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randomize ejecting brass and shell angle on the ground (#230)
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3cd44c89f5
commit
bcf3385ddf
3 changed files with 15 additions and 11 deletions
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@ -317,24 +317,26 @@ void sub_746D4(spritetype *pSprite, int a2)
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}
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}
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void sub_74818(spritetype *pSprite, int z, int a3, int a4)
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void fxSpawnEjectingBrass(spritetype *pSprite, int z, int a3, int a4)
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{
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int x = pSprite->x+mulscale28(pSprite->clipdist-4, Cos(pSprite->ang));
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int y = pSprite->y+mulscale28(pSprite->clipdist-4, Sin(pSprite->ang));
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x += mulscale30(a3, Cos(pSprite->ang+512));
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y += mulscale30(a3, Sin(pSprite->ang+512));
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spritetype *pShell = gFX.fxSpawn((FX_ID)(FX_37+Random(3)), pSprite->sectnum, x, y, z, 0);
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if (pShell)
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spritetype *pBrass = gFX.fxSpawn((FX_ID)(FX_37+Random(3)), pSprite->sectnum, x, y, z, 0);
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if (pBrass)
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{
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if (!VanillaMode())
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pBrass->ang = Random(2047);
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int nDist = (a4<<18)/120+Random2(((a4/4)<<18)/120);
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int nAngle = pSprite->ang+Random2(56)+512;
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xvel[pShell->index] = mulscale30(nDist, Cos(nAngle));
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yvel[pShell->index] = mulscale30(nDist, Sin(nAngle));
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zvel[pShell->index] = zvel[pSprite->index]-(0x20000+(Random2(40)<<18)/120);
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xvel[pBrass->index] = mulscale30(nDist, Cos(nAngle));
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yvel[pBrass->index] = mulscale30(nDist, Sin(nAngle));
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zvel[pBrass->index] = zvel[pSprite->index]-(0x20000+(Random2(40)<<18)/120);
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}
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}
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void sub_74A18(spritetype *pSprite, int z, int a3, int a4)
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void fxSpawnEjectingShell(spritetype *pSprite, int z, int a3, int a4)
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{
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int x = pSprite->x+mulscale28(pSprite->clipdist-4, Cos(pSprite->ang));
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int y = pSprite->y+mulscale28(pSprite->clipdist-4, Sin(pSprite->ang));
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@ -343,6 +345,8 @@ void sub_74A18(spritetype *pSprite, int z, int a3, int a4)
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spritetype *pShell = gFX.fxSpawn((FX_ID)(FX_40+Random(3)), pSprite->sectnum, x, y, z, 0);
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if (pShell)
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{
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if (!VanillaMode())
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pShell->ang = Random(2047);
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int nDist = (a4<<18)/120+Random2(((a4/4)<<18)/120);
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int nAngle = pSprite->ang+Random2(56)+512;
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xvel[pShell->index] = mulscale30(nDist, Cos(nAngle));
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@ -99,8 +99,8 @@ public:
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void fxSpawnBlood(spritetype *pSprite, int a2);
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void sub_746D4(spritetype *pSprite, int a2);
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void sub_74818(spritetype *pSprite, int z, int a3, int a4);
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void sub_74A18(spritetype *pSprite, int z, int a3, int a4);
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void fxSpawnEjectingBrass(spritetype *pSprite, int z, int a3, int a4);
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void fxSpawnEjectingShell(spritetype *pSprite, int z, int a3, int a4);
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extern CFX gFX;
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@ -204,7 +204,7 @@ void SpawnBulletEject(PLAYER *pPlayer, int a2, int a3)
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POSTURE *pPosture = &gPosture[pPlayer->lifeMode][pPlayer->posture];
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pPlayer->zView = pPlayer->pSprite->z-pPosture->eyeAboveZ;
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int dz = pPlayer->zWeapon-(pPlayer->zWeapon-pPlayer->zView)/2;
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sub_74818(pPlayer->pSprite, dz, a2, a3);
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fxSpawnEjectingBrass(pPlayer->pSprite, dz, a2, a3);
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}
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void SpawnShellEject(PLAYER *pPlayer, int a2, int a3)
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@ -213,7 +213,7 @@ void SpawnShellEject(PLAYER *pPlayer, int a2, int a3)
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pPlayer->zView = pPlayer->pSprite->z-pPosture->eyeAboveZ;
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int t = pPlayer->zWeapon - pPlayer->zView;
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int dz = pPlayer->zWeapon-t+(t>>2);
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sub_74A18(pPlayer->pSprite, dz, a2, a3);
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fxSpawnEjectingShell(pPlayer->pSprite, dz, a2, a3);
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}
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void WeaponInit(void)
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