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- use float_zvel in a few places.
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parent
999cd16b24
commit
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3 changed files with 7 additions and 7 deletions
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@ -4235,7 +4235,7 @@ void handle_se22(DDukeActor* actor)
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void handle_se26(DDukeActor* actor)
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void handle_se26(DDukeActor* actor)
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{
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{
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auto sc = actor->sector();
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auto sc = actor->sector();
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double zvel = actor->int_zvel() * zinttoworld;
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double zvel = actor->float_zvel();
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actor->spr.xvel = 32;
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actor->spr.xvel = 32;
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DVector2 vect = 2 * actor->spr.angle.ToVector(); // was: (32 * bsin) >> 14
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DVector2 vect = 2 * actor->spr.angle.ToVector(); // was: (32 * bsin) >> 14
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@ -253,7 +253,7 @@ int SetupSkull(DSWActor* actor)
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int DoSkullMove(DSWActor* actor)
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int DoSkullMove(DSWActor* actor)
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{
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{
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auto vect = MOVExy(actor->spr.xvel, actor->spr.angle);
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auto vect = MOVExy(actor->spr.xvel, actor->spr.angle);
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double daz = actor->int_zvel() * zinttoworld;
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double daz = actor->float_zvel();
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actor->user.coll = move_missile(actor, DVector3(vect, daz), 16, 16, CLIPMASK_MISSILE, ACTORMOVETICS);
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actor->user.coll = move_missile(actor, DVector3(vect, daz), 16, 16, CLIPMASK_MISSILE, ACTORMOVETICS);
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@ -7921,7 +7921,7 @@ int DoPlasma(DSWActor* actor)
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DoBlurExtend(actor, 0, 4);
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DoBlurExtend(actor, 0, 4);
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auto vec = MOVExy(actor->spr.xvel, actor->spr.angle);
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auto vec = MOVExy(actor->spr.xvel, actor->spr.angle);
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double daz = actor->int_zvel() * zinttoworld;
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double daz = actor->float_zvel();
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actor->user.coll = move_missile(actor, DVector3(vec, daz), 16, 16, CLIPMASK_MISSILE, MISSILEMOVETICS);
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actor->user.coll = move_missile(actor, DVector3(vec, daz), 16, 16, CLIPMASK_MISSILE, MISSILEMOVETICS);
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@ -8850,7 +8850,7 @@ int DoBoltThinMan(DSWActor* actor)
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DoBlurExtend(actor, 0, 4);
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DoBlurExtend(actor, 0, 4);
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auto vec = MOVExy(actor->spr.xvel, actor->spr.angle);
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auto vec = MOVExy(actor->spr.xvel, actor->spr.angle);
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double daz = actor->int_zvel() * zinttoworld;
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double daz = actor->float_zvel();
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actor->user.coll = move_missile(actor, DVector3(vec, daz), CEILING_DIST, FLOOR_DIST, CLIPMASK_MISSILE, MISSILEMOVETICS);
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actor->user.coll = move_missile(actor, DVector3(vec, daz), CEILING_DIST, FLOOR_DIST, CLIPMASK_MISSILE, MISSILEMOVETICS);
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@ -9422,7 +9422,7 @@ int DoBoltSeeker(DSWActor* actor)
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DoBlurExtend(actor, 0, 4);
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DoBlurExtend(actor, 0, 4);
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auto vec = MOVExy(actor->spr.xvel, actor->spr.angle);
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auto vec = MOVExy(actor->spr.xvel, actor->spr.angle);
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double daz = actor->int_zvel() * zinttoworld;
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double daz = actor->float_zvel();
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actor->user.coll = move_missile(actor, DVector3(vec, daz), CEILING_DIST, FLOOR_DIST, CLIPMASK_MISSILE, MISSILEMOVETICS);
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actor->user.coll = move_missile(actor, DVector3(vec, daz), CEILING_DIST, FLOOR_DIST, CLIPMASK_MISSILE, MISSILEMOVETICS);
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@ -9461,7 +9461,7 @@ int DoElectro(DSWActor* actor)
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MissileSeek(actor, 30, 512/*, 3, 52, 2*/);
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MissileSeek(actor, 30, 512/*, 3, 52, 2*/);
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auto vec = MOVExy(actor->spr.xvel, actor->spr.angle);
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auto vec = MOVExy(actor->spr.xvel, actor->spr.angle);
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double daz = actor->int_zvel() * zinttoworld;
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double daz = actor->float_zvel();
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actor->user.coll = move_missile(actor, DVector3(vec, daz), CEILING_DIST, FLOOR_DIST, CLIPMASK_MISSILE, MISSILEMOVETICS);
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actor->user.coll = move_missile(actor, DVector3(vec, daz), CEILING_DIST, FLOOR_DIST, CLIPMASK_MISSILE, MISSILEMOVETICS);
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@ -11103,7 +11103,7 @@ int DoSerpRing(DSWActor* actor)
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return 0;
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return 0;
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}
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}
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double zz = actor->int_pos().Z + actor->int_zvel() * zinttoworld;
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double zz = actor->int_pos().Z + actor->float_zvel();
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if (zz > own->spr.pos.Z - actor->user.pos.Z)
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if (zz > own->spr.pos.Z - actor->user.pos.Z)
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zz = own->spr.pos.Z - actor->user.pos.Z;
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zz = own->spr.pos.Z - actor->user.pos.Z;
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