- InitFireball

This commit is contained in:
Christoph Oelckers 2021-11-04 00:14:06 +01:00
parent a42e44d662
commit f9ea4874ed

View file

@ -19071,8 +19071,7 @@ InitEnemyMine(DSWActor* actor)
return 0;
}
int
HelpMissileLateral(int16_t Weapon, int dist)
int HelpMissileLateral(int16_t Weapon, int dist)
{
SPRITEp sp = &sprite[Weapon];
USERp u = User[Weapon].Data();
@ -19101,13 +19100,12 @@ HelpMissileLateral(int16_t Weapon, int dist)
}
int
InitFireball(PLAYERp pp)
int InitFireball(PLAYERp pp)
{
USERp u = User[pp->PlayerSprite].Data();
USERp u = pp->Actor()->u();
auto sp = &pp->Actor()->s();
SPRITEp wp;
int nx = 0, ny = 0, nz;
short w;
USERp wu;
int zvel;
@ -19126,51 +19124,46 @@ InitFireball(PLAYERp pp)
nz = pp->posz + pp->bob_z + Z(15);
w = SpawnSprite(STAT_MISSILE, FIREBALL1, s_Fireball, pp->cursectnum, nx, ny, nz, pp->angle.ang.asbuild(), FIREBALL_VELOCITY);
wp = &sprite[w];
wu = User[w].Data();
auto actorNew = SpawnActor(STAT_MISSILE, FIREBALL1, s_Fireball, pp->cursectnum, nx, ny, nz, pp->angle.ang.asbuild(), FIREBALL_VELOCITY);
wp = &actorNew->s();
wu = actorNew->u();
wp->hitag = LUMINOUS; //Always full brightness
wp->xrepeat = 40;
wp->yrepeat = 40;
wp->shade = -40;
wp->clipdist = 32>>2;
SetOwner(pp->PlayerSprite, w);
SetOwner(pp->Actor(), actorNew);
SET(wp->cstat, CSTAT_SPRITE_YCENTER);
wu->Radius = 100;
wu->ceiling_dist = Z(6);
wu->floor_dist = Z(6);
//zvel = -MulScale(pp->horizon.horiz.asq16(), 100 + ADJUST, 16);
zvel = -MulScale(pp->horizon.horiz.asq16(), 240, 16);
//wu->RotNum = 5;
//NewStateGroup(&swActors[w], &sg_Fireball);
//SET(wu->Flags, SPR_XFLIP_TOGGLE);
// at certain angles the clipping box was big enough to block the
// initial positioning of the fireball.
auto oclipdist = pp->SpriteP->clipdist;
pp->SpriteP->clipdist = 0;
auto oclipdist = sp->clipdist;
sp->clipdist = 0;
wp->ang = NORM_ANGLE(wp->ang + 512);
HelpMissileLateral(w, 2100);
HelpMissileLateral(actorNew->GetSpriteIndex(), 2100);
wp->ang = NORM_ANGLE(wp->ang - 512);
if (TEST(pp->Flags, PF_DIVING) || SpriteInUnderwaterArea(wp))
SET(wu->Flags, SPR_UNDERWATER);
if (TestMissileSetPos(w, DoFireball, 1200, MulScale(zvel,44000, 16)))
if (TestMissileSetPos(actorNew->GetSpriteIndex(), DoFireball, 1200, MulScale(zvel,44000, 16)))
{
pp->SpriteP->clipdist = oclipdist;
KillSprite(w);
sp->clipdist = oclipdist;
KillActor(actorNew);
return 0;
}
pp->SpriteP->clipdist = oclipdist;
sp->clipdist = oclipdist;
wp->zvel = zvel >> 1;
if (WeaponAutoAimZvel(pp->SpriteP, w, &zvel, 32, false) == -1)
if (WeaponAutoAimZvel(sp, actorNew->GetSpriteIndex(), &zvel, 32, false) == -1)
{
wp->ang = NORM_ANGLE(wp->ang - 9);
}