mirror of
https://github.com/DrBeef/Raze.git
synced 2025-03-02 23:32:01 +00:00
- floatified angle assignments in skull.cpp
This commit is contained in:
parent
31eb2e5f10
commit
ca7488672f
1 changed files with 12 additions and 12 deletions
|
@ -299,7 +299,7 @@ int DoSkullBeginDeath(DSWActor* actor)
|
||||||
if (num_ord > 3) num_ord = 3;
|
if (num_ord > 3) num_ord = 3;
|
||||||
for (i=0; i<num_ord; i++)
|
for (i=0; i<num_ord; i++)
|
||||||
{
|
{
|
||||||
actor->set_int_ang(NORM_ANGLE(actor->int_ang() + (i*1024)));
|
actor->spr.angle += DAngle180 * (i & 1);
|
||||||
InitSpriteChemBomb(actor);
|
InitSpriteChemBomb(actor);
|
||||||
}
|
}
|
||||||
break;
|
break;
|
||||||
|
@ -311,7 +311,7 @@ int DoSkullBeginDeath(DSWActor* actor)
|
||||||
if (num_ord > 10) num_ord = 10;
|
if (num_ord > 10) num_ord = 10;
|
||||||
for (i=0; i<num_ord; i++)
|
for (i=0; i<num_ord; i++)
|
||||||
{
|
{
|
||||||
actor->set_int_ang(NORM_ANGLE(RandomRange(2048)));
|
actor->spr.angle = RandomAngle();
|
||||||
InitCaltrops(actor);
|
InitCaltrops(actor);
|
||||||
}
|
}
|
||||||
break;
|
break;
|
||||||
|
@ -328,7 +328,7 @@ int DoSkullBeginDeath(DSWActor* actor)
|
||||||
if (num_ord > 10) num_ord = 10;
|
if (num_ord > 10) num_ord = 10;
|
||||||
for (i=0; i<num_ord; i++)
|
for (i=0; i<num_ord; i++)
|
||||||
{
|
{
|
||||||
actor->set_int_ang(NORM_ANGLE(actor->spr.int_ang() + (i * (2048 / num_ord))));
|
actor->spr.angle += DAngle360 * i / num_ord;
|
||||||
InitSpriteGrenade(actor);
|
InitSpriteGrenade(actor);
|
||||||
}
|
}
|
||||||
break;
|
break;
|
||||||
|
@ -336,7 +336,7 @@ int DoSkullBeginDeath(DSWActor* actor)
|
||||||
SpawnMineExp(actor);
|
SpawnMineExp(actor);
|
||||||
for (i=0; i<3; i++)
|
for (i=0; i<3; i++)
|
||||||
{
|
{
|
||||||
actor->set_int_ang(NORM_ANGLE(RandomRange(2048)));
|
actor->spr.angle = RandomAngle();
|
||||||
InitPhosphorus(actor);
|
InitPhosphorus(actor);
|
||||||
}
|
}
|
||||||
break;
|
break;
|
||||||
|
@ -368,7 +368,7 @@ int DoSkullJump(DSWActor* actor)
|
||||||
if(actor->vel.X != 0)
|
if(actor->vel.X != 0)
|
||||||
DoSkullMove(actor);
|
DoSkullMove(actor);
|
||||||
else
|
else
|
||||||
actor->set_int_ang(NORM_ANGLE(actor->int_ang() + (64 * ACTORMOVETICS)));
|
actor->spr.angle += DAngle22_5 * 0.5 * ACTORMOVETICS;
|
||||||
|
|
||||||
if (actor->user.Flags & (SPR_JUMPING))
|
if (actor->user.Flags & (SPR_JUMPING))
|
||||||
{
|
{
|
||||||
|
@ -491,7 +491,7 @@ int DoSkullWait(DSWActor* actor)
|
||||||
else
|
else
|
||||||
// above the floor type
|
// above the floor type
|
||||||
{
|
{
|
||||||
actor->set_int_ang(NORM_ANGLE(actor->int_ang() + (48 * ACTORMOVETICS)));
|
actor->spr.angle += DAngle22_5 * 0.375 * ACTORMOVETICS;
|
||||||
|
|
||||||
DoSkullBob(actor);
|
DoSkullBob(actor);
|
||||||
|
|
||||||
|
@ -711,7 +711,7 @@ int DoBettyBeginDeath(DSWActor* actor)
|
||||||
if (num_ord > 3) num_ord = 3;
|
if (num_ord > 3) num_ord = 3;
|
||||||
for (i=0; i<num_ord; i++)
|
for (i=0; i<num_ord; i++)
|
||||||
{
|
{
|
||||||
actor->set_int_ang(NORM_ANGLE(actor->int_ang() + (i*1024)));
|
actor->spr.angle += DAngle180 * (i & 1);
|
||||||
InitSpriteChemBomb(actor);
|
InitSpriteChemBomb(actor);
|
||||||
}
|
}
|
||||||
break;
|
break;
|
||||||
|
@ -723,7 +723,7 @@ int DoBettyBeginDeath(DSWActor* actor)
|
||||||
if (num_ord > 10) num_ord = 10;
|
if (num_ord > 10) num_ord = 10;
|
||||||
for (i=0; i<num_ord; i++)
|
for (i=0; i<num_ord; i++)
|
||||||
{
|
{
|
||||||
actor->set_int_ang(NORM_ANGLE(RandomRange(2048)));
|
actor->spr.angle = RandomAngle();
|
||||||
InitCaltrops(actor);
|
InitCaltrops(actor);
|
||||||
}
|
}
|
||||||
break;
|
break;
|
||||||
|
@ -739,14 +739,14 @@ int DoBettyBeginDeath(DSWActor* actor)
|
||||||
if (num_ord > 10) num_ord = 10;
|
if (num_ord > 10) num_ord = 10;
|
||||||
for (i=0; i<num_ord; i++)
|
for (i=0; i<num_ord; i++)
|
||||||
{
|
{
|
||||||
actor->set_int_ang(NORM_ANGLE(actor->int_ang() + (i*(2048/num_ord))));
|
actor->spr.angle += DAngle360 * i / num_ord;
|
||||||
InitSpriteGrenade(actor);
|
InitSpriteGrenade(actor);
|
||||||
}
|
}
|
||||||
break;
|
break;
|
||||||
default:
|
default:
|
||||||
for (i=0; i<5; i++)
|
for (i=0; i<5; i++)
|
||||||
{
|
{
|
||||||
actor->set_int_ang(NORM_ANGLE(RandomRange(2048)));
|
actor->spr.angle = RandomAngle();
|
||||||
InitPhosphorus(actor);
|
InitPhosphorus(actor);
|
||||||
SpawnMineExp(actor);
|
SpawnMineExp(actor);
|
||||||
}
|
}
|
||||||
|
@ -778,7 +778,7 @@ int DoBettyJump(DSWActor* actor)
|
||||||
if(actor->vel.X != 0)
|
if(actor->vel.X != 0)
|
||||||
DoBettyMove(actor);
|
DoBettyMove(actor);
|
||||||
else
|
else
|
||||||
actor->set_int_ang(NORM_ANGLE(actor->int_ang() + (64 * ACTORMOVETICS)));
|
actor->spr.angle += DAngle22_5 * 0.5 * ACTORMOVETICS;
|
||||||
|
|
||||||
if (actor->user.Flags & (SPR_JUMPING))
|
if (actor->user.Flags & (SPR_JUMPING))
|
||||||
{
|
{
|
||||||
|
@ -894,7 +894,7 @@ int DoBettyWait(DSWActor* actor)
|
||||||
else
|
else
|
||||||
// above the floor type
|
// above the floor type
|
||||||
{
|
{
|
||||||
actor->set_int_ang(NORM_ANGLE(actor->int_ang() + (48 * ACTORMOVETICS)));
|
actor->spr.angle += DAngle22_5 * 0.375 * ACTORMOVETICS;
|
||||||
|
|
||||||
DoBettyBob(actor);
|
DoBettyBob(actor);
|
||||||
|
|
||||||
|
|
Loading…
Reference in a new issue