- several SpawnActor and getangle calls.

This commit is contained in:
Christoph Oelckers 2022-08-22 21:00:50 +02:00
parent 8a86cc26b6
commit da6e8e9341

View file

@ -14109,8 +14109,7 @@ int InitSerpMonstSpell(DSWActor* actor)
{
actor->set_int_ang(getangle(actor->user.targetActor->int_pos().X - actor->int_pos().X, actor->user.targetActor->int_pos().Y - actor->int_pos().Y));
auto actorNew = SpawnActor(STAT_MISSILE, SERP_METEOR, &sg_SerpMeteor[0][0], actor->sector(),
actor->int_pos().X, actor->int_pos().Y, actor->int_pos().Z, actor->int_ang(), 500);
auto actorNew = SpawnActor(STAT_MISSILE, SERP_METEOR, &sg_SerpMeteor[0][0], actor->sector(), actor->spr.pos, actor->spr.angle, 500);
actorNew->user.spal = actorNew->spr.pal = 25; // Bright Red
actorNew->set_int_z(int_ActorZOfTop(actor));
@ -14171,20 +14170,17 @@ int DoTeleRipper(DSWActor* actor)
int InitEnemyRocket(DSWActor* actor)
{
int nx, ny, nz, dist, nang;
int dist;
PlaySound(DIGI_NINJARIOTATTACK, actor, v3df_none);
// get angle to player and also face player when attacking
actor->set_int_ang(nang = getangle(actor->user.targetActor->int_pos().X - actor->int_pos().X, actor->user.targetActor->int_pos().Y - actor->int_pos().Y));
actor->spr.angle = VecToAngle(actor->user.targetActor->spr.pos.XY() - actor->spr.pos.XY());
nx = actor->int_pos().X;
ny = actor->int_pos().Y;
nz = actor->int_pos().Z - (int_ActorSizeZ(actor) >> 1)-Z(8);
// Spawn a shot
auto actorNew = SpawnActor(STAT_MISSILE, BOLT_THINMAN_R2, &s_Rocket[0][0], actor->sector(),
nx, ny, nz-Z(8), actor->user.targetActor->int_ang(), NINJA_BOLT_VELOCITY);
actor->spr.pos.plusZ(-(ActorSizeZ(actor) * 0.5)-16), actor->user.targetActor->spr.angle, NINJA_BOLT_VELOCITY);
// Set default palette
actorNew->spr.pal = actorNew->user.spal = 17; // White
@ -14198,7 +14194,7 @@ int InitEnemyRocket(DSWActor* actor)
actorNew->spr.xrepeat = 28;
actorNew->spr.shade = -15;
actorNew->spr.zvel = 0;
actorNew->set_int_ang(nang);
actorNew->spr.angle = actor->spr.angle;
actorNew->spr.clipdist = 64L>>2;
actorNew->user.RotNum = 5;
@ -14229,7 +14225,7 @@ int InitEnemyRocket(DSWActor* actor)
int InitEnemyRail(DSWActor* actor)
{
int nx, ny, nz, dist, nang;
int dist;
short pnum=0;
if (SW_SHAREWARE) return false; // JBF: verify
@ -14251,21 +14247,17 @@ int InitEnemyRail(DSWActor* actor)
PlaySound(DIGI_RAILFIRE, actor, v3df_dontpan|v3df_doppler);
// get angle to player and also face player when attacking
actor->set_int_ang(nang = getangle(actor->user.targetActor->int_pos().X - actor->int_pos().X, actor->user.targetActor->int_pos().Y - actor->int_pos().Y));
actor->spr.angle = VecToAngle(actor->user.targetActor->spr.pos.XY() - actor->spr.pos.XY());
// add a bit of randomness
if (RANDOM_P2(1024) < 512)
actor->set_int_ang(NORM_ANGLE(actor->int_ang() + RANDOM_P2(128) - 64));
nx = actor->int_pos().X;
ny = actor->int_pos().Y;
nz = actor->int_pos().Z - (int_ActorSizeZ(actor) >> 1)-Z(8);
actor->spr.angle += DAngle::fromBuild(RANDOM_P2(128) - 64);
// Spawn a shot
// Inserting and setting up variables
auto actorNew = SpawnActor(STAT_MISSILE, BOLT_THINMAN_R1, &s_Rail[0][0], actor->sector(),
nx, ny, nz, actor->int_ang(), 1200);
actor->spr.pos.plusZ(-(ActorSizeZ(actor) * 0.5) - 8), actor->spr.angle, 1200);
if (actor->user.ID == ZOMBIE_RUN_R0)
SetOwner(GetOwner(actor), actorNew);
@ -14311,8 +14303,8 @@ int InitEnemyRail(DSWActor* actor)
int InitZillaRocket(DSWActor* actor)
{
int nx, ny, nz, dist, nang;
short w, i;
int dist;
short w;
static const MISSILE_PLACEMENT mp[] =
{
@ -14327,24 +14319,20 @@ int InitZillaRocket(DSWActor* actor)
PlaySound(DIGI_NINJARIOTATTACK, actor, v3df_none);
// get angle to player and also face player when attacking
actor->set_int_ang(nang = getangle(actor->user.targetActor->int_pos().X - actor->int_pos().X, actor->user.targetActor->int_pos().Y - actor->int_pos().Y));
actor->spr.angle = VecToAngle(actor->user.targetActor->spr.pos.XY() - actor->spr.pos.XY());
for (i = 0; i < (int)SIZ(mp); i++)
for (int i = 0; i < (int)SIZ(mp); i++)
{
nx = actor->int_pos().X;
ny = actor->int_pos().Y;
nz = actor->int_pos().Z - (int_ActorSizeZ(actor) >> 1)-Z(8);
// Spawn a shot
auto actorNew = SpawnActor(STAT_MISSILE, BOLT_THINMAN_R2, &s_Rocket[0][0], actor->sector(),
nx, ny, nz-Z(8), actor->user.targetActor->int_ang(), NINJA_BOLT_VELOCITY);
actor->spr.pos.plusZ(-(ActorSizeZ(actor) * 0.5) - 16), actor->user.targetActor->spr.angle, NINJA_BOLT_VELOCITY);
SetOwner(actor, actorNew);
actorNew->spr.yrepeat = 28;
actorNew->spr.xrepeat = 28;
actorNew->spr.shade = -15;
actorNew->spr.zvel = 0;
actorNew->set_int_ang(nang);
actorNew->spr.angle = actor->spr.angle;
actorNew->spr.clipdist = 64 >>2;
actorNew->user.RotNum = 5;
@ -14386,25 +14374,21 @@ int InitZillaRocket(DSWActor* actor)
int InitEnemyStar(DSWActor* actor)
{
int nx, ny, nz, dist, nang;
int dist;
// get angle to player and also face player when attacking
actor->set_int_ang(nang = NORM_ANGLE(getangle(actor->user.targetActor->int_pos().X - actor->int_pos().X, actor->user.targetActor->int_pos().Y - actor->int_pos().Y)));
nx = actor->int_pos().X;
ny = actor->int_pos().Y;
nz = int_ActorZOfMiddle(actor);
actor->spr.angle = VecToAngle(actor->user.targetActor->spr.pos.XY() - actor->spr.pos.XY());
// Spawn a shot
auto actorNew = SpawnActor(STAT_MISSILE, STAR1, s_Star, actor->sector(),
nx, ny, nz, actor->user.targetActor->int_ang(), NINJA_STAR_VELOCITY);
ActorVectOfMiddle(actor), actor->user.targetActor->spr.angle, NINJA_STAR_VELOCITY);
SetOwner(actor, actorNew);
actorNew->spr.yrepeat = 16;
actorNew->spr.xrepeat = 16;
actorNew->spr.shade = -25;
actorNew->spr.zvel = 0;
actorNew->set_int_ang(nang);
actorNew->spr.angle = actor->spr.angle;
actorNew->spr.clipdist = 64L>>2;
actorNew->user.change.X = MOVEx(actorNew->spr.xvel, actorNew->int_ang());
@ -14425,25 +14409,21 @@ int InitEnemyStar(DSWActor* actor)
int InitEnemyCrossbow(DSWActor* actor)
{
int nx, ny, nz, dist, nang;
int dist;
// get angle to player and also face player when attacking
actor->set_int_ang(nang = NORM_ANGLE(getangle(actor->user.targetActor->int_pos().X - actor->int_pos().X, actor->user.targetActor->int_pos().Y - actor->int_pos().Y)));
nx = actor->int_pos().X;
ny = actor->int_pos().Y;
nz = int_ActorZOfMiddle(actor)-Z(14);
actor->spr.angle = VecToAngle(actor->user.targetActor->spr.pos.XY() - actor->spr.pos.XY());
// Spawn a shot
auto actorNew = SpawnActor(STAT_MISSILE, CROSSBOLT, &s_CrossBolt[0][0], actor->sector(),
nx, ny, nz, actor->user.targetActor->int_ang(), 800);
ActorVectOfMiddle(actor).plusZ(-14), actor->user.targetActor->spr.angle, 800);
SetOwner(actor, actorNew);
actorNew->spr.xrepeat = 16;
actorNew->spr.yrepeat = 26;
actorNew->spr.shade = -25;
actorNew->spr.zvel = 0;
actorNew->set_int_ang(nang);
actorNew->spr.angle = actor->spr.angle;
actorNew->spr.clipdist = 64>>2;
actorNew->user.RotNum = 5;