mirror of
https://github.com/DrBeef/Raze.git
synced 2025-03-29 12:20:39 +00:00
- some angular stuff.
This commit is contained in:
parent
766ddeb445
commit
ade20cbfe2
6 changed files with 17 additions and 16 deletions
source/games
|
@ -746,7 +746,7 @@ void DropVoodooCb(DBloodActor* actor, sectortype*) // unused
|
|||
evPostActor(actor, 0, kCallbackRemove);
|
||||
return;
|
||||
}
|
||||
actor->set_int_ang(getangle(Owner->int_pos().X - actor->int_pos().X, Owner->int_pos().Y - actor->int_pos().Y));
|
||||
actor->spr.angle = VecToAngle(Owner->spr.pos - actor->spr.pos);
|
||||
if (actor->hasX())
|
||||
{
|
||||
if (actor->xspr.data1 == 0)
|
||||
|
|
|
@ -750,7 +750,7 @@ void movecrane(DDukeActor *actor, int crane)
|
|||
{
|
||||
if (actor->spr.xvel < 192)
|
||||
actor->spr.xvel += 8;
|
||||
actor->set_int_ang(getangle(cpt.pos.XY() - actor->spr.pos.XY()));
|
||||
actor->spr.angle = VecToAngle(cpt.pos.XY() - actor->spr.pos.XY());
|
||||
ssp(actor, CLIPMASK0);
|
||||
if (((actor->spr.pos.X - cpt.pos.X) * (actor->spr.pos.X - cpt.pos.X) + (actor->spr.pos.Y - cpt.pos.Y) * (actor->spr.pos.Y - cpt.pos.Y)) < (8 * 8))
|
||||
actor->temp_data[0]++;
|
||||
|
@ -1530,7 +1530,7 @@ bool queball(DDukeActor *actor, int pocket, int queball, int stripeball)
|
|||
}
|
||||
if (x < 512 && actor->sector() == ps[p].cursector)
|
||||
{
|
||||
actor->set_int_ang(getangle(actor->spr.pos.XY() - ps[p].pos.XY()));
|
||||
actor->spr.angle = VecToAngle(actor->spr.pos.XY() - ps[p].pos.XY());
|
||||
actor->spr.xvel = 48;
|
||||
}
|
||||
}
|
||||
|
@ -2811,7 +2811,7 @@ void handle_se14(DDukeActor* actor, bool checkstat, int RPG, int JIBS6)
|
|||
if (x < 20480)
|
||||
{
|
||||
j = actor->int_ang();
|
||||
actor->set_int_ang(getangle(actor->spr.pos.XY() - ps[p].pos.XY()));
|
||||
actor->spr.angle = VecToAngle(actor->spr.pos.XY() - ps[p].pos.XY());
|
||||
fi.shoot(actor, RPG);
|
||||
actor->set_int_ang(j);
|
||||
}
|
||||
|
@ -3316,10 +3316,10 @@ void handle_se05(DDukeActor* actor, int FIRELASER)
|
|||
int x, p = findplayer(actor, &x);
|
||||
if (x < 8192)
|
||||
{
|
||||
j = actor->int_ang();
|
||||
actor->set_int_ang(getangle(actor->spr.pos.XY() - ps[p].pos));
|
||||
auto ang = actor->spr.angle;
|
||||
actor->spr.angle = VecToAngle(actor->spr.pos.XY() - ps[p].pos);
|
||||
fi.shoot(actor, FIRELASER);
|
||||
actor->set_int_ang(j);
|
||||
actor->spr.angle = ang;
|
||||
}
|
||||
|
||||
auto Owner = actor->GetOwner();
|
||||
|
@ -3350,9 +3350,10 @@ void handle_se05(DDukeActor* actor, int FIRELASER)
|
|||
|
||||
if (ldist(Owner, actor) < 1024)
|
||||
{
|
||||
auto ta = actor->int_ang();
|
||||
actor->set_int_ang(getangle(ps[p].pos.XY() - actor->spr.pos.XY()));
|
||||
actor->set_int_ang(ta);
|
||||
// Huh?
|
||||
//auto ta = actor->spr.angle;
|
||||
//actor->spr.angle = vectangle(ps[p].pos.XY() - actor->spr.pos.XY());
|
||||
//actor->spr.angle = ta;
|
||||
actor->SetOwner(nullptr);
|
||||
return;
|
||||
|
||||
|
@ -4342,7 +4343,7 @@ void handle_se27(DDukeActor* actor)
|
|||
}
|
||||
else
|
||||
{
|
||||
actor->set_int_ang(getangle(ps[p].pos.XY() - actor->spr.pos.XY()));
|
||||
actor->spr.angle = VecToAngle(ps[p].pos.XY() - actor->spr.pos.XY());
|
||||
|
||||
if (actor->temp_data[0] == 999)
|
||||
{
|
||||
|
|
|
@ -1084,7 +1084,7 @@ int DoBunnyRipHeart(DSWActor* actor)
|
|||
actor->user.WaitTics = 6 * 120;
|
||||
|
||||
// player face bunny
|
||||
target->set_int_ang(getangle(actor->int_pos().X - target->int_pos().X, actor->int_pos().Y - target->int_pos().Y));
|
||||
target->spr.angle = VecToAngle(actor->spr.pos - target->spr.pos);
|
||||
return 0;
|
||||
}
|
||||
|
||||
|
|
|
@ -1149,7 +1149,7 @@ int DoRipperRipHeart(DSWActor* actor)
|
|||
actor->user.WaitTics = 6 * 120;
|
||||
|
||||
// player face ripper
|
||||
target->set_int_ang(getangle(actor->int_pos().X - target->int_pos().X, actor->int_pos().Y - target->int_pos().Y));
|
||||
target->spr.angle = VecToAngle(actor->spr.pos - target->spr.pos);
|
||||
return 0;
|
||||
}
|
||||
|
||||
|
|
|
@ -1171,7 +1171,7 @@ int DoRipper2RipHeart(DSWActor* actor)
|
|||
actor->user.WaitTics = 6 * 120;
|
||||
|
||||
// player face ripper2
|
||||
target->set_int_ang(getangle(actor->int_pos().X - target->int_pos().X, actor->int_pos().Y - target->int_pos().Y));
|
||||
target->spr.angle = VecToAngle(actor->spr.pos - target->spr.pos);
|
||||
return 0;
|
||||
}
|
||||
|
||||
|
|
|
@ -459,7 +459,7 @@ int DoSkullWait(DSWActor* actor)
|
|||
|
||||
if (dist < 8000)
|
||||
{
|
||||
actor->set_int_ang(getangle(actor->user.targetActor->int_pos().X - actor->int_pos().X, actor->user.targetActor->int_pos().Y - actor->int_pos().Y));
|
||||
actor->spr.angle = VecToAngle(actor->user.targetActor->spr.pos - actor->spr.pos);
|
||||
actor->spr.xvel = 128 + (RANDOM_P2(256<<8)>>8);
|
||||
actor->user.jump_speed = -700;
|
||||
NewStateGroup(actor, sg_SkullJump);
|
||||
|
@ -831,7 +831,7 @@ int DoBettyWait(DSWActor* actor)
|
|||
|
||||
if (dist < 8000)
|
||||
{
|
||||
actor->set_int_ang(getangle(actor->user.targetActor->int_pos().X - actor->int_pos().X, actor->user.targetActor->int_pos().Y - actor->int_pos().Y));
|
||||
actor->spr.angle = VecToAngle(actor->user.targetActor->spr.pos - actor->spr.pos);
|
||||
actor->spr.xvel = 128 + (RANDOM_P2(256<<8)>>8);
|
||||
actor->user.jump_speed = -700;
|
||||
NewStateGroup(actor, sg_BettyJump);
|
||||
|
|
Loading…
Reference in a new issue