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3 HitScan fixes
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1 changed files with 3 additions and 3 deletions
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@ -6337,7 +6337,7 @@ DBloodActor* actFireThing(DBloodActor* actor, double xyoff, double zoff, double
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DVector3 vect = actor->spr.pos.plusZ(zoff) + (actor->spr.angle + DAngle90).ToVector() * xyoff + actor->spr.angle.ToVector() * actor->fClipdist();
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DVector3 vect = actor->spr.pos.plusZ(zoff) + (actor->spr.angle + DAngle90).ToVector() * xyoff + actor->spr.angle.ToVector() * actor->fClipdist();
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if (HitScan_(actor, vect.Z, DVector3(vect.XY() - actor->spr.pos.XY(), 0), CLIPMASK0, actor->native_clipdist()) != -1)
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if (HitScan(actor, vect.Z, DVector3(vect.XY() - actor->spr.pos.XY(), 0), CLIPMASK0, actor->fClipdist() * 0.25) != -1)
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{
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{
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vect.XY() = gHitInfo.hitpos.XY() - actor->spr.angle.ToVector() * actor->fClipdist() * 2;
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vect.XY() = gHitInfo.hitpos.XY() - actor->spr.angle.ToVector() * actor->fClipdist() * 2;
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}
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}
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@ -6448,7 +6448,7 @@ DBloodActor* actFireMissile(DBloodActor* actor, double xyoff, double zoff, DVect
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double clipdist = pMissileInfo->fClipDist() + actor->fClipdist();
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double clipdist = pMissileInfo->fClipDist() + actor->fClipdist();
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vect += actor->spr.angle.ToVector() * clipdist;
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vect += actor->spr.angle.ToVector() * clipdist;
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int hit = HitScan_(actor, vect.Z, DVector3(vect.XY() - actor->spr.pos.XY(), 0), CLIPMASK0, int(clipdist * 4));
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int hit = HitScan(actor, vect.Z, DVector3(vect.XY() - actor->spr.pos.XY(), 0), CLIPMASK0, clipdist * 4);
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if (hit != -1)
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if (hit != -1)
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{
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{
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if (hit == 3 || hit == 0)
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if (hit == 3 || hit == 0)
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@ -6746,7 +6746,7 @@ void actFireVector(DBloodActor* shooter, double offset, double zoffset, DVector3
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dv.X += FixedToFloat<14>(Random3(4000)); // random messiness...
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dv.X += FixedToFloat<14>(Random3(4000)); // random messiness...
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dv.Y += FixedToFloat<14>(Random3(4000));
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dv.Y += FixedToFloat<14>(Random3(4000));
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dv.Z += FixedToFloat<14>(Random3(4000));
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dv.Z += FixedToFloat<14>(Random3(4000));
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if (HitScan_(actor, gHitInfo.hitpos.Z, dv, CLIPMASK1, tt) == 0)
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if (HitScan(actor, gHitInfo.hitpos.Z, dv, CLIPMASK1, tt) == 0)
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{
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{
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if ((gHitInfo.hitpos.XY() - actor->spr.pos.XY()).LengthSquared() <= tt * tt)
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if ((gHitInfo.hitpos.XY() - actor->spr.pos.XY()).LengthSquared() <= tt * tt)
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{
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{
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