- use float_zvel in a few places.

This commit is contained in:
Christoph Oelckers 2022-09-01 00:53:38 +02:00
parent 999cd16b24
commit bd520e63dd
3 changed files with 7 additions and 7 deletions

View file

@ -4235,7 +4235,7 @@ void handle_se22(DDukeActor* actor)
void handle_se26(DDukeActor* actor)
{
auto sc = actor->sector();
double zvel = actor->int_zvel() * zinttoworld;
double zvel = actor->float_zvel();
actor->spr.xvel = 32;
DVector2 vect = 2 * actor->spr.angle.ToVector(); // was: (32 * bsin) >> 14

View file

@ -253,7 +253,7 @@ int SetupSkull(DSWActor* actor)
int DoSkullMove(DSWActor* actor)
{
auto vect = MOVExy(actor->spr.xvel, actor->spr.angle);
double daz = actor->int_zvel() * zinttoworld;
double daz = actor->float_zvel();
actor->user.coll = move_missile(actor, DVector3(vect, daz), 16, 16, CLIPMASK_MISSILE, ACTORMOVETICS);

View file

@ -7921,7 +7921,7 @@ int DoPlasma(DSWActor* actor)
DoBlurExtend(actor, 0, 4);
auto vec = MOVExy(actor->spr.xvel, actor->spr.angle);
double daz = actor->int_zvel() * zinttoworld;
double daz = actor->float_zvel();
actor->user.coll = move_missile(actor, DVector3(vec, daz), 16, 16, CLIPMASK_MISSILE, MISSILEMOVETICS);
@ -8850,7 +8850,7 @@ int DoBoltThinMan(DSWActor* actor)
DoBlurExtend(actor, 0, 4);
auto vec = MOVExy(actor->spr.xvel, actor->spr.angle);
double daz = actor->int_zvel() * zinttoworld;
double daz = actor->float_zvel();
actor->user.coll = move_missile(actor, DVector3(vec, daz), CEILING_DIST, FLOOR_DIST, CLIPMASK_MISSILE, MISSILEMOVETICS);
@ -9422,7 +9422,7 @@ int DoBoltSeeker(DSWActor* actor)
DoBlurExtend(actor, 0, 4);
auto vec = MOVExy(actor->spr.xvel, actor->spr.angle);
double daz = actor->int_zvel() * zinttoworld;
double daz = actor->float_zvel();
actor->user.coll = move_missile(actor, DVector3(vec, daz), CEILING_DIST, FLOOR_DIST, CLIPMASK_MISSILE, MISSILEMOVETICS);
@ -9461,7 +9461,7 @@ int DoElectro(DSWActor* actor)
MissileSeek(actor, 30, 512/*, 3, 52, 2*/);
auto vec = MOVExy(actor->spr.xvel, actor->spr.angle);
double daz = actor->int_zvel() * zinttoworld;
double daz = actor->float_zvel();
actor->user.coll = move_missile(actor, DVector3(vec, daz), CEILING_DIST, FLOOR_DIST, CLIPMASK_MISSILE, MISSILEMOVETICS);
@ -11103,7 +11103,7 @@ int DoSerpRing(DSWActor* actor)
return 0;
}
double zz = actor->int_pos().Z + actor->int_zvel() * zinttoworld;
double zz = actor->int_pos().Z + actor->float_zvel();
if (zz > own->spr.pos.Z - actor->user.pos.Z)
zz = own->spr.pos.Z - actor->user.pos.Z;