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- set_int_bvel_z
This commit is contained in:
parent
9cbffc998e
commit
994cb47d36
14 changed files with 85 additions and 85 deletions
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@ -4093,7 +4093,7 @@ static void actKickObject(DBloodActor* kicker, DBloodActor* kicked)
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int nSpeed = ClipLow(approxDist(kicker->int_vel().X, kicker->int_vel().Y) * 2, 0xaaaaa);
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kicked->set_int_bvel_x(MulScale(nSpeed, Cos(kicker->int_ang() + Random2(85)), 30));
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kicked->set_int_bvel_y(MulScale(nSpeed, Sin(kicker->int_ang() + Random2(85)), 30));
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kicked->__int_vel.Z = MulScale(nSpeed, -0x2000, 14);
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kicked->set_int_bvel_z(MulScale(nSpeed, -0x2000, 14));
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kicked->spr.flags = 7;
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}
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@ -4594,7 +4594,7 @@ static Collision MoveThing(DBloodActor* actor)
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RotateVector(&v28, &v24, v34);
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fxActor->set_int_bvel_x(actor->int_vel().X + v2c);
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fxActor->set_int_bvel_y(actor->int_vel().Y + v28);
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fxActor->__int_vel.Z = actor->int_vel().Z + v24;
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fxActor->set_int_bvel_z(actor->int_vel().Z + v24);
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}
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}
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}
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@ -4616,10 +4616,10 @@ static Collision MoveThing(DBloodActor* actor)
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int nDamage = MulScale(vax, vax, 30) - pThingInfo->dmgResist;
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if (nDamage > 0) actDamageSprite(actor, actor, kDamageFall, nDamage);
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actor->__int_vel.Z = v20;
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actor->set_int_bvel_z(v20);
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if (actor->sector()->velFloor == 0 && abs(actor->int_vel().Z) < 0x10000)
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{
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actor->__int_vel.Z = 0;
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actor->set_int_bvel_z(0);
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actor->spr.flags &= ~4;
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}
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@ -4665,7 +4665,7 @@ static Collision MoveThing(DBloodActor* actor)
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{
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actor->set_int_bvel_x(MulScale(actor->int_vel().X, 0xc000, 16));
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actor->set_int_bvel_y(MulScale(actor->int_vel().Y, 0xc000, 16));
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actor->__int_vel.Z = MulScale(-actor->int_vel().Z, 0x4000, 16);
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actor->set_int_bvel_z(MulScale(-actor->int_vel().Z, 0x4000, 16));
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switch (actor->spr.type)
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{
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@ -4943,7 +4943,7 @@ void MoveDude(DBloodActor* actor)
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pPlayer->bubbleTime = 0;
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if (!pPlayer->cantJump && (pPlayer->input.actions & SB_JUMP))
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{
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actor->__int_vel.Z = -0x6aaaa;
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actor->set_int_bvel_z(-0x6aaaa);
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pPlayer->cantJump = 1;
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}
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sfxPlay3DSound(actor, 721, -1, 0);
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@ -5113,10 +5113,10 @@ void MoveDude(DBloodActor* actor)
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nDamage -= 100 << 4;
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if (nDamage > 0)
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actDamageSprite(actor, actor, kDamageFall, nDamage);
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actor->__int_vel.Z = v30;
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actor->set_int_bvel_z(v30);
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if (abs(actor->int_vel().Z) < 0x10000)
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{
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actor->__int_vel.Z = actor->sector()->velFloor;
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actor->set_int_bvel_z(actor->sector()->velFloor);
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actor->spr.flags &= ~4;
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}
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else
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@ -5140,7 +5140,7 @@ void MoveDude(DBloodActor* actor)
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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->__int_vel.Z = -(int)Random(0xd5555);
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pFX2->set_int_bvel_z(-(int)Random(0xd5555));
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}
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}
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}
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@ -5165,7 +5165,7 @@ void MoveDude(DBloodActor* actor)
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actor->add_int_z(ClipLow(ceilZ - top, 0));
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if (actor->__int_vel.Z <= 0 && (actor->spr.flags & 4))
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actor->__int_vel.Z = MulScale(-actor->int_vel().Z, 0x2000, 16);
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actor->set_int_bvel_z(MulScale(-actor->int_vel().Z, 0x2000, 16));
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}
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else
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actor->hit.ceilhit.setNone();
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@ -5947,7 +5947,7 @@ 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->__int_vel.Z = Random2(0x8888);
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pFX->set_int_bvel_z(Random2(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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@ -6402,7 +6402,7 @@ DBloodActor* actFireThing(DBloodActor* actor, int a2, int a3, int a4, int thingT
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fired->spr.angle = actor->spr.angle;
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fired->set_int_bvel_x(MulScale(a6, Cos(fired->int_ang()), 30));
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fired->set_int_bvel_y(MulScale(a6, Sin(fired->int_ang()), 30));
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fired->__int_vel.Z = MulScale(a6, a4, 14);
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fired->set_int_bvel_z(MulScale(a6, a4, 14));
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fired->add_int_bvel_x(actor->int_vel().X / 2);
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fired->add_int_bvel_y(actor->int_vel().Y / 2);
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fired->add_int_bvel_z(actor->int_vel().Z / 2);
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@ -6535,7 +6535,7 @@ DBloodActor* actFireMissile(DBloodActor* actor, int a2, int a3, int a4, int a5,
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spawned->set_int_ang((actor->int_ang() + pMissileInfo->angleOfs) & 2047);
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spawned->set_int_bvel_x(MulScale(pMissileInfo->velocity, a4, 14));
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spawned->set_int_bvel_y(MulScale(pMissileInfo->velocity, a5, 14));
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spawned->__int_vel.Z = MulScale(pMissileInfo->velocity, a6, 14);
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spawned->set_int_bvel_z(MulScale(pMissileInfo->velocity, a6, 14));
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spawned->SetOwner(actor);
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spawned->spr.cstat |= CSTAT_SPRITE_BLOCK;
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spawned->SetTarget(nullptr);
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@ -6835,7 +6835,7 @@ void actFireVector(DBloodActor* shooter, int a2, int a3, int a4, int a5, int a6,
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else if (t3 > FX_NONE) pFX = gFX.fxSpawnActor(t3, pSector1, xx, yy, zz, 0);
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if (pFX)
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{
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pFX->__int_vel.Z = 0x2222;
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pFX->set_int_bvel_z(0x2222);
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pFX->set_int_ang((GetWallAngle(pWall) + 512) & 2047);
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pFX->spr.cstat |= CSTAT_SPRITE_ALIGNMENT_WALL;
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}
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@ -216,7 +216,7 @@ static void batMoveDodgeUp(DBloodActor* actor)
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actor->set_int_bvel_x(DMulScale(t1, nCos, t2, nSin, 30));
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actor->set_int_bvel_y(DMulScale(t1, nSin, -t2, nCos, 30));
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actor->__int_vel.Z = -0x52aaa;
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actor->set_int_bvel_z(-0x52aaa);
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}
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static void batMoveDodgeDown(DBloodActor* actor)
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@ -241,7 +241,7 @@ static void batMoveDodgeDown(DBloodActor* actor)
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actor->set_int_bvel_x(DMulScale(t1, nCos, t2, nSin, 30));
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actor->set_int_bvel_y(DMulScale(t1, nSin, -t2, nCos, 30));
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actor->__int_vel.Z = 0x44444;
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actor->set_int_bvel_z(0x44444);
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}
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static void batThinkChase(DBloodActor* actor)
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@ -359,7 +359,7 @@ static void batMoveSwoop(DBloodActor* actor)
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t1 += nAccel >> 1;
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actor->set_int_bvel_x(DMulScale(t1, nCos, t2, nSin, 30));
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actor->set_int_bvel_y(DMulScale(t1, nSin, -t2, nCos, 30));
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actor->__int_vel.Z = 0x44444;
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actor->set_int_bvel_z(0x44444);
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}
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static void batMoveFly(DBloodActor* actor)
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@ -388,7 +388,7 @@ static void batMoveFly(DBloodActor* actor)
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t1 += nAccel >> 1;
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actor->set_int_bvel_x(DMulScale(t1, nCos, t2, nSin, 30));
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actor->set_int_bvel_y(DMulScale(t1, nSin, -t2, nCos, 30));
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actor->__int_vel.Z = -0x2d555;
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actor->set_int_bvel_z(-0x2d555);
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}
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void batMoveToCeil(DBloodActor* actor)
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@ -467,7 +467,7 @@ static void sub_62AE0(DBloodActor* actor)
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t1 += nAccel;
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actor->set_int_bvel_x(DMulScale(t1, nCos, t2, nSin, 30));
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actor->set_int_bvel_y(DMulScale(t1, nSin, -t2, nCos, 30));
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actor->__int_vel.Z = -dz;
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actor->set_int_bvel_z(-dz);
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}
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static void sub_62D7C(DBloodActor* actor)
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@ -501,7 +501,7 @@ static void sub_62D7C(DBloodActor* actor)
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t1 += nAccel >> 1;
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actor->set_int_bvel_x(DMulScale(t1, nCos, t2, nSin, 30));
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actor->set_int_bvel_y(DMulScale(t1, nSin, -t2, nCos, 30));
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actor->__int_vel.Z = dz;
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actor->set_int_bvel_z(dz);
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}
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END_BLD_NS
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@ -231,7 +231,7 @@ static void eelMoveDodgeUp(DBloodActor* actor)
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actor->set_int_bvel_x(DMulScale(t1, nCos, t2, nSin, 30));
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actor->set_int_bvel_y(DMulScale(t1, nSin, -t2, nCos, 30));
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actor->__int_vel.Z = -0x8000;
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actor->set_int_bvel_z(-0x8000);
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}
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static void eelMoveDodgeDown(DBloodActor* actor)
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@ -256,7 +256,7 @@ static void eelMoveDodgeDown(DBloodActor* actor)
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actor->set_int_bvel_x(DMulScale(t1, nCos, t2, nSin, 30));
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actor->set_int_bvel_y(DMulScale(t1, nSin, -t2, nCos, 30));
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actor->__int_vel.Z = 0x44444;
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actor->set_int_bvel_z(0x44444);
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}
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static void eelThinkChase(DBloodActor* actor)
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@ -368,7 +368,7 @@ static void eelMoveSwoop(DBloodActor* actor)
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t1 += nAccel >> 1;
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actor->set_int_bvel_x(DMulScale(t1, nCos, t2, nSin, 30));
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actor->set_int_bvel_y(DMulScale(t1, nSin, -t2, nCos, 30));
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actor->__int_vel.Z = 0x22222;
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actor->set_int_bvel_z(0x22222);
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}
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static void eelMoveAscend(DBloodActor* actor)
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@ -394,7 +394,7 @@ static void eelMoveAscend(DBloodActor* actor)
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t1 += nAccel >> 1;
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actor->set_int_bvel_x(DMulScale(t1, nCos, t2, nSin, 30));
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actor->set_int_bvel_y(DMulScale(t1, nSin, -t2, nCos, 30));
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actor->__int_vel.Z = -0x8000;
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actor->set_int_bvel_z(-0x8000);
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}
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void eelMoveToCeil(DBloodActor* actor)
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@ -336,7 +336,7 @@ static void sub_65F44(DBloodActor* actor)
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t1 += nAccel;
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actor->set_int_bvel_x(DMulScale(t1, nCos, t2, nSin, 30));
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actor->set_int_bvel_y(DMulScale(t1, nSin, -t2, nCos, 30));
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actor->__int_vel.Z = -dz;
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actor->set_int_bvel_z(-dz);
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}
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static void sub_661E0(DBloodActor* actor)
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@ -371,7 +371,7 @@ static void sub_661E0(DBloodActor* actor)
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t1 += nAccel >> 1;
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actor->set_int_bvel_x(DMulScale(t1, nCos, t2, nSin, 30));
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actor->set_int_bvel_y(DMulScale(t1, nSin, -t2, nCos, 30));
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actor->__int_vel.Z = dz;
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actor->set_int_bvel_z(dz);
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}
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END_BLD_NS
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@ -292,7 +292,7 @@ static void gargMoveDodgeUp(DBloodActor* actor)
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actor->set_int_bvel_x(DMulScale(t1, nCos, t2, nSin, 30));
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actor->set_int_bvel_y(DMulScale(t1, nSin, -t2, nCos, 30));
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actor->__int_vel.Z = -0x1d555;
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actor->set_int_bvel_z(-0x1d555);
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}
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static void gargMoveDodgeDown(DBloodActor* actor)
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@ -320,7 +320,7 @@ static void gargMoveDodgeDown(DBloodActor* actor)
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actor->set_int_bvel_x(DMulScale(t1, nCos, t2, nSin, 30));
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actor->set_int_bvel_y(DMulScale(t1, nSin, -t2, nCos, 30));
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actor->__int_vel.Z = 0x44444;
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actor->set_int_bvel_z(0x44444);
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}
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static void gargThinkChase(DBloodActor* actor)
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@ -578,10 +578,10 @@ static void gargMoveSlow(DBloodActor* actor)
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actor->set_int_bvel_y(DMulScale(t1, nSin, -t2, nCos, 30));
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switch (actor->spr.type) {
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case kDudeGargoyleFlesh:
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actor->__int_vel.Z = 0x44444;
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actor->set_int_bvel_z(0x44444);
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break;
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case kDudeGargoyleStone:
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actor->__int_vel.Z = 0x35555;
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actor->set_int_bvel_z(0x35555);
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break;
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}
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}
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@ -617,10 +617,10 @@ static void gargMoveSwoop(DBloodActor* actor)
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actor->set_int_bvel_y(DMulScale(t1, nSin, -t2, nCos, 30));
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switch (actor->spr.type) {
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case kDudeGargoyleFlesh:
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actor->__int_vel.Z = t1;
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actor->set_int_bvel_z(t1);
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break;
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case kDudeGargoyleStone:
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actor->__int_vel.Z = t1;
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actor->set_int_bvel_z(t1);
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break;
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}
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}
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@ -656,10 +656,10 @@ static void gargMoveFly(DBloodActor* actor)
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actor->set_int_bvel_y(DMulScale(t1, nSin, -t2, nCos, 30));
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switch (actor->spr.type) {
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case kDudeGargoyleFlesh:
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actor->__int_vel.Z = -t1;
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actor->set_int_bvel_z(-t1);
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break;
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case kDudeGargoyleStone:
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actor->__int_vel.Z = -t1;
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actor->set_int_bvel_z(-t1);
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break;
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}
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}
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@ -271,7 +271,7 @@ static void ghostMoveDodgeUp(DBloodActor* actor)
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actor->set_int_bvel_x(DMulScale(t1, nCos, t2, nSin, 30));
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actor->set_int_bvel_y(DMulScale(t1, nSin, -t2, nCos, 30));
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actor->__int_vel.Z = -0x1d555;
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actor->set_int_bvel_z(-0x1d555);
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}
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static void ghostMoveDodgeDown(DBloodActor* actor)
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@ -299,7 +299,7 @@ static void ghostMoveDodgeDown(DBloodActor* actor)
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actor->set_int_bvel_x(DMulScale(t1, nCos, t2, nSin, 30));
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actor->set_int_bvel_y(DMulScale(t1, nSin, -t2, nCos, 30));
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actor->__int_vel.Z = 0x44444;
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actor->set_int_bvel_z(0x44444);
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}
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static void ghostThinkChase(DBloodActor* actor)
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@ -474,7 +474,7 @@ static void ghostMoveSlow(DBloodActor* actor)
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actor->set_int_bvel_y(DMulScale(t1, nSin, -t2, nCos, 30));
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switch (actor->spr.type) {
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case kDudePhantasm:
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actor->__int_vel.Z = 0x44444;
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actor->set_int_bvel_z(0x44444);
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break;
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}
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}
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@ -510,7 +510,7 @@ static void ghostMoveSwoop(DBloodActor* actor)
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actor->set_int_bvel_y(DMulScale(t1, nSin, -t2, nCos, 30));
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switch (actor->spr.type) {
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case kDudePhantasm:
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actor->__int_vel.Z = t1;
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actor->set_int_bvel_z(t1);
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break;
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}
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}
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@ -546,7 +546,7 @@ static void ghostMoveFly(DBloodActor* actor)
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actor->set_int_bvel_y(DMulScale(t1, nSin, -t2, nCos, 30));
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switch (actor->spr.type) {
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case kDudePhantasm:
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actor->__int_vel.Z = -t1;
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actor->set_int_bvel_z(-t1);
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break;
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}
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}
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@ -322,7 +322,7 @@ static void sub_6CD74(DBloodActor* actor)
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t1 += nAccel;
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actor->set_int_bvel_x(DMulScale(t1, nCos, t2, nSin, 30));
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actor->set_int_bvel_y(DMulScale(t1, nSin, -t2, nCos, 30));
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actor->__int_vel.Z = -dz;
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actor->set_int_bvel_z(-dz);
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}
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static void sub_6D03C(DBloodActor* actor)
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@ -356,7 +356,7 @@ static void sub_6D03C(DBloodActor* actor)
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t1 += nAccel >> 1;
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actor->set_int_bvel_x(DMulScale(t1, nCos, t2, nSin, 30));
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actor->set_int_bvel_y(DMulScale(t1, nSin, -t2, nCos, 30));
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actor->__int_vel.Z = dz;
|
||||
actor->set_int_bvel_z(dz);
|
||||
}
|
||||
|
||||
END_BLD_NS
|
||||
|
|
|
@ -123,7 +123,7 @@ void SpidJumpSeqCallback(int, DBloodActor* actor)
|
|||
case kDudeSpiderBlack:
|
||||
actor->set_int_bvel_x(IntToFixed(dx));
|
||||
actor->set_int_bvel_y(IntToFixed(dy));
|
||||
actor->__int_vel.Z = IntToFixed(dz);
|
||||
actor->set_int_bvel_z(IntToFixed(dz));
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
|
|
@ -55,7 +55,7 @@ void fxFlameLick(DBloodActor* actor, sectortype*) // 0
|
|||
{
|
||||
pFX->set_int_bvel_x(actor->int_vel().X + Random2(-dx));
|
||||
pFX->set_int_bvel_y(actor->int_vel().Y + Random2(-dy));
|
||||
pFX->__int_vel.Z = actor->int_vel().Z - Random(0x1aaaa);
|
||||
pFX->set_int_bvel_z(actor->int_vel().Z - Random(0x1aaaa));
|
||||
}
|
||||
}
|
||||
if (actor->xspr.burnTime > 0)
|
||||
|
@ -130,7 +130,7 @@ void fxFlareSpark(DBloodActor* actor, sectortype*) // 3
|
|||
{
|
||||
pFX->set_int_bvel_x(actor->int_vel().X + Random2(0x1aaaa));
|
||||
pFX->set_int_bvel_y(actor->int_vel().Y + Random2(0x1aaaa));
|
||||
pFX->__int_vel.Z = actor->int_vel().Z - Random(0x1aaaa);
|
||||
pFX->set_int_bvel_z(actor->int_vel().Z - Random(0x1aaaa));
|
||||
}
|
||||
evPostActor(actor, 4, kCallbackFXFlareSpark);
|
||||
}
|
||||
|
@ -149,7 +149,7 @@ void fxFlareSparkLite(DBloodActor* actor, sectortype*) // 4
|
|||
{
|
||||
pFX->set_int_bvel_x(actor->int_vel().X + Random2(0x1aaaa));
|
||||
pFX->set_int_bvel_y(actor->int_vel().Y + Random2(0x1aaaa));
|
||||
pFX->__int_vel.Z = actor->int_vel().Z - Random(0x1aaaa);
|
||||
pFX->set_int_bvel_z(actor->int_vel().Z - Random(0x1aaaa));
|
||||
}
|
||||
evPostActor(actor, 12, kCallbackFXFlareSparkLite);
|
||||
}
|
||||
|
@ -171,7 +171,7 @@ void fxZombieBloodSpurt(DBloodActor* actor, sectortype*) // 5
|
|||
{
|
||||
pFX->set_int_bvel_x(actor->int_vel().X + Random2(0x11111));
|
||||
pFX->set_int_bvel_y(actor->int_vel().Y + Random2(0x11111));
|
||||
pFX->__int_vel.Z = actor->int_vel().Z - 0x6aaaa;
|
||||
pFX->set_int_bvel_z(actor->int_vel().Z - 0x6aaaa);
|
||||
}
|
||||
if (actor->xspr.data1 > 0)
|
||||
{
|
||||
|
@ -201,7 +201,7 @@ void fxBloodSpurt(DBloodActor* actor, sectortype*) // 6
|
|||
pFX->set_int_ang(0);
|
||||
pFX->set_int_bvel_x(actor->int_vel().X >> 8);
|
||||
pFX->set_int_bvel_y(actor->int_vel().Y >> 8);
|
||||
pFX->__int_vel.Z = actor->int_vel().Z >> 8;
|
||||
pFX->set_int_bvel_z(actor->int_vel().Z >> 8);
|
||||
}
|
||||
evPostActor(actor, 6, kCallbackFXBloodSpurt);
|
||||
}
|
||||
|
@ -220,7 +220,7 @@ void fxArcSpark(DBloodActor* actor, sectortype*) // 7
|
|||
{
|
||||
pFX->set_int_bvel_x(actor->int_vel().X + Random2(0x10000));
|
||||
pFX->set_int_bvel_y(actor->int_vel().Y + Random2(0x10000));
|
||||
pFX->__int_vel.Z = actor->int_vel().Z - Random(0x1aaaa);
|
||||
pFX->set_int_bvel_z(actor->int_vel().Z - Random(0x1aaaa));
|
||||
}
|
||||
evPostActor(actor, 3, kCallbackFXArcSpark);
|
||||
}
|
||||
|
@ -245,7 +245,7 @@ void fxDynPuff(DBloodActor* actor, sectortype*) // 8
|
|||
{
|
||||
pFX->set_int_bvel_x(actor->int_vel().X);
|
||||
pFX->set_int_bvel_y(actor->int_vel().Y);
|
||||
pFX->__int_vel.Z = actor->int_vel().Z;
|
||||
pFX->set_int_bvel_z(actor->int_vel().Z);
|
||||
}
|
||||
}
|
||||
evPostActor(actor, 12, kCallbackFXDynPuff);
|
||||
|
@ -369,7 +369,7 @@ void PlayerBubble(DBloodActor* actor, sectortype*) // 10
|
|||
{
|
||||
pFX->set_int_bvel_x(actor->int_vel().X + Random2(0x1aaaa));
|
||||
pFX->set_int_bvel_y(actor->int_vel().Y + Random2(0x1aaaa));
|
||||
pFX->__int_vel.Z = actor->int_vel().Z + Random2(0x1aaaa);
|
||||
pFX->set_int_bvel_z(actor->int_vel().Z + Random2(0x1aaaa));
|
||||
}
|
||||
}
|
||||
evPostActor(actor, 4, kCallbackPlayerBubble);
|
||||
|
@ -399,7 +399,7 @@ void EnemyBubble(DBloodActor* actor, sectortype*) // 11
|
|||
{
|
||||
pFX->set_int_bvel_x(actor->int_vel().X + Random2(0x1aaaa));
|
||||
pFX->set_int_bvel_y(actor->int_vel().Y + Random2(0x1aaaa));
|
||||
pFX->__int_vel.Z = actor->int_vel().Z + Random2(0x1aaaa);
|
||||
pFX->set_int_bvel_z(actor->int_vel().Z + Random2(0x1aaaa));
|
||||
}
|
||||
}
|
||||
evPostActor(actor, 4, kCallbackEnemeyBubble);
|
||||
|
@ -496,7 +496,7 @@ void fxTeslaAlt(DBloodActor* actor, sectortype*) // 15
|
|||
{
|
||||
pFX->set_int_bvel_x(actor->int_vel().X + Random2(0x1aaaa));
|
||||
pFX->set_int_bvel_y(actor->int_vel().Y + Random2(0x1aaaa));
|
||||
pFX->__int_vel.Z = actor->int_vel().Z - Random(0x1aaaa);
|
||||
pFX->set_int_bvel_z(actor->int_vel().Z - Random(0x1aaaa));
|
||||
}
|
||||
evPostActor(actor, 3, kCallbackFXTeslaAlt);
|
||||
}
|
||||
|
@ -526,7 +526,7 @@ void fxBouncingSleeve(DBloodActor* actor, sectortype*) // 16
|
|||
if (actor->__int_vel.Z == 0) sleeveStopBouncing(actor);
|
||||
else if (zv > 0) {
|
||||
actFloorBounceVector((int*)&actor->__int_vel.X, (int*)&actor->__int_vel.Y, &zv, actor->sector(), 0x9000);
|
||||
actor->__int_vel.Z = zv;
|
||||
actor->set_int_bvel_z(zv);
|
||||
if (actor->sector()->velFloor == 0 && abs(actor->int_vel().Z) < 0x20000) {
|
||||
sleeveStopBouncing(actor);
|
||||
return;
|
||||
|
@ -628,7 +628,7 @@ void fxPodBloodSpray(DBloodActor* actor, sectortype*) // 18
|
|||
pFX->set_int_ang(0);
|
||||
pFX->set_int_bvel_x(actor->int_vel().X >> 8);
|
||||
pFX->set_int_bvel_y(actor->int_vel().Y >> 8);
|
||||
pFX->__int_vel.Z = actor->int_vel().Z >> 8;
|
||||
pFX->set_int_bvel_z(actor->int_vel().Z >> 8);
|
||||
}
|
||||
evPostActor(actor, 6, kCallbackFXPodBloodSpray);
|
||||
}
|
||||
|
|
|
@ -285,7 +285,7 @@ void fxSpawnBlood(DBloodActor* actor, int)
|
|||
bloodactor->set_int_ang(1024);
|
||||
bloodactor->set_int_bvel_x(Random2(0x6aaaa));
|
||||
bloodactor->set_int_bvel_y(Random2(0x6aaaa));
|
||||
bloodactor->__int_vel.Z = -(int)Random(0x10aaaa) - 100;
|
||||
bloodactor->set_int_bvel_z(-(int)Random(0x10aaaa) - 100);
|
||||
evPostActor(bloodactor, 8, kCallbackFXBloodSpurt);
|
||||
}
|
||||
}
|
||||
|
@ -315,7 +315,7 @@ void fxSpawnPodStuff(DBloodActor* actor, int)
|
|||
spawnactor->set_int_ang(1024);
|
||||
spawnactor->set_int_bvel_x(Random2(0x6aaaa));
|
||||
spawnactor->set_int_bvel_y(Random2(0x6aaaa));
|
||||
spawnactor->__int_vel.Z = -(int)Random(0x10aaaa) - 100;
|
||||
spawnactor->set_int_bvel_z(-(int)Random(0x10aaaa) - 100);
|
||||
evPostActor(spawnactor, 8, kCallbackFXPodBloodSpray);
|
||||
}
|
||||
}
|
||||
|
@ -341,7 +341,7 @@ void fxSpawnEjectingBrass(DBloodActor* actor, int z, int a3, int a4)
|
|||
int nAngle = actor->int_ang() + Random2(56) + 512;
|
||||
pBrass->set_int_bvel_x(MulScale(nDist, Cos(nAngle), 30));
|
||||
pBrass->set_int_bvel_y(MulScale(nDist, Sin(nAngle), 30));
|
||||
pBrass->__int_vel.Z = actor->int_vel().Z - (0x20000 + (Random2(40) << 18) / 120);
|
||||
pBrass->set_int_bvel_z(actor->int_vel().Z - (0x20000 + (Random2(40) << 18) / 120));
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -366,7 +366,7 @@ void fxSpawnEjectingShell(DBloodActor* actor, int z, int a3, int a4)
|
|||
int nAngle = actor->int_ang() + Random2(56) + 512;
|
||||
pShell->set_int_bvel_x(MulScale(nDist, Cos(nAngle), 30));
|
||||
pShell->set_int_bvel_y(MulScale(nDist, Sin(nAngle), 30));
|
||||
pShell->__int_vel.Z = actor->int_vel().Z - (0x20000 + (Random2(20) << 18) / 120);
|
||||
pShell->set_int_bvel_z(actor->int_vel().Z - (0x20000 + (Random2(20) << 18) / 120));
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -302,7 +302,7 @@ void GibFX(DBloodActor* actor, GIBFX* pGFX, DVector3* pPos, CGibVelocity* pVel)
|
|||
{
|
||||
pFX->set_int_bvel_x(pVel->vx + Random2(pGFX->atd));
|
||||
pFX->set_int_bvel_y(pVel->vy + Random2(pGFX->atd));
|
||||
pFX->__int_vel.Z = pVel->vz - Random(pGFX->at11);
|
||||
pFX->set_int_bvel_z(pVel->vz - Random(pGFX->at11));
|
||||
}
|
||||
else
|
||||
{
|
||||
|
@ -311,23 +311,23 @@ void GibFX(DBloodActor* actor, GIBFX* pGFX, DVector3* pPos, CGibVelocity* pVel)
|
|||
switch (actor->spr.cstat & CSTAT_SPRITE_ALIGNMENT_MASK)
|
||||
{
|
||||
case 16:
|
||||
pFX->__int_vel.Z = Random2((pGFX->at11 << 18) / 120);
|
||||
pFX->set_int_bvel_z(Random2((pGFX->at11 << 18) / 120));
|
||||
break;
|
||||
default:
|
||||
if (dz2 < dz1 && dz2 < 0x4000)
|
||||
{
|
||||
pFX->__int_vel.Z = 0;
|
||||
pFX->set_int_bvel_z(0);
|
||||
}
|
||||
else if (dz2 > dz1 && dz1 < 0x4000)
|
||||
{
|
||||
pFX->__int_vel.Z = -(int)Random((abs(pGFX->at11) << 18) / 120);
|
||||
pFX->set_int_bvel_z(-(int)Random((abs(pGFX->at11) << 18) / 120));
|
||||
}
|
||||
else
|
||||
{
|
||||
if ((pGFX->at11 << 18) / 120 < 0)
|
||||
pFX->__int_vel.Z = -(int)Random((abs(pGFX->at11) << 18) / 120);
|
||||
pFX->set_int_bvel_z(-(int)Random((abs(pGFX->at11) << 18) / 120));
|
||||
else
|
||||
pFX->__int_vel.Z = Random2((pGFX->at11 << 18) / 120);
|
||||
pFX->set_int_bvel_z(Random2((pGFX->at11 << 18) / 120));
|
||||
}
|
||||
break;
|
||||
}
|
||||
|
@ -383,7 +383,7 @@ void GibThing(DBloodActor* actor, GIBTHING* pGThing, DVector3* pPos, CGibVelocit
|
|||
{
|
||||
gibactor->set_int_bvel_x(pVel->vx + Random2(pGThing->atc));
|
||||
gibactor->set_int_bvel_y(pVel->vy + Random2(pGThing->atc));
|
||||
gibactor->__int_vel.Z = pVel->vz - Random(pGThing->at10);
|
||||
gibactor->set_int_bvel_z(pVel->vz - Random(pGThing->at10));
|
||||
}
|
||||
else
|
||||
{
|
||||
|
@ -392,20 +392,20 @@ void GibThing(DBloodActor* actor, GIBTHING* pGThing, DVector3* pPos, CGibVelocit
|
|||
switch (actor->spr.cstat & CSTAT_SPRITE_ALIGNMENT_MASK)
|
||||
{
|
||||
case 16:
|
||||
gibactor->__int_vel.Z = Random2((pGThing->at10 << 18) / 120);
|
||||
gibactor->set_int_bvel_z(Random2((pGThing->at10 << 18) / 120));
|
||||
break;
|
||||
default:
|
||||
if (dz2 < dz1 && dz2 < 0x4000)
|
||||
{
|
||||
gibactor->__int_vel.Z = 0;
|
||||
gibactor->set_int_bvel_z(0);
|
||||
}
|
||||
else if (dz2 > dz1 && dz1 < 0x4000)
|
||||
{
|
||||
gibactor->__int_vel.Z = -(int)Random((pGThing->at10 << 18) / 120);
|
||||
gibactor->set_int_bvel_z(-(int)Random((pGThing->at10 << 18) / 120));
|
||||
}
|
||||
else
|
||||
{
|
||||
gibactor->__int_vel.Z = Random2((pGThing->at10 << 18) / 120);
|
||||
gibactor->set_int_bvel_z(Random2((pGThing->at10 << 18) / 120));
|
||||
}
|
||||
break;
|
||||
}
|
||||
|
@ -466,13 +466,13 @@ void GibFX(walltype* pWall, GIBFX* pGFX, int a3, int a4, int a5, int a6, CGibVel
|
|||
{
|
||||
pGib->set_int_bvel_x(Random2((pGFX->atd << 18) / 120));
|
||||
pGib->set_int_bvel_y(Random2((pGFX->atd << 18) / 120));
|
||||
pGib->__int_vel.Z = -(int)Random((pGFX->at11 << 18) / 120);
|
||||
pGib->set_int_bvel_z(-(int)Random((pGFX->at11 << 18) / 120));
|
||||
}
|
||||
else
|
||||
{
|
||||
pGib->set_int_bvel_x(Random2((pVel->vx << 18) / 120));
|
||||
pGib->set_int_bvel_y(Random2((pVel->vy << 18) / 120));
|
||||
pGib->__int_vel.Z = -(int)Random((pVel->vz << 18) / 120);
|
||||
pGib->set_int_bvel_z(-(int)Random((pVel->vz << 18) / 120));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -1061,7 +1061,7 @@ static void windGenDoVerticalWind(int factor, sectortype* pSector)
|
|||
|
||||
val = -MulScale(factor * 64, 0x10000, 16);
|
||||
if (actor->__int_vel.Z >= 0) actor->add_int_bvel_z(val);
|
||||
else actor->__int_vel.Z = val;
|
||||
else actor->set_int_bvel_z(val);
|
||||
|
||||
actor->add_int_z(actor->int_vel().Z >> 12);
|
||||
|
||||
|
@ -1618,7 +1618,7 @@ void debrisBubble(DBloodActor* actor)
|
|||
if (pFX) {
|
||||
pFX->set_int_bvel_x(actor->int_vel().X + Random2(0x1aaaa));
|
||||
pFX->set_int_bvel_y(actor->int_vel().Y + Random2(0x1aaaa));
|
||||
pFX->__int_vel.Z = actor->int_vel().Z + Random2(0x1aaaa);
|
||||
pFX->set_int_bvel_z(actor->int_vel().Z + Random2(0x1aaaa));
|
||||
}
|
||||
|
||||
}
|
||||
|
@ -1786,11 +1786,11 @@ void debrisMove(int listIndex)
|
|||
{
|
||||
actor->xspr.physAttr |= kPhysFalling;
|
||||
actFloorBounceVector(&actor->__int_vel.X, &actor->__int_vel.Y, &v30, actor->sector(), tmpFraction);
|
||||
actor->__int_vel.Z = v30;
|
||||
actor->set_int_bvel_z(v30);
|
||||
|
||||
if (abs(actor->int_vel().Z) < 0x10000)
|
||||
{
|
||||
actor->__int_vel.Z = actor->sector()->velFloor;
|
||||
actor->set_int_bvel_z(actor->sector()->velFloor);
|
||||
actor->xspr.physAttr &= ~kPhysFalling;
|
||||
}
|
||||
|
||||
|
@ -1806,7 +1806,7 @@ void debrisMove(int listIndex)
|
|||
if ((pFX2 = gFX.fxSpawnActor(FX_14, pFX->sector(), pFX->spr.pos, 0)) == NULL) continue;
|
||||
pFX2->set_int_bvel_x(Random2(0x6aaaa));
|
||||
pFX2->set_int_bvel_y(Random2(0x6aaaa));
|
||||
pFX2->__int_vel.Z = -(int)Random(0xd5555);
|
||||
pFX2->set_int_bvel_z(-(int)Random(0xd5555));
|
||||
}
|
||||
break;
|
||||
case kSurfWater:
|
||||
|
@ -1832,7 +1832,7 @@ void debrisMove(int listIndex)
|
|||
actor->hit.ceilhit = moveHit = ceilColl;
|
||||
actor->add_int_z(ClipLow(ceilZ - top, 0));
|
||||
if (actor->__int_vel.Z <= 0 && (actor->xspr.physAttr & kPhysFalling))
|
||||
actor->__int_vel.Z = MulScale(-actor->int_vel().Z, 0x2000, 16);
|
||||
actor->set_int_bvel_z(MulScale(-actor->int_vel().Z, 0x2000, 16));
|
||||
|
||||
}
|
||||
else
|
||||
|
@ -3126,7 +3126,7 @@ void useVelocityChanger(DBloodActor* actor, sectortype* sect, DBloodActor* initi
|
|||
{
|
||||
pSprite->set_int_bvel_x(xv);
|
||||
pSprite->set_int_bvel_y(yv);
|
||||
pSprite->__int_vel.Z = zv;
|
||||
pSprite->set_int_bvel_z(zv);
|
||||
}
|
||||
|
||||
vAng = getVelocityAngle(pSprite);
|
||||
|
@ -3291,7 +3291,7 @@ void useTeleportTarget(DBloodActor* sourceactor, DBloodActor* actor)
|
|||
}
|
||||
|
||||
if (sourceactor->xspr.data3 & kModernTypeFlag4)
|
||||
actor->__int_vel.Z = 0;
|
||||
actor->set_int_bvel_z(0);
|
||||
}
|
||||
|
||||
if (sourceactor->xspr.data2 == 1)
|
||||
|
@ -6570,7 +6570,7 @@ void useUniMissileGen(DBloodActor* sourceactor, DBloodActor* actor)
|
|||
int velocity = sourceactor->xspr.data2 << 12;
|
||||
missileactor->set_int_bvel_x(MulScale(velocity, dx, 14));
|
||||
missileactor->set_int_bvel_y(MulScale(velocity, dy, 14));
|
||||
missileactor->__int_vel.Z = MulScale(velocity, dz, 14);
|
||||
missileactor->set_int_bvel_z(MulScale(velocity, dz, 14));
|
||||
}
|
||||
|
||||
// add bursting for missiles
|
||||
|
@ -8176,7 +8176,7 @@ void aiPatrolMove(DBloodActor* actor)
|
|||
if (pExtra->flying || spriteIsUnderwater(actor))
|
||||
{
|
||||
goalAng >>= 1;
|
||||
actor->__int_vel.Z = dz;
|
||||
actor->set_int_bvel_z(dz);
|
||||
if (actor->spr.flags & kPhysGravity)
|
||||
actor->spr.flags &= ~kPhysGravity;
|
||||
}
|
||||
|
@ -8814,7 +8814,7 @@ void aiPatrolThink(DBloodActor* actor)
|
|||
if (actor->xspr.stateTimer > 0 || markeractor->xspr.data1 == markeractor->xspr.data2)
|
||||
{
|
||||
if (pExtra->flying)
|
||||
actor->__int_vel.Z = Random2(0x8000);
|
||||
actor->set_int_bvel_z(Random2(0x8000));
|
||||
|
||||
// turn while waiting
|
||||
if (markeractor->spr.flags & kModernTypeFlag16)
|
||||
|
|
|
@ -1671,8 +1671,8 @@ void ProcessInput(PLAYER* pPlayer)
|
|||
#endif
|
||||
sfxPlay3DSound(actor, 700, 0, 0);
|
||||
|
||||
if (packItemActive(pPlayer, 4)) actor->__int_vel.Z = pPosture->pwupJumpZ; //-0x175555;
|
||||
else actor->__int_vel.Z = pPosture->normalJumpZ; //-0xbaaaa;
|
||||
if (packItemActive(pPlayer, 4)) actor->set_int_bvel_z(pPosture->pwupJumpZ); //-0x175555;
|
||||
else actor->set_int_bvel_z(pPosture->normalJumpZ); //-0xbaaaa;
|
||||
pPlayer->cantJump = 1;
|
||||
}
|
||||
|
||||
|
@ -1766,7 +1766,7 @@ void ProcessInput(PLAYER* pPlayer)
|
|||
int y = bsin(pPlayer->actor->int_ang());
|
||||
spawned->set_int_bvel_x(pPlayer->actor->int_vel().X + MulScale(0x155555, x, 14));
|
||||
spawned->set_int_bvel_y(pPlayer->actor->int_vel().Y + MulScale(0x155555, y, 14));
|
||||
spawned->__int_vel.Z = pPlayer->actor->__int_vel.Z;
|
||||
spawned->set_int_bvel_z(pPlayer->actor->int_vel().Z);
|
||||
}
|
||||
pPlayer->hand = 0;
|
||||
}
|
||||
|
|
Loading…
Reference in a new issue