- floatified shootshrinker

This commit is contained in:
Christoph Oelckers 2022-09-13 23:20:00 +02:00
parent 0b58f2ea3c
commit 9d8685096d

View file

@ -1030,34 +1030,34 @@ static void shootmortar(DDukeActor* actor, int p, const DVector3& pos, DAngle an
//
//---------------------------------------------------------------------------
static void shootshrinker(DDukeActor* actor, int p, int sx, int sy, int sz, int sa, int atwith)
static void shootshrinker(DDukeActor* actor, int p, const DVector3& pos, DAngle ang, int atwith)
{
int zvel;
double zvel;
if (actor->spr.extra >= 0) actor->spr.shade = -96;
if (p >= 0)
{
auto aimed = isNamWW2GI() ? nullptr : aim(actor, AUTO_AIM_ANGLE);
if (aimed)
{
int dal = ((aimed->spr.xrepeat * tileHeight(aimed->spr.picnum)) << 1);
zvel = ((aimed->int_pos().Z - sz - dal - (4 << 8)) * 768) / (ldist(ps[p].GetActor(), aimed));
sa = getangle(aimed->int_pos().X - sx, aimed->int_pos().Y - sy);
double dal = ((aimed->spr.xrepeat * tileHeight(aimed->spr.picnum)) * REPEAT_SCALE * 0.5);
double dist = (ps[p].GetActor()->spr.pos.XY() - aimed->spr.pos.XY()).Length();
zvel = ((aimed->spr.pos.Z - pos.Z - dal - 4) * 48) / dist;
ang = VecToAngle(aimed->spr.pos.XY() - pos.XY());
}
else zvel = -MulScale(ps[p].horizon.sum().asq16(), 98, 16);
else
zvel = -ps[p].horizon.sum().asbuildf() * (98 / 256.);
}
else if (actor->spr.statnum != 3)
{
double x;
int j = findplayer(actor, &x);
int l = ldist(ps[j].GetActor(), actor);
zvel = ((ps[j].player_int_opos().Z - sz) * 512) / l;
double dist = (ps[j].GetActor()->spr.pos.XY() - actor->spr.pos.XY()).Length();
zvel = ((ps[j].pos.Z - pos.Z) * 32) / dist;
}
else zvel = 0;
auto spawned = EGS(actor->sector(),
sx - bsin(sa, -12),
sy + bcos(sa, -12),
sz + (2 << 8), SHRINKSPARK, -16, 28, 28, sa, 768, zvel, actor, 4);
auto spawned = CreateActor(actor->sector(),
pos.plusZ(2) + ang.ToVector() * 0.25, SHRINKSPARK, -16, 28, 28, ang.Buildang(), 768, zvel * zworldtoint, actor, 4);
if (spawned)
{
@ -1200,7 +1200,7 @@ void shoot_d(DDukeActor* actor, int atwith)
break;
case SHRINKER:
shootshrinker(actor, p, sx, sy, sz, sa, atwith);
shootshrinker(actor, p, spos, sang, atwith);
break;
}
return;