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- Fixed: r3630 had a missing end parentheses.
- Removed A_KSpiritWeave since it was basically identical to the function CHolyWeave (besides the random number generator object) and was never exported as a native action anywhere. SVN r3631 (trunk)
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93bdd58725
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3 changed files with 8 additions and 30 deletions
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@ -442,7 +442,7 @@ static void CHolySeekerMissile (AActor *actor, angle_t thresh, angle_t turnMax)
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//
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//
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//============================================================================
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//============================================================================
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static void CHolyWeave (AActor *actor)
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void CHolyWeave (AActor *actor, FRandom &pr_random)
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{
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{
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fixed_t newX, newY;
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fixed_t newX, newY;
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int weaveXY, weaveZ;
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int weaveXY, weaveZ;
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@ -455,14 +455,14 @@ static void CHolyWeave (AActor *actor)
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FloatBobOffsets[weaveXY]<<2);
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FloatBobOffsets[weaveXY]<<2);
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newY = actor->y-FixedMul(finesine[angle],
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newY = actor->y-FixedMul(finesine[angle],
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FloatBobOffsets[weaveXY]<<2);
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FloatBobOffsets[weaveXY]<<2);
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weaveXY = (weaveXY+(pr_holyweave()%5))&63;
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weaveXY = (weaveXY+(pr_random()%5))&63;
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newX += FixedMul(finecosine[angle],
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newX += FixedMul(finecosine[angle],
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FloatBobOffsets[weaveXY]<<2);
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FloatBobOffsets[weaveXY]<<2);
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newY += FixedMul(finesine[angle],
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newY += FixedMul(finesine[angle],
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FloatBobOffsets[weaveXY]<<2);
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FloatBobOffsets[weaveXY]<<2);
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P_TryMove(actor, newX, newY, true);
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P_TryMove(actor, newX, newY, true);
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actor->z -= FloatBobOffsets[weaveZ]<<1;
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actor->z -= FloatBobOffsets[weaveZ]<<1;
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weaveZ = (weaveZ+(pr_holyweave()%5))&63;
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weaveZ = (weaveZ+(pr_random()%5))&63;
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actor->z += FloatBobOffsets[weaveZ]<<1;
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actor->z += FloatBobOffsets[weaveZ]<<1;
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actor->special2 = weaveZ+(weaveXY<<16);
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actor->special2 = weaveZ+(weaveXY<<16);
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}
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}
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@ -494,7 +494,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_CHolySeek)
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self->args[0] = 5+(pr_holyseek()/20);
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self->args[0] = 5+(pr_holyseek()/20);
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}
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}
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}
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}
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CHolyWeave (self);
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CHolyWeave (self, pr_holyweave);
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}
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}
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//============================================================================
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//============================================================================
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@ -323,33 +323,11 @@ void KoraxFire (AActor *actor, const PClass *type, int arm)
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//============================================================================
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//============================================================================
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//
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//
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// A_KSpiritWeave
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// A_KSpiritWeave
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// [BL] Was identical to CHolyWeave so lets just use that
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//
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//
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//============================================================================
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//============================================================================
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DEFINE_ACTION_FUNCTION(AActor, A_KSpiritWeave)
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void CHolyWeave (AActor *actor, FRandom &pr_random);
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{
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fixed_t newX, newY;
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int weaveXY, weaveZ;
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int angle;
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weaveXY = self->special2>>16;
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weaveZ = self->special2&0xFFFF;
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angle = (self->angle+ANG90)>>ANGLETOFINESHIFT;
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newX = self->x-FixedMul(finecosine[angle],
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FloatBobOffsets[weaveXY]<<2);
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newY = self->y-FixedMul(finesine[angle],
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FloatBobOffsets[weaveXY]<<2);
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weaveXY = (weaveXY+(pr_kspiritweave()%5))&63;
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newX += FixedMul(finecosine[angle],
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FloatBobOffsets[weaveXY]<<2);
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newY += FixedMul(finesine[angle],
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FloatBobOffsets[weaveXY]<<2);
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P_TryMove(self, newX, newY, true);
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self->z -= FloatBobOffsets[weaveZ]<<1;
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weaveZ = (weaveZ+(pr_kspiritweave()%5))&63;
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self->z += FloatBobOffsets[weaveZ]<<1;
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self->special2 = weaveZ+(weaveXY<<16);
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}
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//============================================================================
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//============================================================================
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//
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//
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@ -441,7 +419,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_KSpiritRoam)
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A_KSpiritSeeker (self, self->args[0]*ANGLE_1,
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A_KSpiritSeeker (self, self->args[0]*ANGLE_1,
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self->args[0]*ANGLE_1*2);
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self->args[0]*ANGLE_1*2);
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}
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}
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CALL_ACTION(A_KSpiritWeave, self);
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CHolyWeave(self, pr_kspiritweave);
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if (pr_kspiritroam()<50)
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if (pr_kspiritroam()<50)
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{
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{
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S_Sound (self, CHAN_VOICE, "SpiritActive", 1, ATTN_NONE);
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S_Sound (self, CHAN_VOICE, "SpiritActive", 1, ATTN_NONE);
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@ -4208,7 +4208,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, ACS_NamedExecuteWithResult)
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ACTION_PARAM_START(4);
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ACTION_PARAM_START(4);
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ACTION_PARAM_NAME(scriptname, 0);
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ACTION_PARAM_NAME(scriptname, 0);
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ACTION_PARAM_INT(arg1, 1;
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ACTION_PARAM_INT(arg1, 1);
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ACTION_PARAM_INT(arg2, 2);
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ACTION_PARAM_INT(arg2, 2);
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ACTION_PARAM_INT(arg3, 3);
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ACTION_PARAM_INT(arg3, 3);
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