- floatified SpawnBulletEject and SpawnShellEject

This commit is contained in:
Christoph Oelckers 2022-09-29 14:19:57 +02:00
parent d525d41ed2
commit c0a628dc7f
3 changed files with 31 additions and 33 deletions

View file

@ -325,7 +325,7 @@ void fxSpawnPodStuff(DBloodActor* actor, int)
// //
//--------------------------------------------------------------------------- //---------------------------------------------------------------------------
void fxSpawnEjectingBrass(DBloodActor* actor, double z, double dist, int a4) void fxSpawnEjectingBrass(DBloodActor* actor, double z, double dist, int rdist)
{ {
DVector3 pos(actor->spr.pos.XY() + actor->fClipdist() * actor->spr.angle.ToVector() + (actor->spr.angle + DAngle90).ToVector() * dist, z); DVector3 pos(actor->spr.pos.XY() + actor->fClipdist() * actor->spr.angle.ToVector() + (actor->spr.angle + DAngle90).ToVector() * dist, z);
@ -334,7 +334,7 @@ void fxSpawnEjectingBrass(DBloodActor* actor, double z, double dist, int a4)
{ {
if (!VanillaMode()) if (!VanillaMode())
pBrass->spr.angle = RandomAngle(); pBrass->spr.angle = RandomAngle();
double nDist = a4 / 30. + Random2F(((a4 / 4) << 18) / 120, 4); double nDist = rdist / 30. + Random2F(((rdist / 4) << 18) / 120, 4);
DAngle nAngle = actor->spr.angle + Random2A(56) + DAngle90; DAngle nAngle = actor->spr.angle + Random2A(56) + DAngle90;
pBrass->vel.XY() = nAngle.ToVector() * nDist; pBrass->vel.XY() = nAngle.ToVector() * nDist;
pBrass->vel.Z = actor->vel.Z - 2 - Random2(40) / 30.; pBrass->vel.Z = actor->vel.Z - 2 - Random2(40) / 30.;
@ -347,7 +347,7 @@ void fxSpawnEjectingBrass(DBloodActor* actor, double z, double dist, int a4)
// //
//--------------------------------------------------------------------------- //---------------------------------------------------------------------------
void fxSpawnEjectingShell(DBloodActor* actor, double z, double dist, int a4) void fxSpawnEjectingShell(DBloodActor* actor, double z, double dist, int rdist)
{ {
DVector3 pos(actor->spr.pos.XY() + actor->fClipdist() * actor->spr.angle.ToVector() + (actor->spr.angle + DAngle90).ToVector() * dist, z); DVector3 pos(actor->spr.pos.XY() + actor->fClipdist() * actor->spr.angle.ToVector() + (actor->spr.angle + DAngle90).ToVector() * dist, z);
@ -356,7 +356,7 @@ void fxSpawnEjectingShell(DBloodActor* actor, double z, double dist, int a4)
{ {
if (!VanillaMode()) if (!VanillaMode())
pShell->spr.angle = RandomAngle(); pShell->spr.angle = RandomAngle();
double nDist = a4 / 30. + Random2F(((a4 / 4) << 18) / 120, 4); double nDist = rdist / 30. + Random2F(((rdist / 4) << 18) / 120, 4);
DAngle nAngle = actor->spr.angle + Random2A(56) + DAngle90; DAngle nAngle = actor->spr.angle + Random2A(56) + DAngle90;
pShell->vel.XY() = nAngle.ToVector() * nDist; pShell->vel.XY() = nAngle.ToVector() * nDist;
pShell->vel.Z = actor->vel.Z - 2 - Random2(28) / 30.; pShell->vel.Z = actor->vel.Z - 2 - Random2(28) / 30.;

View file

@ -100,8 +100,6 @@ public:
void fxSpawnBlood(DBloodActor* pSprite, int a2); void fxSpawnBlood(DBloodActor* pSprite, int a2);
void fxSpawnPodStuff(DBloodActor* pSprite, int a2); void fxSpawnPodStuff(DBloodActor* pSprite, int a2);
void fxSpawnEjectingBrass(DBloodActor* pSprite, double z, int a3, int a4);
void fxSpawnEjectingShell(DBloodActor* pSprite, double z, int a3, int a4);
extern CFX gFX; extern CFX gFX;

View file

@ -261,21 +261,21 @@ static bool checkAmmo2(const PLAYER* pPlayer, int ammotype, int amount)
// //
//--------------------------------------------------------------------------- //---------------------------------------------------------------------------
void SpawnBulletEject(PLAYER* pPlayer, int a2, int a3) void SpawnBulletEject(PLAYER* pPlayer, double dist, int rdist)
{ {
POSTURE* pPosture = &pPlayer->pPosture[pPlayer->lifeMode][pPlayer->posture]; POSTURE* pPosture = &pPlayer->pPosture[pPlayer->lifeMode][pPlayer->posture];
pPlayer->zView = pPlayer->actor->spr.pos.Z - pPosture->eyeAboveZ; pPlayer->zView = pPlayer->actor->spr.pos.Z - pPosture->eyeAboveZ;
double dz = pPlayer->zWeapon - (pPlayer->zWeapon - pPlayer->zView) * 0.5; double dz = pPlayer->zWeapon - (pPlayer->zWeapon - pPlayer->zView) * 0.5;
fxSpawnEjectingBrass(pPlayer->actor, dz, a2 * inttoworld, a3); fxSpawnEjectingBrass(pPlayer->actor, dz, dist, rdist);
} }
void SpawnShellEject(PLAYER* pPlayer, int a2, int a3) void SpawnShellEject(PLAYER* pPlayer, double dist, int rdist)
{ {
POSTURE* pPosture = &pPlayer->pPosture[pPlayer->lifeMode][pPlayer->posture]; POSTURE* pPosture = &pPlayer->pPosture[pPlayer->lifeMode][pPlayer->posture];
pPlayer->zView = pPlayer->actor->spr.pos.Z - pPosture->eyeAboveZ; pPlayer->zView = pPlayer->actor->spr.pos.Z - pPosture->eyeAboveZ;
double t = pPlayer->zWeapon - pPlayer->zView; double t = pPlayer->zWeapon - pPlayer->zView;
double dz = pPlayer->zWeapon - t + (t * 0.25); double dz = pPlayer->zWeapon - t + (t * 0.25);
fxSpawnEjectingShell(pPlayer->actor, dz, a2 * inttoworld, a3); fxSpawnEjectingShell(pPlayer->actor, dz, dist, rdist);
} }
//--------------------------------------------------------------------------- //---------------------------------------------------------------------------
@ -1439,8 +1439,8 @@ void FireShotgun(int nTrigger, PLAYER* pPlayer)
void EjectShell(int, PLAYER* pPlayer) void EjectShell(int, PLAYER* pPlayer)
{ {
SpawnShellEject(pPlayer, 25, 35); SpawnShellEject(pPlayer, 25 / 16., 35);
SpawnShellEject(pPlayer, 48, 35); SpawnShellEject(pPlayer, 3, 35);
} }
void FireTommy(int nTrigger, PLAYER* pPlayer) void FireTommy(int nTrigger, PLAYER* pPlayer)
@ -1455,7 +1455,7 @@ void FireTommy(int nTrigger, PLAYER* pPlayer)
double r2 = Random3F(1200, 14); double r2 = Random3F(1200, 14);
double r3 = Random3F(1200, 14); double r3 = Random3F(1200, 14);
actFireVector(actor, 0, pPlayer->zWeapon - pPlayer->actor->spr.pos.Z, pPlayer->flt_aim() + DVector3(r3, r2, r1), kVectorTommyRegular); actFireVector(actor, 0, pPlayer->zWeapon - pPlayer->actor->spr.pos.Z, pPlayer->flt_aim() + DVector3(r3, r2, r1), kVectorTommyRegular);
SpawnBulletEject(pPlayer, -15, -45); SpawnBulletEject(pPlayer, -15 / 16., -45);
pPlayer->visibility = 20; pPlayer->visibility = 20;
break; break;
} }
@ -1465,12 +1465,12 @@ void FireTommy(int nTrigger, PLAYER* pPlayer)
double r2 = Random3F(1200, 14); double r2 = Random3F(1200, 14);
double r3 = Random3F(1200, 14); double r3 = Random3F(1200, 14);
actFireVector(actor, -7.5, pPlayer->zWeapon - pPlayer->actor->spr.pos.Z, pPlayer->flt_aim() + DVector3(r3, r2, r1), kVectorTommyRegular); actFireVector(actor, -7.5, pPlayer->zWeapon - pPlayer->actor->spr.pos.Z, pPlayer->flt_aim() + DVector3(r3, r2, r1), kVectorTommyRegular);
SpawnBulletEject(pPlayer, -140, -45); SpawnBulletEject(pPlayer, -140 / 16., -45);
r1 = Random3(400); r1 = Random3(400);
r2 = Random3(1200); r2 = Random3(1200);
r3 = Random3(1200); r3 = Random3(1200);
actFireVector(actor, 7.5, pPlayer->zWeapon - pPlayer->actor->spr.pos.Z, pPlayer->flt_aim() + DVector3(r3, r2, r1), kVectorTommyRegular); actFireVector(actor, 7.5, pPlayer->zWeapon - pPlayer->actor->spr.pos.Z, pPlayer->flt_aim() + DVector3(r3, r2, r1), kVectorTommyRegular);
SpawnBulletEject(pPlayer, 140, 45); SpawnBulletEject(pPlayer, 140 / 16., 45);
pPlayer->visibility = 30; pPlayer->visibility = 30;
break; break;
} }
@ -1503,9 +1503,9 @@ void FireSpread(int nTrigger, PLAYER* pPlayer)
r2 = Random3F(600, 14); r2 = Random3F(600, 14);
r3 = Random3F(600, 14); r3 = Random3F(600, 14);
actFireVector(actor, 0, pPlayer->zWeapon - pPlayer->actor->spr.pos.Z, dv + DVector3(r3, r2, r1), kVectorTommyAP); actFireVector(actor, 0, pPlayer->zWeapon - pPlayer->actor->spr.pos.Z, dv + DVector3(r3, r2, r1), kVectorTommyAP);
r1 = Random2(90); int ri = Random2(90);
r2 = Random2(30); r2 = Random2F(30, 4);
SpawnBulletEject(pPlayer, r2, r1); SpawnBulletEject(pPlayer, r2, ri);
pPlayer->visibility = 20; pPlayer->visibility = 20;
UseAmmo(pPlayer, pPlayer->weaponAmmo, 1); UseAmmo(pPlayer, pPlayer->weaponAmmo, 1);
pPlayer->flashEffect = 1; pPlayer->flashEffect = 1;
@ -1531,16 +1531,16 @@ void AltFireSpread(int nTrigger, PLAYER* pPlayer)
r2 = Random3F(600, 14); r2 = Random3F(600, 14);
r3 = Random3F(600, 14); r3 = Random3F(600, 14);
actFireVector(actor, -7.5, pPlayer->zWeapon - pPlayer->actor->spr.pos.Z, dv + DVector3(r3, r2, r1), kVectorTommyAP); actFireVector(actor, -7.5, pPlayer->zWeapon - pPlayer->actor->spr.pos.Z, dv + DVector3(r3, r2, r1), kVectorTommyAP);
r1 = Random2(45); int ri = Random2(45);
r2 = Random2(120); r2 = Random2F(120, 4);
SpawnBulletEject(pPlayer, r2, r1); SpawnBulletEject(pPlayer, r2, ri);
r1 = Random3F(300, 14); r1 = Random3F(300, 14);
r2 = Random3F(600, 14); r2 = Random3F(600, 14);
r3 = Random3F(600, 14); r3 = Random3F(600, 14);
actFireVector(actor, 7.5, pPlayer->zWeapon - pPlayer->actor->spr.pos.Z, dv + DVector3(r3, r2, r1), kVectorTommyAP); actFireVector(actor, 7.5, pPlayer->zWeapon - pPlayer->actor->spr.pos.Z, dv + DVector3(r3, r2, r1), kVectorTommyAP);
r1 = Random2(-45); ri = Random2(-45);
r2 = Random2(-120); r2 = Random2F(-120, 4);
SpawnBulletEject(pPlayer, r2, r1); SpawnBulletEject(pPlayer, r2, ri);
pPlayer->tiltEffect = 20; pPlayer->tiltEffect = 20;
pPlayer->visibility = 30; pPlayer->visibility = 30;
UseAmmo(pPlayer, pPlayer->weaponAmmo, 2); UseAmmo(pPlayer, pPlayer->weaponAmmo, 2);
@ -1569,16 +1569,16 @@ void AltFireSpread2(int nTrigger, PLAYER* pPlayer)
r2 = Random3F(600, 14); r2 = Random3F(600, 14);
r3 = Random3F(600, 14); r3 = Random3F(600, 14);
actFireVector(actor, -7.5, pPlayer->zWeapon - pPlayer->actor->spr.pos.Z, dv + DVector3(r3, r2, r1), kVectorTommyAP); actFireVector(actor, -7.5, pPlayer->zWeapon - pPlayer->actor->spr.pos.Z, dv + DVector3(r3, r2, r1), kVectorTommyAP);
r1 = Random2(45); int ri = Random2(45);
r2 = Random2(120); r2 = Random2F(120, 4);
SpawnBulletEject(pPlayer, r2, r1); SpawnBulletEject(pPlayer, r2, ri);
r1 = Random3F(300, 14); r1 = Random3F(300, 14);
r2 = Random3F(600, 14); r2 = Random3F(600, 14);
r3 = Random3F(600, 14); r3 = Random3F(600, 14);
actFireVector(actor, 7.5, pPlayer->zWeapon - pPlayer->actor->spr.pos.Z, dv + DVector3(r3, r2, r1), kVectorTommyAP); actFireVector(actor, 7.5, pPlayer->zWeapon - pPlayer->actor->spr.pos.Z, dv + DVector3(r3, r2, r1), kVectorTommyAP);
r1 = Random2(-45); ri = Random2(-45);
r2 = Random2(-120); r2 = Random2F(-120, 4);
SpawnBulletEject(pPlayer, r2, r1); SpawnBulletEject(pPlayer, r2, ri);
pPlayer->tiltEffect = 30; pPlayer->tiltEffect = 30;
pPlayer->visibility = 45; pPlayer->visibility = 45;
UseAmmo(pPlayer, pPlayer->weaponAmmo, 2); UseAmmo(pPlayer, pPlayer->weaponAmmo, 2);
@ -1590,9 +1590,9 @@ void AltFireSpread2(int nTrigger, PLAYER* pPlayer)
r2 = Random3F(600, 14); r2 = Random3F(600, 14);
r3 = Random3F(600, 14); r3 = Random3F(600, 14);
actFireVector(actor, 0, pPlayer->zWeapon - pPlayer->actor->spr.pos.Z, dv + DVector3(r3, r2, r1), kVectorTommyAP); actFireVector(actor, 0, pPlayer->zWeapon - pPlayer->actor->spr.pos.Z, dv + DVector3(r3, r2, r1), kVectorTommyAP);
r1 = Random2(90); int ri = Random2(90);
r2 = Random2(30); r2 = Random2F(30, 4);
SpawnBulletEject(pPlayer, r2, r1); SpawnBulletEject(pPlayer, r2, ri);
pPlayer->tiltEffect = 20; pPlayer->tiltEffect = 20;
pPlayer->visibility = 30; pPlayer->visibility = 30;
UseAmmo(pPlayer, pPlayer->weaponAmmo, 1); UseAmmo(pPlayer, pPlayer->weaponAmmo, 1);