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- floatified BlastSSeqCallback
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2 changed files with 41 additions and 60 deletions
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@ -166,11 +166,13 @@ void cerberusBurnSeqCallback2(int, DBloodActor* actor)
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DVector3 tvec = pos;
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DVector3 tvec = pos;
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tvec.XY() += actor->spr.angle.ToVector() * nDist;
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tvec.XY() += actor->spr.angle.ToVector() * nDist;
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tvec.Z += actor->dudeSlope / 16384. * nDist;
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tvec.Z += actor->dudeSlope / 16384. * nDist;
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double tsr = nDist * 9.23828125;
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double tsr = nDist * 9.23828125;
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double top, bottom;
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double top, bottom;
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GetActorExtents(actor2, &top, &bottom);
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GetActorExtents(actor2, &top, &bottom);
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if (tvec.Z - tsr > bottom || tvec.Z + tsr < top)
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if (tvec.Z - tsr > bottom || tvec.Z + tsr < top)
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continue;
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continue;
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double nDist2 = (tvec - pos2).Length();
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double nDist2 = (tvec - pos2).Length();
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if (nDist2 < nClosest)
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if (nDist2 < nClosest)
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{
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{
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@ -105,87 +105,66 @@ void BlastSSeqCallback(int, DBloodActor* actor)
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wrand(); // ???
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wrand(); // ???
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if (!actor->ValidateTarget(__FUNCTION__)) return;
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if (!actor->ValidateTarget(__FUNCTION__)) return;
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auto target = actor->GetTarget();
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auto target = actor->GetTarget();
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int height = (actor->spr.yrepeat * getDudeInfo(actor->spr.type)->eyeHeight) << 2;
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double height = (actor->spr.yrepeat * getDudeInfo(actor->spr.type)->eyeHeight) * REPEAT_SCALE;
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int x = actor->int_pos().X;
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DVector3 pos(actor->spr.pos.XY(), height);
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int y = actor->int_pos().Y;
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int z = height;
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DVector3 Aim(actor->spr.angle.ToVector(), actor->dudeSlope / 16384.);
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TARGETTRACK tt = { 0x10000, 0x10000, 0x100, 0x55, 0x1aaaaa };
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double nClosest = 0x7fffffff;
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Aim aim;
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aim.dx = bcos(actor->int_ang());
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aim.dy = bsin(actor->int_ang());
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aim.dz = actor->dudeSlope;
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int nClosest = 0x7fffffff;
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BloodStatIterator it(kStatDude);
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BloodStatIterator it(kStatDude);
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while (auto actor2 = it.Next())
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while (auto actor2 = it.Next())
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{
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{
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if (actor == actor2 || !(actor2->spr.flags & 8))
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if (actor == actor2 || !(actor2->spr.flags & 8))
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continue;
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continue;
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int x2 = actor2->int_pos().X;
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int y2 = actor2->int_pos().Y;
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auto pos2 = actor2->spr.pos;
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int z2 = actor2->int_pos().Z;
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double nDist = (pos2 - pos).Length();
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int nDist = approxDist(x2 - x, y2 - y);
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if (nDist == 0 || nDist > 0x280)
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if (nDist == 0 || nDist > 0x2800)
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continue;
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continue;
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if (tt.at10)
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{
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pos += actor2->vel * nDist * (65536. / 0x1aaaaa);
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int t = DivScale(nDist, tt.at10, 12);
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x2 += (actor->int_vel().X * t) >> 12;
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DVector3 tvec = pos;
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y2 += (actor->int_vel().Y * t) >> 12;
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tvec.XY() += actor->spr.angle.ToVector() * nDist;
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z2 += (actor->int_vel().Z * t) >> 8;
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tvec.Z += actor->dudeSlope / 16384. * nDist;
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}
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int tx = x + MulScale(Cos(actor->int_ang()), nDist, 30);
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double tsr = nDist * 9.23828125;
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int ty = y + MulScale(Sin(actor->int_ang()), nDist, 30);
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double top, bottom;
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int tz = z + MulScale(actor->dudeSlope, nDist, 10);
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int tsr = MulScale(9460, nDist, 10);
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int top, bottom;
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GetActorExtents(actor2, &top, &bottom);
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GetActorExtents(actor2, &top, &bottom);
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if (tz - tsr > bottom || tz + tsr < top)
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if (tvec.Z - tsr > bottom || tvec.Z + tsr < top)
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continue;
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continue;
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int dx = (tx - x2) >> 4;
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int dy = (ty - y2) >> 4;
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double nDist2 = (tvec - pos2).Length();
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int dz = (tz - z2) >> 8;
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int nDist2 = ksqrt(dx * dx + dy * dy + dz * dz);
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if (nDist2 < nClosest)
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if (nDist2 < nClosest)
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{
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{
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int nAngle = getangle(x2 - x, y2 - y);
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DAngle nAngle = VecToAngle(pos2.XY() - pos.XY());
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int nDeltaAngle = ((nAngle - actor->int_ang() + 1024) & 2047) - 1024;
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DAngle nDeltaAngle = absangle(nAngle, actor->spr.angle);
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if (abs(nDeltaAngle) <= tt.at8)
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if (nDeltaAngle <= DAngle45)
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{
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{
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int tz1 = actor2->int_pos().Z - actor->int_pos().Z;
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double tz1 = actor2->spr.pos.Z - actor->spr.pos.Z;
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if (cansee(x, y, z, actor->sector(), x2, y2, z2, actor2->sector()))
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if (cansee(pos, actor->sector(), pos2, actor2->sector()))
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{
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{
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nClosest = nDist2;
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nClosest = nDist2;
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aim.dx = bcos(nAngle);
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Aim.XY() = nAngle.ToVector();
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aim.dy = bsin(nAngle);
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Aim.Z = tz1 / nDist;
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aim.dz = DivScale(tz1, nDist, 10);
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if (tz1 > -0x333)
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// This does not make any sense...
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aim.dz = DivScale(tz1, nDist, 10);
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if (tz1 < -3.2 && tz1 > -48)
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else if (tz1 < -0x333 && tz1 > -0xb33)
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Aim.Z += 0.5774;
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aim.dz = DivScale(tz1, nDist, 10) + 9460;
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else if (tz1 <= -48)
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else if (tz1 < -0xb33 && tz1 > -0x3000)
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Aim.Z -= 0.45776;
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aim.dz = DivScale(tz1, nDist, 10) + 9460;
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else if (tz1 < -0x3000)
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aim.dz = DivScale(tz1, nDist, 10) - 7500;
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else
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aim.dz = DivScale(tz1, nDist, 10);
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}
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}
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else
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else
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aim.dz = DivScale(tz1, nDist, 10);
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Aim.Z = tz1 / nDist;
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}
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}
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}
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}
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}
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}
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#ifdef NOONE_EXTENSIONS
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// allow to fire missile in non-player targets
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// allow to fire missile in non-player targets
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if (target->IsPlayerActor() || gModernMap) {
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if (target->IsPlayerActor() || gModernMap) {
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actFireMissile(actor, -120, 0, aim.dx, aim.dy, aim.dz, kMissileArcGargoyle);
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actFireMissile(actor, -7.5, 0, Aim, kMissileArcGargoyle);
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actFireMissile(actor, 120, 0, aim.dx, aim.dy, aim.dz, kMissileArcGargoyle);
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actFireMissile(actor, 7.5, 0, Aim, kMissileArcGargoyle);
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}
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}
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#else
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if (target->IsPlayerActor()) {
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actFireMissile(actor, -120, 0, aim.dx, aim.dy, aim.dz, kMissileArcGargoyle);
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actFireMissile(actor, 120, 0, aim.dx, aim.dy, aim.dz, kMissileArcGargoyle);
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}
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#endif
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}
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}
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