- floatified Duke's shootstuff.

This commit is contained in:
Christoph Oelckers 2022-09-13 22:21:07 +02:00
parent 1702491619
commit b5a869b053

View file

@ -562,10 +562,10 @@ static void shootweapon(DDukeActor *actor, int p, DVector3 pos, DAngle ang, int
//
//---------------------------------------------------------------------------
static void shootstuff(DDukeActor* actor, int p, int sx, int sy, int sz, int sa, int atwith)
static void shootstuff(DDukeActor* actor, int p, DVector3 pos, DAngle ang, int atwith)
{
sectortype* sect = actor->sector();
int vel, zvel;
double vel, zvel;
int scount;
if (actor->spr.extra >= 0) actor->spr.shade = -96;
@ -577,13 +577,13 @@ static void shootstuff(DDukeActor* actor, int p, int sx, int sy, int sz, int sa,
if (atwith == COOLEXPLOSION1)
{
if (actor->spr.picnum == BOSS2) vel = 644;
else vel = 348;
sz -= (4 << 7);
else vel = 348 / 16.;
pos.Z -= 2;
}
else
{
vel = 840;
sz -= (4 << 7);
vel = 840 / 16.;
pos.Z -= 2;
}
}
@ -593,33 +593,46 @@ static void shootstuff(DDukeActor* actor, int p, int sx, int sy, int sz, int sa,
if (aimed)
{
int dal = ((aimed->spr.xrepeat * tileHeight(aimed->spr.picnum)) << 1) - (12 << 8);
zvel = ((aimed->int_pos().Z - sz - dal) * vel) / 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) - 12;
double dist = (ps[p].GetActor()->spr.pos.XY() - aimed->spr.pos.XY()).Length();
zvel = ((aimed->spr.pos.Z - pos.Z - dal) * vel) / dist;
ang = VecToAngle(aimed->spr.pos.XY() - pos.XY());
}
else
zvel = -MulScale(ps[p].horizon.sum().asq16(), 98, 16);
zvel = -ps[p].horizon.sum().asbuildf() * (98 / 256.);
}
else
{
int x;
double x;
int j = findplayer(actor, &x);
// sa = getangle(ps[j].oposx-sx,ps[j].oposy-sy);
sa += 16 - (krand() & 31);
zvel = (((ps[j].player_int_opos().Z - sz + (3 << 8))) * vel) / ldist(ps[j].GetActor(), actor);
ang += DAngle22_5 / 8 - randomAngle(22.5 / 4);
#if 1
double dist = (ps[j].GetActor()->spr.pos.XY() - actor->spr.pos.XY()).Length();
zvel = ((ps[j].opos.Z - pos.Z + 3) * vel) / dist;
#else
// this is for pitch corrected velocity
auto dist = (ps[j].GetActor()->spr.pos - actor->spr.pos).Resized(vel);
vel = dist.XY().Length();
zvel = dist.Z;
#endif
}
int oldzvel = zvel;
double oldzvel = zvel;
int sizx, sizy;
if (atwith == SPIT) { sizx = 18; sizy = 18, sz -= (10 << 8); }
if (atwith == SPIT)
{
sizx = 18;
sizy = 18;
pos.Z -= 10;
}
else
{
if (atwith == FIRELASER)
{
if (p >= 0)
{
sizx = 34;
sizy = 34;
}
@ -640,7 +653,7 @@ static void shootstuff(DDukeActor* actor, int p, int sx, int sy, int sz, int sa,
while (scount > 0)
{
auto spawned = EGS(sect, sx, sy, sz, atwith, -127, sizx, sizy, sa, vel, zvel, actor, 4);
auto spawned = CreateActor(sect, pos, atwith, -127, sizx, sizy, ang.Buildang(), vel * worldtoint, zvel * zworldtoint, actor, 4);
if (!spawned) return;
spawned->spr.extra += (krand() & 7);
@ -660,8 +673,8 @@ static void shootstuff(DDukeActor* actor, int p, int sx, int sy, int sz, int sa,
spawned->spr.cstat = CSTAT_SPRITE_YCENTER;
spawned->set_const_clipdist(4);
sa = actor->int_ang() + 32 - (krand() & 63);
zvel = oldzvel + 512 - (krand() & 1023);
ang = actor->spr.angle + DAngle22_5 / 4 - randomAngle(22.5 / 2);
zvel = oldzvel + 2 - krandf(4);
scount--;
}
@ -1096,7 +1109,7 @@ void shoot_d(DDukeActor* actor, int atwith)
case FIRELASER:
case SPIT:
case COOLEXPLOSION1:
shootstuff(actor, p, sx, sy, sz, sa, atwith);
shootstuff(actor, p, spos, sang, atwith);
return;
case FREEZEBLAST: