- set_int_bvel_z

This commit is contained in:
Christoph Oelckers 2022-09-01 21:40:03 +02:00
parent 9cbffc998e
commit 994cb47d36
14 changed files with 85 additions and 85 deletions

View file

@ -4093,7 +4093,7 @@ static void actKickObject(DBloodActor* kicker, DBloodActor* kicked)
int nSpeed = ClipLow(approxDist(kicker->int_vel().X, kicker->int_vel().Y) * 2, 0xaaaaa);
kicked->set_int_bvel_x(MulScale(nSpeed, Cos(kicker->int_ang() + Random2(85)), 30));
kicked->set_int_bvel_y(MulScale(nSpeed, Sin(kicker->int_ang() + Random2(85)), 30));
kicked->__int_vel.Z = MulScale(nSpeed, -0x2000, 14);
kicked->set_int_bvel_z(MulScale(nSpeed, -0x2000, 14));
kicked->spr.flags = 7;
}
@ -4594,7 +4594,7 @@ static Collision MoveThing(DBloodActor* actor)
RotateVector(&v28, &v24, v34);
fxActor->set_int_bvel_x(actor->int_vel().X + v2c);
fxActor->set_int_bvel_y(actor->int_vel().Y + v28);
fxActor->__int_vel.Z = actor->int_vel().Z + v24;
fxActor->set_int_bvel_z(actor->int_vel().Z + v24);
}
}
}
@ -4616,10 +4616,10 @@ static Collision MoveThing(DBloodActor* actor)
int nDamage = MulScale(vax, vax, 30) - pThingInfo->dmgResist;
if (nDamage > 0) actDamageSprite(actor, actor, kDamageFall, nDamage);
actor->__int_vel.Z = v20;
actor->set_int_bvel_z(v20);
if (actor->sector()->velFloor == 0 && abs(actor->int_vel().Z) < 0x10000)
{
actor->__int_vel.Z = 0;
actor->set_int_bvel_z(0);
actor->spr.flags &= ~4;
}
@ -4665,7 +4665,7 @@ static Collision MoveThing(DBloodActor* actor)
{
actor->set_int_bvel_x(MulScale(actor->int_vel().X, 0xc000, 16));
actor->set_int_bvel_y(MulScale(actor->int_vel().Y, 0xc000, 16));
actor->__int_vel.Z = MulScale(-actor->int_vel().Z, 0x4000, 16);
actor->set_int_bvel_z(MulScale(-actor->int_vel().Z, 0x4000, 16));
switch (actor->spr.type)
{
@ -4943,7 +4943,7 @@ void MoveDude(DBloodActor* actor)
pPlayer->bubbleTime = 0;
if (!pPlayer->cantJump && (pPlayer->input.actions & SB_JUMP))
{
actor->__int_vel.Z = -0x6aaaa;
actor->set_int_bvel_z(-0x6aaaa);
pPlayer->cantJump = 1;
}
sfxPlay3DSound(actor, 721, -1, 0);
@ -5113,10 +5113,10 @@ void MoveDude(DBloodActor* actor)
nDamage -= 100 << 4;
if (nDamage > 0)
actDamageSprite(actor, actor, kDamageFall, nDamage);
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->spr.flags &= ~4;
}
else
@ -5140,7 +5140,7 @@ void MoveDude(DBloodActor* actor)
{
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));
}
}
}
@ -5165,7 +5165,7 @@ void MoveDude(DBloodActor* actor)
actor->add_int_z(ClipLow(ceilZ - top, 0));
if (actor->__int_vel.Z <= 0 && (actor->spr.flags & 4))
actor->__int_vel.Z = MulScale(-actor->int_vel().Z, 0x2000, 16);
actor->set_int_bvel_z(MulScale(-actor->int_vel().Z, 0x2000, 16));
}
else
actor->hit.ceilhit.setNone();
@ -5947,7 +5947,7 @@ static void actCheckTraps()
{
pFX->set_int_bvel_x(dx + Random2(0x8888));
pFX->set_int_bvel_y(dy + Random2(0x8888));
pFX->__int_vel.Z = Random2(0x8888);
pFX->set_int_bvel_z(Random2(0x8888));
}
x += (dx / 2) >> 12;
y += (dy / 2) >> 12;
@ -6402,7 +6402,7 @@ DBloodActor* actFireThing(DBloodActor* actor, int a2, int a3, int a4, int thingT
fired->spr.angle = actor->spr.angle;
fired->set_int_bvel_x(MulScale(a6, Cos(fired->int_ang()), 30));
fired->set_int_bvel_y(MulScale(a6, Sin(fired->int_ang()), 30));
fired->__int_vel.Z = MulScale(a6, a4, 14);
fired->set_int_bvel_z(MulScale(a6, a4, 14));
fired->add_int_bvel_x(actor->int_vel().X / 2);
fired->add_int_bvel_y(actor->int_vel().Y / 2);
fired->add_int_bvel_z(actor->int_vel().Z / 2);
@ -6535,7 +6535,7 @@ DBloodActor* actFireMissile(DBloodActor* actor, int a2, int a3, int a4, int a5,
spawned->set_int_ang((actor->int_ang() + pMissileInfo->angleOfs) & 2047);
spawned->set_int_bvel_x(MulScale(pMissileInfo->velocity, a4, 14));
spawned->set_int_bvel_y(MulScale(pMissileInfo->velocity, a5, 14));
spawned->__int_vel.Z = MulScale(pMissileInfo->velocity, a6, 14);
spawned->set_int_bvel_z(MulScale(pMissileInfo->velocity, a6, 14));
spawned->SetOwner(actor);
spawned->spr.cstat |= CSTAT_SPRITE_BLOCK;
spawned->SetTarget(nullptr);
@ -6835,7 +6835,7 @@ void actFireVector(DBloodActor* shooter, int a2, int a3, int a4, int a5, int a6,
else if (t3 > FX_NONE) pFX = gFX.fxSpawnActor(t3, pSector1, xx, yy, zz, 0);
if (pFX)
{
pFX->__int_vel.Z = 0x2222;
pFX->set_int_bvel_z(0x2222);
pFX->set_int_ang((GetWallAngle(pWall) + 512) & 2047);
pFX->spr.cstat |= CSTAT_SPRITE_ALIGNMENT_WALL;
}

View file

@ -216,7 +216,7 @@ static void batMoveDodgeUp(DBloodActor* actor)
actor->set_int_bvel_x(DMulScale(t1, nCos, t2, nSin, 30));
actor->set_int_bvel_y(DMulScale(t1, nSin, -t2, nCos, 30));
actor->__int_vel.Z = -0x52aaa;
actor->set_int_bvel_z(-0x52aaa);
}
static void batMoveDodgeDown(DBloodActor* actor)
@ -241,7 +241,7 @@ static void batMoveDodgeDown(DBloodActor* actor)
actor->set_int_bvel_x(DMulScale(t1, nCos, t2, nSin, 30));
actor->set_int_bvel_y(DMulScale(t1, nSin, -t2, nCos, 30));
actor->__int_vel.Z = 0x44444;
actor->set_int_bvel_z(0x44444);
}
static void batThinkChase(DBloodActor* actor)
@ -359,7 +359,7 @@ static void batMoveSwoop(DBloodActor* actor)
t1 += nAccel >> 1;
actor->set_int_bvel_x(DMulScale(t1, nCos, t2, nSin, 30));
actor->set_int_bvel_y(DMulScale(t1, nSin, -t2, nCos, 30));
actor->__int_vel.Z = 0x44444;
actor->set_int_bvel_z(0x44444);
}
static void batMoveFly(DBloodActor* actor)
@ -388,7 +388,7 @@ static void batMoveFly(DBloodActor* actor)
t1 += nAccel >> 1;
actor->set_int_bvel_x(DMulScale(t1, nCos, t2, nSin, 30));
actor->set_int_bvel_y(DMulScale(t1, nSin, -t2, nCos, 30));
actor->__int_vel.Z = -0x2d555;
actor->set_int_bvel_z(-0x2d555);
}
void batMoveToCeil(DBloodActor* actor)

View file

@ -467,7 +467,7 @@ static void sub_62AE0(DBloodActor* actor)
t1 += nAccel;
actor->set_int_bvel_x(DMulScale(t1, nCos, t2, nSin, 30));
actor->set_int_bvel_y(DMulScale(t1, nSin, -t2, nCos, 30));
actor->__int_vel.Z = -dz;
actor->set_int_bvel_z(-dz);
}
static void sub_62D7C(DBloodActor* actor)
@ -501,7 +501,7 @@ static void sub_62D7C(DBloodActor* actor)
t1 += nAccel >> 1;
actor->set_int_bvel_x(DMulScale(t1, nCos, t2, nSin, 30));
actor->set_int_bvel_y(DMulScale(t1, nSin, -t2, nCos, 30));
actor->__int_vel.Z = dz;
actor->set_int_bvel_z(dz);
}
END_BLD_NS

View file

@ -231,7 +231,7 @@ static void eelMoveDodgeUp(DBloodActor* actor)
actor->set_int_bvel_x(DMulScale(t1, nCos, t2, nSin, 30));
actor->set_int_bvel_y(DMulScale(t1, nSin, -t2, nCos, 30));
actor->__int_vel.Z = -0x8000;
actor->set_int_bvel_z(-0x8000);
}
static void eelMoveDodgeDown(DBloodActor* actor)
@ -256,7 +256,7 @@ static void eelMoveDodgeDown(DBloodActor* actor)
actor->set_int_bvel_x(DMulScale(t1, nCos, t2, nSin, 30));
actor->set_int_bvel_y(DMulScale(t1, nSin, -t2, nCos, 30));
actor->__int_vel.Z = 0x44444;
actor->set_int_bvel_z(0x44444);
}
static void eelThinkChase(DBloodActor* actor)
@ -368,7 +368,7 @@ static void eelMoveSwoop(DBloodActor* actor)
t1 += nAccel >> 1;
actor->set_int_bvel_x(DMulScale(t1, nCos, t2, nSin, 30));
actor->set_int_bvel_y(DMulScale(t1, nSin, -t2, nCos, 30));
actor->__int_vel.Z = 0x22222;
actor->set_int_bvel_z(0x22222);
}
static void eelMoveAscend(DBloodActor* actor)
@ -394,7 +394,7 @@ static void eelMoveAscend(DBloodActor* actor)
t1 += nAccel >> 1;
actor->set_int_bvel_x(DMulScale(t1, nCos, t2, nSin, 30));
actor->set_int_bvel_y(DMulScale(t1, nSin, -t2, nCos, 30));
actor->__int_vel.Z = -0x8000;
actor->set_int_bvel_z(-0x8000);
}
void eelMoveToCeil(DBloodActor* actor)

View file

@ -336,7 +336,7 @@ static void sub_65F44(DBloodActor* actor)
t1 += nAccel;
actor->set_int_bvel_x(DMulScale(t1, nCos, t2, nSin, 30));
actor->set_int_bvel_y(DMulScale(t1, nSin, -t2, nCos, 30));
actor->__int_vel.Z = -dz;
actor->set_int_bvel_z(-dz);
}
static void sub_661E0(DBloodActor* actor)
@ -371,7 +371,7 @@ static void sub_661E0(DBloodActor* actor)
t1 += nAccel >> 1;
actor->set_int_bvel_x(DMulScale(t1, nCos, t2, nSin, 30));
actor->set_int_bvel_y(DMulScale(t1, nSin, -t2, nCos, 30));
actor->__int_vel.Z = dz;
actor->set_int_bvel_z(dz);
}
END_BLD_NS

View file

@ -292,7 +292,7 @@ static void gargMoveDodgeUp(DBloodActor* actor)
actor->set_int_bvel_x(DMulScale(t1, nCos, t2, nSin, 30));
actor->set_int_bvel_y(DMulScale(t1, nSin, -t2, nCos, 30));
actor->__int_vel.Z = -0x1d555;
actor->set_int_bvel_z(-0x1d555);
}
static void gargMoveDodgeDown(DBloodActor* actor)
@ -320,7 +320,7 @@ static void gargMoveDodgeDown(DBloodActor* actor)
actor->set_int_bvel_x(DMulScale(t1, nCos, t2, nSin, 30));
actor->set_int_bvel_y(DMulScale(t1, nSin, -t2, nCos, 30));
actor->__int_vel.Z = 0x44444;
actor->set_int_bvel_z(0x44444);
}
static void gargThinkChase(DBloodActor* actor)
@ -578,10 +578,10 @@ static void gargMoveSlow(DBloodActor* actor)
actor->set_int_bvel_y(DMulScale(t1, nSin, -t2, nCos, 30));
switch (actor->spr.type) {
case kDudeGargoyleFlesh:
actor->__int_vel.Z = 0x44444;
actor->set_int_bvel_z(0x44444);
break;
case kDudeGargoyleStone:
actor->__int_vel.Z = 0x35555;
actor->set_int_bvel_z(0x35555);
break;
}
}
@ -617,10 +617,10 @@ static void gargMoveSwoop(DBloodActor* actor)
actor->set_int_bvel_y(DMulScale(t1, nSin, -t2, nCos, 30));
switch (actor->spr.type) {
case kDudeGargoyleFlesh:
actor->__int_vel.Z = t1;
actor->set_int_bvel_z(t1);
break;
case kDudeGargoyleStone:
actor->__int_vel.Z = t1;
actor->set_int_bvel_z(t1);
break;
}
}
@ -656,10 +656,10 @@ static void gargMoveFly(DBloodActor* actor)
actor->set_int_bvel_y(DMulScale(t1, nSin, -t2, nCos, 30));
switch (actor->spr.type) {
case kDudeGargoyleFlesh:
actor->__int_vel.Z = -t1;
actor->set_int_bvel_z(-t1);
break;
case kDudeGargoyleStone:
actor->__int_vel.Z = -t1;
actor->set_int_bvel_z(-t1);
break;
}
}

View file

@ -271,7 +271,7 @@ static void ghostMoveDodgeUp(DBloodActor* actor)
actor->set_int_bvel_x(DMulScale(t1, nCos, t2, nSin, 30));
actor->set_int_bvel_y(DMulScale(t1, nSin, -t2, nCos, 30));
actor->__int_vel.Z = -0x1d555;
actor->set_int_bvel_z(-0x1d555);
}
static void ghostMoveDodgeDown(DBloodActor* actor)
@ -299,7 +299,7 @@ static void ghostMoveDodgeDown(DBloodActor* actor)
actor->set_int_bvel_x(DMulScale(t1, nCos, t2, nSin, 30));
actor->set_int_bvel_y(DMulScale(t1, nSin, -t2, nCos, 30));
actor->__int_vel.Z = 0x44444;
actor->set_int_bvel_z(0x44444);
}
static void ghostThinkChase(DBloodActor* actor)
@ -474,7 +474,7 @@ static void ghostMoveSlow(DBloodActor* actor)
actor->set_int_bvel_y(DMulScale(t1, nSin, -t2, nCos, 30));
switch (actor->spr.type) {
case kDudePhantasm:
actor->__int_vel.Z = 0x44444;
actor->set_int_bvel_z(0x44444);
break;
}
}
@ -510,7 +510,7 @@ static void ghostMoveSwoop(DBloodActor* actor)
actor->set_int_bvel_y(DMulScale(t1, nSin, -t2, nCos, 30));
switch (actor->spr.type) {
case kDudePhantasm:
actor->__int_vel.Z = t1;
actor->set_int_bvel_z(t1);
break;
}
}
@ -546,7 +546,7 @@ static void ghostMoveFly(DBloodActor* actor)
actor->set_int_bvel_y(DMulScale(t1, nSin, -t2, nCos, 30));
switch (actor->spr.type) {
case kDudePhantasm:
actor->__int_vel.Z = -t1;
actor->set_int_bvel_z(-t1);
break;
}
}

View file

@ -322,7 +322,7 @@ static void sub_6CD74(DBloodActor* actor)
t1 += nAccel;
actor->set_int_bvel_x(DMulScale(t1, nCos, t2, nSin, 30));
actor->set_int_bvel_y(DMulScale(t1, nSin, -t2, nCos, 30));
actor->__int_vel.Z = -dz;
actor->set_int_bvel_z(-dz);
}
static void sub_6D03C(DBloodActor* actor)
@ -356,7 +356,7 @@ static void sub_6D03C(DBloodActor* actor)
t1 += nAccel >> 1;
actor->set_int_bvel_x(DMulScale(t1, nCos, t2, nSin, 30));
actor->set_int_bvel_y(DMulScale(t1, nSin, -t2, nCos, 30));
actor->__int_vel.Z = dz;
actor->set_int_bvel_z(dz);
}
END_BLD_NS

View file

@ -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;
}
}

View file

@ -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);
}

View file

@ -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));
}
}

View file

@ -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));
}
}
}

View file

@ -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)

View file

@ -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;
}