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- eliminated MOVExy
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d957e8cfcf
commit
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1 changed files with 18 additions and 19 deletions
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@ -9975,7 +9975,7 @@ int SpawnCoolieExp(DSWActor* actor)
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actor->user.Counter = RandomRange(120); // This is the wait til birth time!
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actor->user.Counter = RandomRange(120); // This is the wait til birth time!
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auto vect = actor->spr.pos + MOVExy(64, actor->spr.angle + DAngle180);
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auto vect = actor->spr.pos + (actor->spr.angle + DAngle180).ToVector() * 4;
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vect.Z -= ActorSizeZ(actor) * 0.75;
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vect.Z -= ActorSizeZ(actor) * 0.75;
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PlaySound(DIGI_COOLIEEXPLODE, actor, v3df_none);
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PlaySound(DIGI_COOLIEEXPLODE, actor, v3df_none);
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@ -10342,7 +10342,7 @@ void SpawnTankShellExp(DSWActor* actor)
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}
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}
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void SpawnNuclearSecondaryExp(DSWActor* actor, short ang)
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void SpawnNuclearSecondaryExp(DSWActor* actor, DAngle ang)
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{
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{
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ASSERT(actor->hasU());
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ASSERT(actor->hasU());
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@ -10360,8 +10360,8 @@ void SpawnNuclearSecondaryExp(DSWActor* actor, short ang)
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expActor->spr.cstat &= ~(CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN);
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expActor->spr.cstat &= ~(CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN);
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//ang = RANDOM_P2(2048);
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//ang = RANDOM_P2(2048);
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int32_t const vel = (2048+128) + RandomRange(2048);
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double const vel = (128+8) + RandomRangeF(128);
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expActor->user.change.XY() = MOVExy(vel, DAngle::fromBuild(ang));
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expActor->user.change.XY() = ang.ToVector() * vel;
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expActor->user.Radius = 200; // was NUKE_RADIUS
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expActor->user.Radius = 200; // was NUKE_RADIUS
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expActor->user.coll = move_missile(expActor, DVector3(expActor->user.change.XY(), 0),
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expActor->user.coll = move_missile(expActor, DVector3(expActor->user.change.XY(), 0),
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expActor->user.ceiling_dist,expActor->user.floor_dist, CLIPMASK_MISSILE, MISSILEMOVETICS);
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expActor->user.ceiling_dist,expActor->user.floor_dist, CLIPMASK_MISSILE, MISSILEMOVETICS);
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@ -10384,7 +10384,7 @@ void SpawnNuclearSecondaryExp(DSWActor* actor, short ang)
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void SpawnNuclearExp(DSWActor* actor)
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void SpawnNuclearExp(DSWActor* actor)
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{
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{
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short ang=0;
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DAngle ang=nullAngle;
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PLAYER* pp = nullptr;
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PLAYER* pp = nullptr;
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short rnd_rng;
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short rnd_rng;
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@ -10448,13 +10448,13 @@ void SpawnNuclearExp(DSWActor* actor)
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SetFadeAmt(pp, -80, 1); // Nuclear flash
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SetFadeAmt(pp, -80, 1); // Nuclear flash
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// Secondary blasts
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// Secondary blasts
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ang = RANDOM_P2(2048);
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ang = RandomAngle();
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SpawnNuclearSecondaryExp(expActor, ang);
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SpawnNuclearSecondaryExp(expActor, ang);
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ang = ang + 512 + RANDOM_P2(256);
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ang = ang + DAngle90 + RandomAngle(45);
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SpawnNuclearSecondaryExp(expActor, ang);
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SpawnNuclearSecondaryExp(expActor, ang);
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ang = ang + 512 + RANDOM_P2(256);
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ang = ang + DAngle90 + RandomAngle(45);
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SpawnNuclearSecondaryExp(expActor, ang);
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SpawnNuclearSecondaryExp(expActor, ang);
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ang = ang + 512 + RANDOM_P2(256);
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ang = ang + DAngle90 + RandomAngle(45);
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SpawnNuclearSecondaryExp(expActor, ang);
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SpawnNuclearSecondaryExp(expActor, ang);
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}
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}
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@ -10637,10 +10637,8 @@ void SpawnBigGunFlames(DSWActor* actor, DSWActor* Operator, SECTOR_OBJECT* sop,
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//
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//
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//---------------------------------------------------------------------------
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//---------------------------------------------------------------------------
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void SpawnGrenadeSecondaryExp(DSWActor* actor, int ang)
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void SpawnGrenadeSecondaryExp(DSWActor* actor, DAngle ang)
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{
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{
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int vel;
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ASSERT(actor->hasU());
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ASSERT(actor->hasU());
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auto expActor = SpawnActor(STAT_MISSILE, GRENADE_EXP, s_GrenadeSmallExp, actor->sector(), actor->spr.pos, actor->spr.angle, 64);
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auto expActor = SpawnActor(STAT_MISSILE, GRENADE_EXP, s_GrenadeSmallExp, actor->sector(), actor->spr.pos, actor->spr.angle, 64);
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@ -10656,8 +10654,8 @@ void SpawnGrenadeSecondaryExp(DSWActor* actor, int ang)
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expActor->spr.cstat &= ~(CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN);
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expActor->spr.cstat &= ~(CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN);
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//ang = RANDOM_P2(2048);
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//ang = RANDOM_P2(2048);
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vel = (1024+512) + RandomRange(1024);
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double vel = (96) + RandomRangeF(64);
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expActor->user.change.XY() = MOVExy(vel, DAngle::fromBuild(ang));
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expActor->user.change.XY() = ang.ToVector() * vel;
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expActor->user.coll = move_missile(expActor, DVector3(expActor->user.change.XY(), 0),
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expActor->user.coll = move_missile(expActor, DVector3(expActor->user.change.XY(), 0),
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expActor->user.ceiling_dist,expActor->user.floor_dist, CLIPMASK_MISSILE, MISSILEMOVETICS);
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expActor->user.ceiling_dist,expActor->user.floor_dist, CLIPMASK_MISSILE, MISSILEMOVETICS);
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@ -10680,8 +10678,7 @@ void SpawnGrenadeSecondaryExp(DSWActor* actor, int ang)
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int SpawnGrenadeSmallExp(DSWActor* actor)
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int SpawnGrenadeSmallExp(DSWActor* actor)
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{
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{
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int ang = RANDOM_P2(2048);
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SpawnGrenadeSecondaryExp(actor, RandomAngle());
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SpawnGrenadeSecondaryExp(actor, ang);
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return 0;
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return 0;
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}
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}
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@ -12289,7 +12286,8 @@ int InitSwordAttack(PLAYER* pp)
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auto random_amt = RandomAngle(DAngle22_5 / 4) - DAngle22_5 / 8;
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auto random_amt = RandomAngle(DAngle22_5 / 4) - DAngle22_5 / 8;
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// back it up a bit to get it out of your face
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// back it up a bit to get it out of your face
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auto vec = MOVExy((1024 + 256) * 3, bubble->spr.angle + dangs[i] + random_amt);
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auto ang = bubble->spr.angle + dangs[i] + random_amt;
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auto vec = ang.ToVector() * 240;
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move_missile(bubble, DVector3(vec, 0), plActor->user.ceiling_dist, plActor->user.floor_dist, CLIPMASK_PLAYER, 1);
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move_missile(bubble, DVector3(vec, 0), plActor->user.ceiling_dist, plActor->user.floor_dist, CLIPMASK_PLAYER, 1);
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}
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}
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@ -12456,7 +12454,8 @@ int InitFistAttack(PLAYER* pp)
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auto random_amt = RandomAngle(DAngle22_5 / 4) - DAngle22_5 / 8;
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auto random_amt = RandomAngle(DAngle22_5 / 4) - DAngle22_5 / 8;
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// back it up a bit to get it out of your face
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// back it up a bit to get it out of your face
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auto vec = MOVExy((1024+256)*3, bubble->spr.angle + dangs[i] + random_amt);
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auto angle = bubble->spr.angle + dangs[i] + random_amt;
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auto vec = angle.ToVector() * 240;
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move_missile(bubble, DVector3(vec, 0), plActor->user.ceiling_dist, plActor->user.floor_dist, CLIPMASK_PLAYER, 1);
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move_missile(bubble, DVector3(vec, 0), plActor->user.ceiling_dist, plActor->user.floor_dist, CLIPMASK_PLAYER, 1);
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}
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}
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@ -17121,7 +17120,7 @@ int InitFireball(PLAYER* pp)
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actor->spr.clipdist = oclipdist;
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actor->spr.clipdist = oclipdist;
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actorNew->vel.Z * 0.5;
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actorNew->vel.Z = 0.5;
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if (WeaponAutoAimZvel(pp->actor, actorNew, &zvel, DAngle22_5 / 4, false) == -1)
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if (WeaponAutoAimZvel(pp->actor, actorNew, &zvel, DAngle22_5 / 4, false) == -1)
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{
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{
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actorNew->spr.angle -= DAngle::fromBuild(9);
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actorNew->spr.angle -= DAngle::fromBuild(9);
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