
||||
double zdist = 20 + RandomRange(100); // put a random amount
|
||||
//zdist = Z(20);
|
||||
if (labs(zdiff) > zdist)
|
||||
if (abs(zdiff) > zdist)
|
||||
{
|
||||
if (zdiff > 0)
|
||||
actor->user.pos.Z += 170 * ACTORMOVETICS * zmaptoworld;
|
||||
|
@ -629,47 +624,47 @@ int DoCoolgMatchPlayerZ(DSWActor* actor)
|
|||
}
|
||||
|
||||
// save off lo and hi z
|
||||
loz = actor->user.int_loz();
|
||||
hiz = actor->user.int_hiz();
|
||||
double loz = actor->user.loz;
|
||||
double hiz = actor->user.hiz;
|
||||
|
||||
// adjust loz/hiz for water depth
|
||||
if (actor->user.lo_sectp && actor->user.lo_sectp->hasU() && FixedToInt(actor->user.lo_sectp->depth_fixed))
|
||||
loz -= Z(FixedToInt(actor->user.lo_sectp->depth_fixed)) - Z(8);
|
||||
loz -= FixedToInt(actor->user.lo_sectp->depth_fixed) - 8;
|
||||
|
||||
double bound;
|
||||
// lower bound
|
||||
if (actor->user.lowActor)
|
||||
bound = loz - actor->user.int_floor_dist();
|
||||
bound = loz - actor->user.floor_dist;
|
||||
else
|
||||
bound = loz - actor->user.int_floor_dist() - COOLG_BOB_AMT;
|
||||
bound = loz - actor->user.floor_dist - COOLG_BOB_AMT;
|
||||
|
||||
if (actor->user.int_upos().Z > bound)
|
||||
if (actor->user.pos.Z > bound)
|
||||
{
|
||||
actor->user.pos.Z = bound * zinttoworld;
|
||||
actor->user.pos.Z = bound;
|
||||
}
|
||||
|
||||
// upper bound
|
||||
if (actor->user.highActor)
|
||||
bound = hiz + actor->user.int_ceiling_dist();
|
||||
bound = hiz + actor->user.ceiling_dist;
|
||||
else
|
||||
bound = hiz + actor->user.int_ceiling_dist() + COOLG_BOB_AMT;
|
||||
bound = hiz + actor->user.ceiling_dist + COOLG_BOB_AMT;
|
||||
|
||||
if (actor->user.int_upos().Z < bound)
|
||||
if (actor->user.pos.Z < bound)
|
||||
{
|
||||
actor->user.pos.Z = bound * zinttoworld;
|
||||
actor->user.pos.Z = bound;
|
||||
}
|
||||
|
||||
actor->user.pos.Z = min(actor->user.int_upos().Z, loz - actor->user.int_floor_dist()) * zinttoworld;
|
||||
actor->user.pos.Z = max(actor->user.int_upos().Z, hiz + actor->user.int_ceiling_dist()) * zinttoworld;
|
||||
actor->user.pos.Z = min(actor->user.pos.Z, loz - actor->user.floor_dist);
|
||||
actor->user.pos.Z = max(actor->user.pos.Z, hiz + actor->user.ceiling_dist);
|
||||
|
||||
actor->user.Counter = (actor->user.Counter + (ACTORMOVETICS<<3)) & 2047;
|
||||
actor->set_int_z(actor->user.int_upos().Z + MulScale(COOLG_BOB_AMT, bsin(actor->user.Counter), 14));
|
||||
actor->spr.pos.Z = actor->user.pos.Z + COOLG_BOB_AMT * DAngle::fromBuild(actor->user.Counter).Sin();
|
||||
|
||||
bound = actor->user.int_hiz() + actor->user.int_ceiling_dist() + COOLG_BOB_AMT;
|
||||
if (actor->int_pos().Z < bound)
|
||||
bound = actor->user.hiz + actor->user.ceiling_dist + COOLG_BOB_AMT;
|
||||
if (actor->spr.pos.Z < bound)
|
||||
{
|
||||
// bumped something
|
||||
actor->set_int_z(bound + COOLG_BOB_AMT);
|
||||
actor->user.pos.Z = actor->spr.pos.Z;
|
||||
actor->spr.pos.Z = actor->user.pos.Z = bound + COOLG_BOB_AMT;
|
||||
}
|
||||
|
||||
return 0;
|
||||
|
@ -722,11 +717,11 @@ int DoCoolgCircle(DSWActor* actor)
|
|||
// move in the z direction
|
||||
actor->user.pos.Z -= actor->user.jump_speed * ACTORMOVETICS * zinttoworld;
|
||||
|
||||
bound = actor->user.int_hiz() + actor->user.int_ceiling_dist() + COOLG_BOB_AMT;
|
||||
if (actor->user.int_upos().Z < bound)
|
||||
bound = actor->user.hiz + actor->user.ceiling_dist + COOLG_BOB_AMT;
|
||||
if (actor->user.pos.Z < bound)
|
||||
{
|
||||
// bumped something
|
||||
actor->user.pos.Z = bound * zinttoworld;
|
||||
actor->user.pos.Z = bound;
|
||||
InitActorReposition(actor);
|
||||
return 0;
|
||||
}
|
||||
|
|
Loading…
Reference in a new issue