mirror of
https://github.com/DrBeef/Raze.git
synced 2024-11-15 08:52:00 +00:00
PCExhumed: Fix Anubis drum not moving correctly when shot (bad angle calc).
This commit is contained in:
parent
314f8fee49
commit
cd4090e531
4 changed files with 39 additions and 39 deletions
|
@ -447,16 +447,16 @@ void FuncAnubis(int a, int nDamage, int nRun)
|
|||
{
|
||||
if (nAction >= 6 && nAction <= 10)
|
||||
{
|
||||
int nThisSprite = insertsprite(sprite[nSprite].sectnum, 98);
|
||||
int nDrumSprite = insertsprite(sprite[nSprite].sectnum, kStatAnubisDrum);
|
||||
|
||||
sprite[nThisSprite].x = sprite[nSprite].x;
|
||||
sprite[nThisSprite].y = sprite[nSprite].y;
|
||||
sprite[nThisSprite].z = sector[sprite[nThisSprite].sectnum].floorz;
|
||||
sprite[nThisSprite].xrepeat = 40;
|
||||
sprite[nThisSprite].yrepeat = 40;
|
||||
sprite[nThisSprite].shade = -64;
|
||||
sprite[nDrumSprite].x = sprite[nSprite].x;
|
||||
sprite[nDrumSprite].y = sprite[nSprite].y;
|
||||
sprite[nDrumSprite].z = sector[sprite[nDrumSprite].sectnum].floorz;
|
||||
sprite[nDrumSprite].xrepeat = 40;
|
||||
sprite[nDrumSprite].yrepeat = 40;
|
||||
sprite[nDrumSprite].shade = -64;
|
||||
|
||||
BuildObject(nThisSprite, 2, 0);
|
||||
BuildObject(nDrumSprite, 2, 0);
|
||||
}
|
||||
|
||||
AnubisList[nAnubis].nAction = 4;
|
||||
|
|
|
@ -31,6 +31,7 @@ Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
|
|||
#include "gun.h"
|
||||
#include "names.h"
|
||||
#include "lighting.h"
|
||||
#include "object.h"
|
||||
#include <string.h>
|
||||
#include <assert.h>
|
||||
#ifndef __WATCOMC__
|
||||
|
@ -150,7 +151,7 @@ void IgniteSprite(int nSprite)
|
|||
{
|
||||
sprite[nSprite].hitag += 2;
|
||||
|
||||
int nAnim = BuildAnim(-1, 38, 0, sprite[nSprite].x, sprite[nSprite].y, sprite[nSprite].z, sprite[nSprite].sectnum, 40, 20);//276);
|
||||
int nAnim = BuildAnim(-1, 38, 0, sprite[nSprite].x, sprite[nSprite].y, sprite[nSprite].z, sprite[nSprite].sectnum, 40, 20);
|
||||
short nAnimSprite = GetAnimSprite(nAnim);
|
||||
|
||||
sprite[nAnimSprite].hitag = nSprite;
|
||||
|
@ -175,7 +176,7 @@ void BulletHitsSprite(Bullet *pBullet, short nBulletSprite, short nHitSprite, in
|
|||
{
|
||||
case 3:
|
||||
{
|
||||
if (nStat > 107 || nStat == 98) {
|
||||
if (nStat > 107 || nStat == kStatAnubisDrum) {
|
||||
return;
|
||||
}
|
||||
|
||||
|
@ -193,7 +194,7 @@ void BulletHitsSprite(Bullet *pBullet, short nBulletSprite, short nHitSprite, in
|
|||
}
|
||||
case 14:
|
||||
{
|
||||
if (nStat > 107 || nStat == 98) {
|
||||
if (nStat > 107 || nStat == kStatAnubisDrum) {
|
||||
return;
|
||||
}
|
||||
// else - fall through to below cases
|
||||
|
@ -217,7 +218,15 @@ void BulletHitsSprite(Bullet *pBullet, short nBulletSprite, short nHitSprite, in
|
|||
spritetype *pSprite = &sprite[nSprite];
|
||||
spritetype *pHitSprite = &sprite[nHitSprite];
|
||||
|
||||
if (nStat != 98)
|
||||
if (nStat == kStatAnubisDrum)
|
||||
{
|
||||
short nAngle = (pSprite->ang + 256) - RandomSize(9);
|
||||
|
||||
pHitSprite->xvel = Cos(nAngle) << 1;
|
||||
pHitSprite->yvel = Sin(nAngle) << 1;
|
||||
pHitSprite->zvel = (-(RandomSize(3) + 1)) << 8;
|
||||
}
|
||||
else
|
||||
{
|
||||
int xVel = pHitSprite->xvel;
|
||||
int yVel = pHitSprite->yvel;
|
||||
|
@ -230,14 +239,6 @@ void BulletHitsSprite(Bullet *pBullet, short nBulletSprite, short nHitSprite, in
|
|||
pHitSprite->xvel = xVel;
|
||||
pHitSprite->yvel = yVel;
|
||||
}
|
||||
else
|
||||
{
|
||||
short nAngle = pSprite->ang - (RandomSize(9) - 256);
|
||||
|
||||
pHitSprite->xvel = Cos(nAngle) << 1;
|
||||
pHitSprite->yvel = Sin(nAngle) << 1;
|
||||
pHitSprite->zvel = (-(RandomSize(3) + 1)) << 8;
|
||||
}
|
||||
|
||||
break;
|
||||
}
|
||||
|
@ -263,22 +264,21 @@ void BulletHitsSprite(Bullet *pBullet, short nBulletSprite, short nHitSprite, in
|
|||
|
||||
switch (nStat)
|
||||
{
|
||||
case 97:
|
||||
break;
|
||||
case 0:
|
||||
case 98:
|
||||
case 102:
|
||||
case 141:
|
||||
case 152:
|
||||
BuildAnim(-1, 12, 0, x, y, z, nSector, 40, 0);
|
||||
break;
|
||||
default:
|
||||
BuildAnim(-1, 39, 0, x, y, z, nSector, 40, 0);
|
||||
if (pBullet->nType > 2)
|
||||
{
|
||||
BuildAnim(-1, pBulletInfo->field_C, 0, x, y, z, nSector, 40, pBulletInfo->nFlags);
|
||||
}
|
||||
break;
|
||||
case kStatDestructibleSprite:
|
||||
break;
|
||||
case kStatAnubisDrum:
|
||||
case 102:
|
||||
case kStatExplodeTrigger:
|
||||
case kStatExplodeTarget:
|
||||
BuildAnim(-1, 12, 0, x, y, z, nSector, 40, 0);
|
||||
break;
|
||||
default:
|
||||
BuildAnim(-1, 39, 0, x, y, z, nSector, 40, 0);
|
||||
if (pBullet->nType > 2)
|
||||
{
|
||||
BuildAnim(-1, pBulletInfo->field_C, 0, x, y, z, nSector, 40, pBulletInfo->nFlags);
|
||||
}
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -1974,7 +1974,7 @@ void FuncObject(int a, int b, int nRun)
|
|||
return;
|
||||
}
|
||||
|
||||
if (sprite[nSprite].statnum != kStat98) {
|
||||
if (sprite[nSprite].statnum != kStatAnubisDrum) {
|
||||
ObjectList[nObject].nHealth -= nDamage;
|
||||
}
|
||||
|
||||
|
@ -1984,7 +1984,7 @@ void FuncObject(int a, int b, int nRun)
|
|||
sprite[nSprite].yvel = 0;
|
||||
sprite[nSprite].zvel = 0;
|
||||
}
|
||||
else if (sprite[nSprite].statnum != kStat98)
|
||||
else if (sprite[nSprite].statnum != kStatAnubisDrum)
|
||||
{
|
||||
sprite[nSprite].xvel >>= 1;
|
||||
sprite[nSprite].yvel >>= 1;
|
||||
|
|
|
@ -28,7 +28,7 @@ BEGIN_PS_NS
|
|||
enum kStatus
|
||||
{
|
||||
kStatDestructibleSprite = 97,
|
||||
kStat98,
|
||||
kStatAnubisDrum,
|
||||
kStatExplodeTrigger = 141,
|
||||
kStatExplodeTarget = 152
|
||||
};
|
||||
|
|
Loading…
Reference in a new issue