- floatified parts of InitUzi and InitGrenade.

This commit is contained in:
Christoph Oelckers 2022-09-01 19:17:51 +02:00
parent d582cedaec
commit c443d9ecb7

View file

@ -14706,8 +14706,8 @@ int InitUzi(PLAYER* pp)
if (RANDOM_P2(1024) < 400)
InitTracerUzi(pp);
nz = pp->int_ppos().Z + pp->int_bob_z();
daz = pp->int_ppos().Z + pp->int_bob_z();
nz = pp->int_ppos().Z + pp->bob_z * zworldtoint;
daz = nz;
daang = 32;
if (WeaponAutoAimHitscan(pp->actor, &daz, &daang, false) != nullptr)
{
@ -15809,7 +15809,6 @@ int InitEnemyUzi(DSWActor* actor)
int InitGrenade(PLAYER* pp)
{
DSWActor* actor = pp->actor;
int nx, ny, nz;
int zvel;
bool auto_aim = false;
@ -15825,15 +15824,12 @@ int InitGrenade(PLAYER* pp)
if (!pp->insector())
return 0;
nx = pp->int_ppos().X;
ny = pp->int_ppos().Y;
nz = pp->int_ppos().Z + pp->int_bob_z() + Z(8);
auto pos = pp->pos.plusZ(pp->bob_z + 8);
// Spawn a shot
// Inserting and setting up variables
auto actorNew = SpawnActor(STAT_MISSILE, GRENADE, &s_Grenade[0][0], pp->cursector,
nx, ny, nz, pp->angle.ang.Buildang(), GRENADE_VELOCITY);
auto actorNew = SpawnActor(STAT_MISSILE, GRENADE, &s_Grenade[0][0], pp->cursector, pos, pp->angle.ang, GRENADE_VELOCITY);
// don't throw it as far if crawling
if (pp->Flags & (PF_CRAWLING))
@ -15949,7 +15945,6 @@ int InitSpriteGrenade(DSWActor* actor)
int InitMine(PLAYER* pp)
{
DSWActor* actor = pp->actor;
int nx, ny, nz;
int dot;
PlayerUpdateAmmo(pp, actor->user.WeaponNum, -1);
@ -15959,15 +15954,12 @@ int InitMine(PLAYER* pp)
if (!pp->insector())
return 0;
nx = pp->int_ppos().X;
ny = pp->int_ppos().Y;
nz = pp->int_ppos().Z + pp->int_bob_z() + Z(8);
auto pos = pp->pos.plusZ(pp->bob_z + 8);
// Spawn a shot
// Inserting and setting up variables
auto actorNew = SpawnActor(STAT_MISSILE, MINE, s_Mine, pp->cursector,
nx, ny, nz, pp->angle.ang.Buildang(), MINE_VELOCITY);
auto actorNew = SpawnActor(STAT_MISSILE, MINE, s_Mine, pp->cursector, pos, pp->angle.ang, MINE_VELOCITY);
SetOwner(pp->actor, actorNew);
actorNew->spr.yrepeat = 32;
@ -16071,7 +16063,6 @@ int HelpMissileLateral(DSWActor* actor, int dist)
int InitFireball(PLAYER* pp)
{
DSWActor* actor = pp->actor;
int nx = 0, ny = 0, nz;
int zvel;
PlayerUpdateAmmo(pp, WPN_HOTHEAD, -1);
@ -16084,12 +16075,9 @@ int InitFireball(PLAYER* pp)
if (!pp->insector())
return 0;
nx += pp->int_ppos().X;
ny += pp->int_ppos().Y;
auto pos = pp->pos.plusZ(pp->bob_z + 15);
nz = pp->int_ppos().Z + pp->int_bob_z() + Z(15);
auto actorNew = SpawnActor(STAT_MISSILE, FIREBALL1, s_Fireball, pp->cursector, nx, ny, nz, pp->angle.ang.Buildang(), FIREBALL_VELOCITY);
auto actorNew = SpawnActor(STAT_MISSILE, FIREBALL1, s_Fireball, pp->cursector, pos, pp->angle.ang, FIREBALL_VELOCITY);
actorNew->spr.hitag = LUMINOUS; //Always full brightness
actorNew->spr.xrepeat = 40;