- cleanup

This commit is contained in:
Christoph Oelckers 2022-09-08 20:23:57 +02:00
parent 1a365997d8
commit ee669a1fec
2 changed files with 7 additions and 10 deletions

View file

@ -2445,7 +2445,7 @@ DVector2 DoTrack(SECTOR_OBJECT* sop, short locktics)
// (velocity * difference between the target and the object)
// take absolute value
sop->z_rate = (int)abs((sop->vel * zinttoworld * (sop->pmid.Z - pos.Z)) / dist);
sop->z_rate = (int)abs((sop->vel * zmaptoworld * (sop->pmid.Z - pos.Z)) / dist);
if ((sop->flags & SOBJ_SPRITE_OBJ))
{

View file

@ -11482,7 +11482,7 @@ bool MissileSetPos(DSWActor* actor, ANIMATOR* DoWeapon, int dist)
double oldzvel = actor->vel.Z;
// make missile move in smaller increments
actor->vel.X = dist * (6. / MISSILEMOVETICS) * inttoworld;
actor->vel.X = dist * (6. / MISSILEMOVETICS) * inttoworld; // not going to change 36 calls for this...
actor->vel.Z *= (6. / MISSILEMOVETICS);
// some Weapon Animators use this
@ -12328,7 +12328,7 @@ int InitSwordAttack(PLAYER* pp)
{
HitInfo hit{};
double daz = -pp->horizon.horiz.asbuildf() * (2000 / 256.) + (RandomRangeF(24000 / 256.) - 12000 / 256.));
double daz = -pp->horizon.horiz.asbuildf() * (2000 / 256.) + (RandomRangeF(24000 / 256.) - 12000 / 256.);
DAngle daang = pp->angle.ang;
FAFhitscan(pp->pos, pp->cursector, DVector3(pp->angle.ang.ToVector() * 1024, daz), hit, CLIPMASK_MISSILE);
@ -12505,7 +12505,7 @@ int InitFistAttack(PLAYER* pp)
// all this is to break glass
{
HitInfo hit{};
double daz = -pp->horizon.horiz.asbuildf() * (2000 / 256.) + (RandomRangeF(24000 / 256.) - 12000 / 256.));
double daz = -pp->horizon.horiz.asbuildf() * (2000 / 256.) + (RandomRangeF(24000 / 256.) - 12000 / 256.);
auto daang = pp->angle.ang;
FAFhitscan(pp->pos, pp->cursector, DVector3(pp->angle.ang.ToVector() * 1024, daz), hit, CLIPMASK_MISSILE);
@ -15519,9 +15519,6 @@ int BulletHitSprite(DSWActor* actor, DSWActor* hitActor, const DVector3& hit_pos
actorNew->spr.cstat |= (CSTAT_SPRITE_YCENTER);
actorNew->spr.cstat &= ~(CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN);
int hit_x = int(hit_pos.X * worldtoint);
int hit_y = int(hit_pos.Y * worldtoint);
int hit_z = int(hit_pos.Z * zworldtoint);
if ((RANDOM_P2(1024<<5)>>5) < 512+128)
{
if (!hitActor->user.PlayerP)
@ -15699,7 +15696,7 @@ int InitUzi(PLAYER* pp)
if (hit.hitWall->lotag == TAG_WALL_BREAK)
{
HitBreakWall(hit.hitWall, hit.hitpos, DAngle::fromBuild(daang), actor->user.ID);
HitBreakWall(hit.hitWall, hit.hitpos, daang, actor->user.ID);
return 0;
}
@ -15746,7 +15743,7 @@ int InitUzi(PLAYER* pp)
}
auto actorNew = SpawnActor(STAT_MISSILE, UZI_SMOKE, s_UziSmoke, hit.hitSector, hit.hitpos, DAngle::fromBuild(daang), 0);
auto actorNew = SpawnActor(STAT_MISSILE, UZI_SMOKE, s_UziSmoke, hit.hitSector, hit.hitpos, daang, 0);
actorNew->spr.shade = -40;
actorNew->spr.xrepeat = UZI_SMOKE_REPEAT;
actorNew->spr.yrepeat = UZI_SMOKE_REPEAT;
@ -15757,7 +15754,7 @@ int InitUzi(PLAYER* pp)
HitscanSpriteAdjust(actorNew, hit.hitWall);
DoHitscanDamage(actorNew, hit.actor());
actorNew = SpawnActor(STAT_MISSILE, UZI_SPARK, s_UziSpark, hit.hitSector, hit.hitpos, DAngle::fromBuild(daang), 0);
actorNew = SpawnActor(STAT_MISSILE, UZI_SPARK, s_UziSpark, hit.hitSector, hit.hitpos, daang, 0);
actorNew->spr.shade = -40;
actorNew->spr.xrepeat = UZI_SPARK_REPEAT;