diff --git a/source/games/duke/src/player_d.cpp b/source/games/duke/src/player_d.cpp index fbecd53ca..d97ca7e94 100644 --- a/source/games/duke/src/player_d.cpp +++ b/source/games/duke/src/player_d.cpp @@ -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: