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- Eliminated some more global variables (onmobj, DoRipping, LastRipped,
MissileActor, bulletpitch and linetarget.) SVN r899 (trunk)
This commit is contained in:
parent
a390ea6a61
commit
3f497fe8e5
24 changed files with 173 additions and 154 deletions
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@ -1,3 +1,7 @@
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April 10, 2008 (Changes by Graf Zahl)
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- Eliminated some more global variables (onmobj, DoRipping, LastRipped,
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MissileActor, bulletpitch and linetarget.)
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April 9, 2008 (Changes by Graf Zahl)
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- Replaced P_PathTraverse with an FPathTraverse class, rewrote all code using
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P_PathTraverse and got rid of a lot of global variables in the process.
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@ -748,8 +748,10 @@ CCMD (wdir)
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//-----------------------------------------------------------------------------
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CCMD(linetarget)
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{
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AActor *linetarget;
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if (CheckCheatmode () || players[consoleplayer].mo == NULL) return;
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P_AimLineAttack(players[consoleplayer].mo,players[consoleplayer].mo->angle,MISSILERANGE, 0);
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P_AimLineAttack(players[consoleplayer].mo,players[consoleplayer].mo->angle,MISSILERANGE, &linetarget, 0);
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if (linetarget)
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{
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Printf("Target=%s, Health=%d, Spawnhealth=%d\n",
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@ -28,6 +28,7 @@ void A_Punch (AActor *actor)
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angle_t angle;
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int damage;
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int pitch;
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AActor *linetarget;
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if (actor->player != NULL)
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{
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@ -47,7 +48,7 @@ void A_Punch (AActor *actor)
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angle = actor->angle;
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angle += pr_punch.Random2() << 18;
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pitch = P_AimLineAttack (actor, angle, MELEERANGE);
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pitch = P_AimLineAttack (actor, angle, MELEERANGE, &linetarget);
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P_LineAttack (actor, angle, MELEERANGE, pitch, damage, NAME_Melee, NAME_BulletPuff, true);
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// turn to face target
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@ -89,8 +90,7 @@ void A_FirePistol (AActor *actor)
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S_Sound (actor, CHAN_WEAPON, "weapons/pistol", 1, ATTN_NORM);
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P_BulletSlope (actor);
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P_GunShot (actor, accurate, PClass::FindClass(NAME_BulletPuff));
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P_GunShot (actor, accurate, PClass::FindClass(NAME_BulletPuff), P_BulletSlope (actor));
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}
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//
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@ -101,6 +101,7 @@ void A_Saw (AActor *actor)
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angle_t angle;
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int damage=0;
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player_t *player;
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AActor *linetarget;
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int fullsound;
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int hitsound;
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@ -140,7 +141,7 @@ void A_Saw (AActor *actor)
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// use meleerange + 1 so the puff doesn't skip the flash (i.e. plays all states)
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P_LineAttack (actor, angle, MELEERANGE+1,
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P_AimLineAttack (actor, angle, MELEERANGE+1), damage,
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P_AimLineAttack (actor, angle, MELEERANGE+1, &linetarget), damage,
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GetDefaultByType(pufftype)->DamageType, pufftype);
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if (!linetarget)
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@ -193,10 +194,10 @@ void A_FireShotgun (AActor *actor)
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}
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player->mo->PlayAttacking2 ();
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P_BulletSlope (actor);
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angle_t pitch = P_BulletSlope (actor);
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for (i=0 ; i<7 ; i++)
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P_GunShot (actor, false, PClass::FindClass(NAME_BulletPuff));
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P_GunShot (actor, false, PClass::FindClass(NAME_BulletPuff), pitch);
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}
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//
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@ -225,7 +226,7 @@ void A_FireShotgun2 (AActor *actor)
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player->mo->PlayAttacking2 ();
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P_BulletSlope (actor);
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angle_t pitch = P_BulletSlope (actor);
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for (i=0 ; i<20 ; i++)
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{
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@ -242,7 +243,7 @@ void A_FireShotgun2 (AActor *actor)
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P_LineAttack (actor,
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angle,
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PLAYERMISSILERANGE,
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bulletpitch + (pr_fireshotgun2.Random2() * 332063), damage,
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pitch + (pr_fireshotgun2.Random2() * 332063), damage,
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NAME_None, NAME_BulletPuff);
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}
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}
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@ -347,8 +348,7 @@ void A_FireCGun (AActor *actor)
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}
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player->mo->PlayAttacking2 ();
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P_BulletSlope (actor);
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P_GunShot (actor, !player->refire, PClass::FindClass(NAME_BulletPuff));
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P_GunShot (actor, !player->refire, PClass::FindClass(NAME_BulletPuff), P_BulletSlope (actor));
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}
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//
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@ -496,6 +496,7 @@ void A_BFGSpray (AActor *mo)
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const PClass *spraytype = NULL;
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int numrays = 40;
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int damagecnt = 15;
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AActor *linetarget;
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int index = CheckIndex (3, NULL);
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if (index >= 0)
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@ -523,7 +524,7 @@ void A_BFGSpray (AActor *mo)
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an = mo->angle - ANG90/2 + ANG90/numrays*i;
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// mo->target is the originator (player) of the missile
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P_AimLineAttack (mo->target, an, 16*64*FRACUNIT, ANGLE_1*32);
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P_AimLineAttack (mo->target, an, 16*64*FRACUNIT, &linetarget, ANGLE_1*32);
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if (!linetarget)
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continue;
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@ -397,12 +397,13 @@ void A_M_Saw (AActor *self)
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{
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angle_t angle;
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int damage;
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AActor *linetarget;
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damage = 2 * (pr_m_saw()%10+1);
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angle = self->angle + (pr_m_saw.Random2() << 18);
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P_LineAttack (self, angle, MELEERANGE+1,
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P_AimLineAttack (self, angle, MELEERANGE+1), damage,
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P_AimLineAttack (self, angle, MELEERANGE+1, &linetarget), damage,
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NAME_Melee, NAME_BulletPuff);
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if (!linetarget)
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@ -447,6 +448,7 @@ void A_M_Punch (AActor *self)
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angle_t angle;
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int damage;
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int pitch;
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AActor *linetarget;
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if (self->target == NULL)
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return;
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@ -455,7 +457,7 @@ void A_M_Punch (AActor *self)
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A_FaceTarget (self);
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angle = self->angle + (pr_m_punch.Random2() << 18);
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pitch = P_AimLineAttack (self, angle, MELEERANGE);
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pitch = P_AimLineAttack (self, angle, MELEERANGE, &linetarget);
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P_LineAttack (self, angle, MELEERANGE, pitch, damage, NAME_Melee, NAME_BulletPuff, true);
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// turn to face target
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@ -477,6 +479,7 @@ void A_M_BerserkPunch (AActor *self)
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angle_t angle;
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int damage;
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int pitch;
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AActor *linetarget;
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if (self->target == NULL)
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return;
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@ -485,7 +488,7 @@ void A_M_BerserkPunch (AActor *self)
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A_FaceTarget (self);
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angle = self->angle + (pr_m_punch.Random2() << 18);
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pitch = P_AimLineAttack (self, angle, MELEERANGE);
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pitch = P_AimLineAttack (self, angle, MELEERANGE, &linetarget);
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P_LineAttack (self, angle, MELEERANGE, pitch, damage, NAME_Melee, NAME_BulletPuff, true);
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// turn to face target
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@ -403,6 +403,7 @@ void A_BeakAttackPL1 (AActor *actor)
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int damage;
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int slope;
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player_t *player;
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AActor *linetarget;
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if (NULL == (player = actor->player))
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{
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@ -411,7 +412,7 @@ void A_BeakAttackPL1 (AActor *actor)
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damage = 1 + (pr_beakatkpl1()&3);
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angle = player->mo->angle;
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slope = P_AimLineAttack (player->mo, angle, MELEERANGE);
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slope = P_AimLineAttack (player->mo, angle, MELEERANGE, &linetarget);
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P_LineAttack (player->mo, angle, MELEERANGE, slope, damage, NAME_Melee, RUNTIME_CLASS(ABeakPuff), true);
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if (linetarget)
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{
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@ -435,6 +436,7 @@ void A_BeakAttackPL2 (AActor *actor)
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int damage;
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int slope;
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player_t *player;
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AActor *linetarget;
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if (NULL == (player = actor->player))
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{
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@ -443,7 +445,7 @@ void A_BeakAttackPL2 (AActor *actor)
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damage = pr_beakatkpl2.HitDice (4);
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angle = player->mo->angle;
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slope = P_AimLineAttack (player->mo, angle, MELEERANGE);
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slope = P_AimLineAttack (player->mo, angle, MELEERANGE, &linetarget);
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P_LineAttack (player->mo, angle, MELEERANGE, slope, damage, NAME_Melee, RUNTIME_CLASS(ABeakPuff), true);
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if (linetarget)
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{
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@ -201,6 +201,7 @@ void A_StaffAttackPL1 (AActor *actor)
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int damage;
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int slope;
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player_t *player;
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AActor *linetarget;
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if (NULL == (player = actor->player))
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{
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@ -216,7 +217,7 @@ void A_StaffAttackPL1 (AActor *actor)
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damage = 5+(pr_sap()&15);
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angle = player->mo->angle;
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angle += pr_sap.Random2() << 18;
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slope = P_AimLineAttack (player->mo, angle, MELEERANGE);
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slope = P_AimLineAttack (player->mo, angle, MELEERANGE, &linetarget);
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P_LineAttack (player->mo, angle, MELEERANGE, slope, damage, NAME_Melee, RUNTIME_CLASS(AStaffPuff), true);
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if (linetarget)
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{
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int damage;
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int slope;
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player_t *player;
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AActor *linetarget;
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if (NULL == (player = actor->player))
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{
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damage = 18+(pr_sap2()&63);
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angle = player->mo->angle;
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angle += pr_sap2.Random2() << 18;
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slope = P_AimLineAttack (player->mo, angle, MELEERANGE);
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slope = P_AimLineAttack (player->mo, angle, MELEERANGE, &linetarget);
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P_LineAttack (player->mo, angle, MELEERANGE, slope, damage, NAME_Melee, RUNTIME_CLASS(AStaffPuff2), true);
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if (linetarget)
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{
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@ -447,14 +449,14 @@ void A_FireGoldWandPL1 (AActor *actor)
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if (!weapon->DepleteAmmo (weapon->bAltFire))
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return;
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}
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P_BulletSlope(mo);
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angle_t pitch = P_BulletSlope(mo);
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damage = 7+(pr_fgw()&7);
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angle = mo->angle;
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if (player->refire)
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{
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angle += pr_fgw.Random2() << 18;
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}
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P_LineAttack (mo, angle, PLAYERMISSILERANGE, bulletpitch, damage, NAME_None, RUNTIME_CLASS(AGoldWandPuff1));
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P_LineAttack (mo, angle, PLAYERMISSILERANGE, pitch, damage, NAME_None, RUNTIME_CLASS(AGoldWandPuff1));
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S_Sound (player->mo, CHAN_WEAPON, "weapons/wandhit", 1, ATTN_NORM);
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}
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@ -485,16 +487,16 @@ void A_FireGoldWandPL2 (AActor *actor)
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if (!weapon->DepleteAmmo (weapon->bAltFire))
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return;
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}
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P_BulletSlope (mo);
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angle_t pitch = P_BulletSlope(mo);
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momz = FixedMul (GetDefault<AGoldWandFX2>()->Speed,
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finetangent[FINEANGLES/4-((signed)bulletpitch>>ANGLETOFINESHIFT)]);
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finetangent[FINEANGLES/4-((signed)pitch>>ANGLETOFINESHIFT)]);
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P_SpawnMissileAngle (mo, RUNTIME_CLASS(AGoldWandFX2), mo->angle-(ANG45/8), momz);
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P_SpawnMissileAngle (mo, RUNTIME_CLASS(AGoldWandFX2), mo->angle+(ANG45/8), momz);
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angle = mo->angle-(ANG45/8);
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for(i = 0; i < 5; i++)
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{
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damage = 1+(pr_fgw2()&7);
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P_LineAttack (mo, angle, PLAYERMISSILERANGE, bulletpitch, damage, NAME_None, RUNTIME_CLASS(AGoldWandPuff2));
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P_LineAttack (mo, angle, PLAYERMISSILERANGE, pitch, damage, NAME_None, RUNTIME_CLASS(AGoldWandPuff2));
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angle += ((ANG45/8)*2)/4;
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}
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S_Sound (player->mo, CHAN_WEAPON, "weapons/wandhit", 1, ATTN_NORM);
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@ -1339,6 +1341,7 @@ void A_FireMacePL2 (AActor *actor)
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{
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AActor *mo;
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player_t *player;
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AActor *linetarget;
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if (NULL == (player = actor->player))
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{
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@ -1351,7 +1354,7 @@ void A_FireMacePL2 (AActor *actor)
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if (!weapon->DepleteAmmo (weapon->bAltFire))
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return;
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}
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mo = P_SpawnPlayerMissile (player->mo, RUNTIME_CLASS(AMaceFX4));
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mo = P_SpawnPlayerMissile (player->mo, 0,0,0, RUNTIME_CLASS(AMaceFX4), 0, &linetarget);
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if (mo)
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{
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mo->momx += player->mo->momx;
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@ -1378,6 +1381,7 @@ void A_DeathBallImpact (AActor *ball)
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AActor *target;
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angle_t angle = 0;
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bool newAngle;
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AActor *linetarget;
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if ((ball->z <= ball->floorz) && P_HitFloor (ball))
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{ // Landed in some sort of liquid
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@ -1424,7 +1428,7 @@ void A_DeathBallImpact (AActor *ball)
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angle = 0;
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for (i = 0; i < 16; i++)
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{
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P_AimLineAttack (ball, angle, 10*64*FRACUNIT);
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P_AimLineAttack (ball, angle, 10*64*FRACUNIT, &linetarget);
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if (linetarget && ball->target != linetarget)
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{
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ball->tracer = linetarget;
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@ -1624,6 +1628,7 @@ void A_GauntletAttack (AActor *actor)
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player_t *player;
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const PClass *pufftype;
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AInventory *power;
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AActor *linetarget;
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if (NULL == (player = actor->player))
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{
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@ -1654,7 +1659,7 @@ void A_GauntletAttack (AActor *actor)
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angle += pr_gatk.Random2() << 18;
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pufftype = RUNTIME_CLASS(AGauntletPuff1);
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}
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slope = P_AimLineAttack (player->mo, angle, dist);
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slope = P_AimLineAttack (player->mo, angle, dist, &linetarget);
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P_LineAttack (player->mo, angle, dist, slope, damage, NAME_Melee, pufftype);
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if (!linetarget)
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{
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@ -1973,14 +1978,14 @@ void A_FireBlasterPL1 (AActor *actor)
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if (!weapon->DepleteAmmo (weapon->bAltFire))
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return;
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}
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P_BulletSlope(actor);
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angle_t pitch = P_BulletSlope(actor);
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damage = pr_fb1.HitDice (4);
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angle = actor->angle;
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if (player->refire)
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{
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angle += pr_fb1.Random2() << 18;
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}
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P_LineAttack (actor, angle, PLAYERMISSILERANGE, bulletpitch, damage, NAME_None, RUNTIME_CLASS(ABlasterPuff));
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P_LineAttack (actor, angle, PLAYERMISSILERANGE, pitch, damage, NAME_None, RUNTIME_CLASS(ABlasterPuff));
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S_Sound (actor, CHAN_WEAPON, "weapons/blastershoot", 1, ATTN_NORM);
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}
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@ -2392,6 +2397,8 @@ void A_FireSkullRodPL1 (AActor *actor)
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void A_FireSkullRodPL2 (AActor *actor)
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{
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player_t *player;
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AActor *MissileActor;
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AActor *linetarget;
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if (NULL == (player = actor->player))
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{
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@ -2403,7 +2410,7 @@ void A_FireSkullRodPL2 (AActor *actor)
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if (!weapon->DepleteAmmo (weapon->bAltFire))
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return;
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}
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P_SpawnPlayerMissile (player->mo, RUNTIME_CLASS(AHornRodFX2));
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P_SpawnPlayerMissile (player->mo, 0,0,0, RUNTIME_CLASS(AHornRodFX2), 0, &linetarget, &MissileActor);
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// Use MissileActor instead of the return value from
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// P_SpawnPlayerMissile because we need to give info to the mobj
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// even if it exploded immediately.
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@ -559,6 +559,7 @@ void SpawnSpiritTail (AActor *spirit)
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void A_CHolyAttack (AActor *actor)
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{
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player_t *player;
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AActor *linetarget;
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if (NULL == (player = actor->player))
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{
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@ -570,7 +571,7 @@ void A_CHolyAttack (AActor *actor)
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if (!weapon->DepleteAmmo (weapon->bAltFire))
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return;
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}
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AActor * missile = P_SpawnPlayerMissile (actor, RUNTIME_CLASS(AHolyMissile));
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AActor * missile = P_SpawnPlayerMissile (actor, 0,0,0, RUNTIME_CLASS(AHolyMissile), 0, &linetarget);
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if (missile != NULL) missile->tracer = linetarget;
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weapon->CHolyCount = 3;
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@ -11,7 +11,7 @@
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#include "gstrings.h"
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#include "a_hexenglobal.h"
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extern void AdjustPlayerAngle (AActor *pmo);
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extern void AdjustPlayerAngle (AActor *pmo, AActor *linetarget);
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|
||||
static FRandom pr_atk ("CMaceAttack");
|
||||
|
||||
|
@ -81,6 +81,7 @@ void A_CMaceAttack (AActor *actor)
|
|||
int slope;
|
||||
int i;
|
||||
player_t *player;
|
||||
AActor *linetarget;
|
||||
|
||||
if (NULL == (player = actor->player))
|
||||
{
|
||||
|
@ -91,21 +92,21 @@ void A_CMaceAttack (AActor *actor)
|
|||
for (i = 0; i < 16; i++)
|
||||
{
|
||||
angle = player->mo->angle+i*(ANG45/16);
|
||||
slope = P_AimLineAttack (player->mo, angle, 2*MELEERANGE);
|
||||
slope = P_AimLineAttack (player->mo, angle, 2*MELEERANGE, &linetarget);
|
||||
if (linetarget)
|
||||
{
|
||||
P_LineAttack (player->mo, angle, 2*MELEERANGE, slope, damage, NAME_Melee, RUNTIME_CLASS(AHammerPuff), true);
|
||||
AdjustPlayerAngle (player->mo);
|
||||
AdjustPlayerAngle (player->mo, linetarget);
|
||||
// player->mo->angle = R_PointToAngle2(player->mo->x,
|
||||
// player->mo->y, linetarget->x, linetarget->y);
|
||||
goto macedone;
|
||||
}
|
||||
angle = player->mo->angle-i*(ANG45/16);
|
||||
slope = P_AimLineAttack (player->mo, angle, 2*MELEERANGE);
|
||||
slope = P_AimLineAttack (player->mo, angle, 2*MELEERANGE, &linetarget);
|
||||
if (linetarget)
|
||||
{
|
||||
P_LineAttack (player->mo, angle, 2*MELEERANGE, slope, damage, NAME_Melee, RUNTIME_CLASS(AHammerPuff), true);
|
||||
AdjustPlayerAngle (player->mo);
|
||||
AdjustPlayerAngle (player->mo, linetarget);
|
||||
// player->mo->angle = R_PointToAngle2(player->mo->x,
|
||||
// player->mo->y, linetarget->x, linetarget->y);
|
||||
goto macedone;
|
||||
|
@ -115,7 +116,7 @@ void A_CMaceAttack (AActor *actor)
|
|||
player->mo->special1 = 0;
|
||||
|
||||
angle = player->mo->angle;
|
||||
slope = P_AimLineAttack (player->mo, angle, MELEERANGE);
|
||||
slope = P_AimLineAttack (player->mo, angle, MELEERANGE, &linetarget);
|
||||
P_LineAttack (player->mo, angle, MELEERANGE, slope, damage, NAME_Melee, RUNTIME_CLASS(AHammerPuff));
|
||||
macedone:
|
||||
return;
|
||||
|
|
|
@ -188,6 +188,7 @@ void A_CStaffCheck (AActor *actor)
|
|||
int slope;
|
||||
int i;
|
||||
player_t *player;
|
||||
AActor *linetarget;
|
||||
|
||||
if (NULL == (player = actor->player))
|
||||
{
|
||||
|
@ -200,7 +201,7 @@ void A_CStaffCheck (AActor *actor)
|
|||
for (i = 0; i < 3; i++)
|
||||
{
|
||||
angle = pmo->angle+i*(ANG45/16);
|
||||
slope = P_AimLineAttack (pmo, angle, fixed_t(1.5*MELEERANGE));
|
||||
slope = P_AimLineAttack (pmo, angle, fixed_t(1.5*MELEERANGE), &linetarget);
|
||||
if (linetarget)
|
||||
{
|
||||
P_LineAttack (pmo, angle, fixed_t(1.5*MELEERANGE), slope, damage, NAME_Melee, RUNTIME_CLASS(ACStaffPuff));
|
||||
|
@ -224,7 +225,7 @@ void A_CStaffCheck (AActor *actor)
|
|||
break;
|
||||
}
|
||||
angle = pmo->angle-i*(ANG45/16);
|
||||
slope = P_AimLineAttack (player->mo, angle, fixed_t(1.5*MELEERANGE));
|
||||
slope = P_AimLineAttack (player->mo, angle, fixed_t(1.5*MELEERANGE), &linetarget);
|
||||
if (linetarget)
|
||||
{
|
||||
P_LineAttack (pmo, angle, fixed_t(1.5*MELEERANGE), slope, damage, NAME_Melee, RUNTIME_CLASS(ACStaffPuff));
|
||||
|
|
|
@ -23,7 +23,7 @@ void A_FAxeCheckReadyG (AActor *actor);
|
|||
void A_FAxeCheckUpG (AActor *actor);
|
||||
void A_FAxeAttack (AActor *actor);
|
||||
|
||||
extern void AdjustPlayerAngle (AActor *pmo);
|
||||
extern void AdjustPlayerAngle (AActor *pmo, AActor *linetarget);
|
||||
|
||||
EXTERN_CVAR (Int, cl_bloodtype)
|
||||
|
||||
|
@ -323,6 +323,7 @@ void A_FAxeAttack (AActor *actor)
|
|||
player_t *player;
|
||||
AWeapon *weapon;
|
||||
const PClass *pufftype;
|
||||
AActor *linetarget;
|
||||
|
||||
if (NULL == (player = actor->player))
|
||||
{
|
||||
|
@ -349,7 +350,7 @@ void A_FAxeAttack (AActor *actor)
|
|||
for (i = 0; i < 16; i++)
|
||||
{
|
||||
angle = pmo->angle+i*(ANG45/16);
|
||||
slope = P_AimLineAttack (pmo, angle, AXERANGE);
|
||||
slope = P_AimLineAttack (pmo, angle, AXERANGE, &linetarget);
|
||||
if (linetarget)
|
||||
{
|
||||
P_LineAttack (pmo, angle, AXERANGE, slope, damage, NAME_Melee, pufftype, true);
|
||||
|
@ -357,12 +358,12 @@ void A_FAxeAttack (AActor *actor)
|
|||
{
|
||||
P_ThrustMobj (linetarget, angle, power);
|
||||
}
|
||||
AdjustPlayerAngle (pmo);
|
||||
AdjustPlayerAngle (pmo, linetarget);
|
||||
useMana++;
|
||||
goto axedone;
|
||||
}
|
||||
angle = pmo->angle-i*(ANG45/16);
|
||||
slope = P_AimLineAttack (pmo, angle, AXERANGE);
|
||||
slope = P_AimLineAttack (pmo, angle, AXERANGE, &linetarget);
|
||||
if (linetarget)
|
||||
{
|
||||
P_LineAttack (pmo, angle, AXERANGE, slope, damage, NAME_Melee, pufftype, true);
|
||||
|
@ -370,7 +371,7 @@ void A_FAxeAttack (AActor *actor)
|
|||
{
|
||||
P_ThrustMobj (linetarget, angle, power);
|
||||
}
|
||||
AdjustPlayerAngle (pmo);
|
||||
AdjustPlayerAngle (pmo, linetarget);
|
||||
useMana++;
|
||||
goto axedone;
|
||||
}
|
||||
|
@ -379,7 +380,7 @@ void A_FAxeAttack (AActor *actor)
|
|||
pmo->special1 = 0;
|
||||
|
||||
angle = pmo->angle;
|
||||
slope = P_AimLineAttack (pmo, angle, MELEERANGE);
|
||||
slope = P_AimLineAttack (pmo, angle, MELEERANGE, &linetarget);
|
||||
P_LineAttack (pmo, angle, MELEERANGE, slope, damage, NAME_Melee, pufftype, true);
|
||||
|
||||
axedone:
|
||||
|
|
|
@ -15,7 +15,7 @@ const fixed_t HAMMER_RANGE = MELEERANGE+MELEERANGE/2;
|
|||
|
||||
static FRandom pr_atk ("FHammerAtk");
|
||||
|
||||
extern void AdjustPlayerAngle (AActor *pmo);
|
||||
extern void AdjustPlayerAngle (AActor *pmo, AActor *linetarget);
|
||||
|
||||
void A_FHammerAttack (AActor *actor);
|
||||
void A_FHammerThrow (AActor *actor);
|
||||
|
@ -179,6 +179,7 @@ void A_FHammerAttack (AActor *actor)
|
|||
int slope;
|
||||
int i;
|
||||
player_t *player;
|
||||
AActor *linetarget;
|
||||
|
||||
if (NULL == (player = actor->player))
|
||||
{
|
||||
|
@ -191,11 +192,11 @@ void A_FHammerAttack (AActor *actor)
|
|||
for (i = 0; i < 16; i++)
|
||||
{
|
||||
angle = pmo->angle + i*(ANG45/32);
|
||||
slope = P_AimLineAttack (pmo, angle, HAMMER_RANGE);
|
||||
slope = P_AimLineAttack (pmo, angle, HAMMER_RANGE, &linetarget);
|
||||
if (linetarget)
|
||||
{
|
||||
P_LineAttack (pmo, angle, HAMMER_RANGE, slope, damage, NAME_Melee, RUNTIME_CLASS(AHammerPuff), true);
|
||||
AdjustPlayerAngle(pmo);
|
||||
AdjustPlayerAngle(pmo, linetarget);
|
||||
if (linetarget->flags3&MF3_ISMONSTER || linetarget->player)
|
||||
{
|
||||
P_ThrustMobj (linetarget, angle, power);
|
||||
|
@ -204,11 +205,11 @@ void A_FHammerAttack (AActor *actor)
|
|||
goto hammerdone;
|
||||
}
|
||||
angle = pmo->angle-i*(ANG45/32);
|
||||
slope = P_AimLineAttack(pmo, angle, HAMMER_RANGE);
|
||||
slope = P_AimLineAttack(pmo, angle, HAMMER_RANGE, &linetarget);
|
||||
if(linetarget)
|
||||
{
|
||||
P_LineAttack(pmo, angle, HAMMER_RANGE, slope, damage, NAME_Melee, RUNTIME_CLASS(AHammerPuff), true);
|
||||
AdjustPlayerAngle(pmo);
|
||||
AdjustPlayerAngle(pmo, linetarget);
|
||||
if (linetarget->flags3&MF3_ISMONSTER || linetarget->player)
|
||||
{
|
||||
P_ThrustMobj(linetarget, angle, power);
|
||||
|
@ -219,7 +220,7 @@ void A_FHammerAttack (AActor *actor)
|
|||
}
|
||||
// didn't find any targets in meleerange, so set to throw out a hammer
|
||||
angle = pmo->angle;
|
||||
slope = P_AimLineAttack (pmo, angle, HAMMER_RANGE);
|
||||
slope = P_AimLineAttack (pmo, angle, HAMMER_RANGE, &linetarget);
|
||||
if (P_LineAttack (pmo, angle, HAMMER_RANGE, slope, damage, NAME_Melee, RUNTIME_CLASS(AHammerPuff), true) != NULL)
|
||||
{
|
||||
pmo->special1 = false;
|
||||
|
|
|
@ -109,7 +109,7 @@ static FRandom pr_fpatk ("FPunchAttack");
|
|||
|
||||
#define MAX_ANGLE_ADJUST (5*ANGLE_1)
|
||||
|
||||
void AdjustPlayerAngle (AActor *pmo)
|
||||
void AdjustPlayerAngle (AActor *pmo, AActor *linetarget)
|
||||
{
|
||||
angle_t angle;
|
||||
int difference;
|
||||
|
@ -235,6 +235,7 @@ void A_FPunchAttack (AActor *actor)
|
|||
int i;
|
||||
player_t *player;
|
||||
const PClass *pufftype;
|
||||
AActor *linetarget;
|
||||
|
||||
if (NULL == (player = actor->player))
|
||||
{
|
||||
|
@ -248,7 +249,7 @@ void A_FPunchAttack (AActor *actor)
|
|||
for (i = 0; i < 16; i++)
|
||||
{
|
||||
angle = pmo->angle + i*(ANG45/16);
|
||||
slope = P_AimLineAttack (pmo, angle, 2*MELEERANGE);
|
||||
slope = P_AimLineAttack (pmo, angle, 2*MELEERANGE, &linetarget);
|
||||
if (linetarget)
|
||||
{
|
||||
pmo->special1++;
|
||||
|
@ -263,11 +264,11 @@ void A_FPunchAttack (AActor *actor)
|
|||
{
|
||||
P_ThrustMobj (linetarget, angle, power);
|
||||
}
|
||||
AdjustPlayerAngle (pmo);
|
||||
AdjustPlayerAngle (pmo, linetarget);
|
||||
goto punchdone;
|
||||
}
|
||||
angle = pmo->angle-i * (ANG45/16);
|
||||
slope = P_AimLineAttack (pmo, angle, 2*MELEERANGE);
|
||||
slope = P_AimLineAttack (pmo, angle, 2*MELEERANGE, &linetarget);
|
||||
if (linetarget)
|
||||
{
|
||||
pmo->special1++;
|
||||
|
@ -282,7 +283,7 @@ void A_FPunchAttack (AActor *actor)
|
|||
{
|
||||
P_ThrustMobj (linetarget, angle, power);
|
||||
}
|
||||
AdjustPlayerAngle (pmo);
|
||||
AdjustPlayerAngle (pmo, linetarget);
|
||||
goto punchdone;
|
||||
}
|
||||
}
|
||||
|
@ -290,7 +291,7 @@ void A_FPunchAttack (AActor *actor)
|
|||
pmo->special1 = 0;
|
||||
|
||||
angle = pmo->angle;
|
||||
slope = P_AimLineAttack (pmo, angle, MELEERANGE);
|
||||
slope = P_AimLineAttack (pmo, angle, MELEERANGE, &linetarget);
|
||||
P_LineAttack (pmo, angle, MELEERANGE, slope, damage, NAME_Melee, pufftype, true);
|
||||
|
||||
punchdone:
|
||||
|
|
|
@ -159,6 +159,7 @@ void A_FireConePL1 (AActor *actor)
|
|||
AActor *mo;
|
||||
bool conedone=false;
|
||||
player_t *player;
|
||||
AActor *linetarget;
|
||||
|
||||
if (NULL == (player = actor->player))
|
||||
{
|
||||
|
@ -177,7 +178,7 @@ void A_FireConePL1 (AActor *actor)
|
|||
for (i = 0; i < 16; i++)
|
||||
{
|
||||
angle = actor->angle+i*(ANG45/16);
|
||||
slope = P_AimLineAttack (actor, angle, MELEERANGE);
|
||||
slope = P_AimLineAttack (actor, angle, MELEERANGE, &linetarget);
|
||||
if (linetarget)
|
||||
{
|
||||
P_DamageMobj (linetarget, actor, actor, damage, NAME_Ice);
|
||||
|
|
|
@ -387,9 +387,10 @@ void A_MStaffAttack2 (AActor *actor)
|
|||
void MStaffSpawn (AActor *pmo, angle_t angle)
|
||||
{
|
||||
AActor *mo;
|
||||
AActor *linetarget;
|
||||
|
||||
mo = P_SpawnPlayerMissile (pmo, 0, 0, 8*FRACUNIT,
|
||||
RUNTIME_CLASS(AMageStaffFX2), angle);
|
||||
RUNTIME_CLASS(AMageStaffFX2), angle, &linetarget);
|
||||
if (mo)
|
||||
{
|
||||
mo->target = pmo;
|
||||
|
@ -407,6 +408,7 @@ void A_MStaffAttack (AActor *actor)
|
|||
{
|
||||
angle_t angle;
|
||||
player_t *player;
|
||||
AActor *linetarget;
|
||||
|
||||
if (NULL == (player = actor->player))
|
||||
{
|
||||
|
@ -422,7 +424,7 @@ void A_MStaffAttack (AActor *actor)
|
|||
angle = actor->angle;
|
||||
|
||||
// [RH] Let's try and actually track what the player aimed at
|
||||
P_AimLineAttack (actor, angle, PLAYERMISSILERANGE, ANGLE_1*32);
|
||||
P_AimLineAttack (actor, angle, PLAYERMISSILERANGE, &linetarget, ANGLE_1*32);
|
||||
if (linetarget == NULL)
|
||||
{
|
||||
BlockCheckLine.x = actor->x;
|
||||
|
|
|
@ -124,7 +124,7 @@ void AMageWandMissile::Tick ()
|
|||
PrevZ = z;
|
||||
|
||||
// [RH] Ripping is a little different than it was in Hexen
|
||||
DoRipping = true;
|
||||
FCheckPosition tm(!!(flags2 & MF2_RIP));
|
||||
|
||||
// Handle movement
|
||||
if (momx || momy || (z != floorz) || momz)
|
||||
|
@ -137,11 +137,10 @@ void AMageWandMissile::Tick ()
|
|||
{
|
||||
if (changexy)
|
||||
{
|
||||
LastRipped = NULL; // [RH] Do rip damage each step, like Hexen
|
||||
if (!P_TryMove (this, x+xfrac,y+yfrac, true))
|
||||
tm.LastRipped = NULL; // [RH] Do rip damage each step, like Hexen
|
||||
if (!P_TryMove (this, x+xfrac,y+yfrac, true, false, tm))
|
||||
{ // Blocked move
|
||||
P_ExplodeMissile (this, BlockingLine, BlockingMobj);
|
||||
DoRipping = false;
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
@ -151,14 +150,12 @@ void AMageWandMissile::Tick ()
|
|||
z = floorz;
|
||||
P_HitFloor (this);
|
||||
P_ExplodeMissile (this, NULL, NULL);
|
||||
DoRipping = false;
|
||||
return;
|
||||
}
|
||||
if (z+height > ceilingz)
|
||||
{ // Hit the ceiling
|
||||
z = ceilingz-height;
|
||||
P_ExplodeMissile (this, NULL, NULL);
|
||||
DoRipping = false;
|
||||
return;
|
||||
}
|
||||
if (changexy)
|
||||
|
@ -175,7 +172,7 @@ void AMageWandMissile::Tick ()
|
|||
}
|
||||
}
|
||||
}
|
||||
DoRipping = false;
|
||||
|
||||
// Advance the state
|
||||
if (tics != -1)
|
||||
{
|
||||
|
|
|
@ -16,7 +16,7 @@ static FRandom pr_snoutattack ("SnoutAttack");
|
|||
static FRandom pr_pigattack ("PigAttack");
|
||||
static FRandom pr_pigplayerthink ("PigPlayerThink");
|
||||
|
||||
extern void AdjustPlayerAngle (AActor *);
|
||||
extern void AdjustPlayerAngle (AActor *, AActor *);
|
||||
|
||||
void A_SnoutAttack (AActor *actor);
|
||||
|
||||
|
@ -260,6 +260,7 @@ void A_SnoutAttack (AActor *actor)
|
|||
int slope;
|
||||
player_t *player;
|
||||
AActor *puff;
|
||||
AActor *linetarget;
|
||||
|
||||
if (NULL == (player = actor->player))
|
||||
{
|
||||
|
@ -268,12 +269,12 @@ void A_SnoutAttack (AActor *actor)
|
|||
|
||||
damage = 3+(pr_snoutattack()&3);
|
||||
angle = player->mo->angle;
|
||||
slope = P_AimLineAttack(player->mo, angle, MELEERANGE);
|
||||
slope = P_AimLineAttack(player->mo, angle, MELEERANGE, &linetarget);
|
||||
puff = P_LineAttack(player->mo, angle, MELEERANGE, slope, damage, NAME_Melee, RUNTIME_CLASS(ASnoutPuff), true);
|
||||
S_Sound(player->mo, CHAN_VOICE, "PigActive", 1, ATTN_NORM);
|
||||
if(linetarget)
|
||||
{
|
||||
AdjustPlayerAngle(player->mo);
|
||||
AdjustPlayerAngle(player->mo, linetarget);
|
||||
if(puff != NULL)
|
||||
{ // Bit something
|
||||
S_Sound(player->mo, CHAN_VOICE, "PigAttack", 1, ATTN_NORM);
|
||||
|
|
|
@ -199,6 +199,7 @@ void A_JabDagger (AActor *actor)
|
|||
int damage;
|
||||
int pitch;
|
||||
int power;
|
||||
AActor *linetarget;
|
||||
|
||||
power = MIN(10, actor->player->stamina / 10);
|
||||
damage = (pr_jabdagger() % (power + 8)) * (power + 2);
|
||||
|
@ -209,7 +210,7 @@ void A_JabDagger (AActor *actor)
|
|||
}
|
||||
|
||||
angle = actor->angle + (pr_jabdagger.Random2() << 18);
|
||||
pitch = P_AimLineAttack (actor, angle, 80*FRACUNIT);
|
||||
pitch = P_AimLineAttack (actor, angle, 80*FRACUNIT, &linetarget);
|
||||
P_LineAttack (actor, angle, 80*FRACUNIT, pitch, damage, NAME_Melee, RUNTIME_CLASS(AStrifeSpark), true);
|
||||
|
||||
// turn to face target
|
||||
|
@ -675,7 +676,7 @@ bool AAssaultGun::HandlePickup (AInventory *item)
|
|||
//
|
||||
//============================================================================
|
||||
|
||||
void P_StrifeGunShot (AActor *mo, bool accurate)
|
||||
void P_StrifeGunShot (AActor *mo, bool accurate, angle_t pitch)
|
||||
{
|
||||
angle_t angle;
|
||||
int damage;
|
||||
|
@ -688,7 +689,7 @@ void P_StrifeGunShot (AActor *mo, bool accurate)
|
|||
angle += pr_sgunshot.Random2() << (20 - mo->player->accuracy * 5 / 100);
|
||||
}
|
||||
|
||||
P_LineAttack (mo, angle, PLAYERMISSILERANGE, bulletpitch, damage, NAME_None, RUNTIME_CLASS(AStrifePuff));
|
||||
P_LineAttack (mo, angle, PLAYERMISSILERANGE, pitch, damage, NAME_None, RUNTIME_CLASS(AStrifePuff));
|
||||
}
|
||||
|
||||
//============================================================================
|
||||
|
@ -719,8 +720,7 @@ void A_FireAssaultGun (AActor *self)
|
|||
accurate = true;
|
||||
}
|
||||
|
||||
P_BulletSlope (self);
|
||||
P_StrifeGunShot (self, accurate);
|
||||
P_StrifeGunShot (self, accurate, P_BulletSlope (self));
|
||||
}
|
||||
|
||||
// Standing variant of the assault gun --------------------------------------
|
||||
|
@ -1303,13 +1303,13 @@ void A_FireMauler1 (AActor *self)
|
|||
S_Sound (self, CHAN_WEAPON, "weapons/mauler1", 1, ATTN_NORM);
|
||||
|
||||
|
||||
P_BulletSlope (self);
|
||||
int bpitch = P_BulletSlope (self);
|
||||
|
||||
for (int i = 0; i < 20; ++i)
|
||||
{
|
||||
int damage = 5 * (pr_mauler1() % 3 + 1);
|
||||
angle_t angle = self->angle + (pr_mauler1.Random2() << 19);
|
||||
int pitch = bulletpitch + (pr_mauler1.Random2() * 332063);
|
||||
int pitch = bpitch + (pr_mauler1.Random2() * 332063);
|
||||
|
||||
// Strife used a range of 2112 units for the mauler to signal that
|
||||
// it should use a different puff. ZDoom's default range is longer
|
||||
|
@ -2185,6 +2185,7 @@ void A_FireSigil1 (AActor *actor)
|
|||
{
|
||||
AActor *spot;
|
||||
player_t *player = actor->player;
|
||||
AActor *linetarget;
|
||||
|
||||
if (player == NULL || player->ReadyWeapon == NULL)
|
||||
return;
|
||||
|
@ -2192,7 +2193,7 @@ void A_FireSigil1 (AActor *actor)
|
|||
P_DamageMobj (actor, actor, NULL, 1*4, 0, DMG_NO_ARMOR);
|
||||
S_Sound (actor, CHAN_WEAPON, "weapons/sigilcharge", 1, ATTN_NORM);
|
||||
|
||||
P_BulletSlope (actor);
|
||||
P_BulletSlope (actor, &linetarget);
|
||||
if (linetarget != NULL)
|
||||
{
|
||||
spot = Spawn<ASpectralLightningSpot> (linetarget->x, linetarget->y, ONFLOORZ, ALLOW_REPLACE);
|
||||
|
@ -2283,6 +2284,7 @@ void A_FireSigil4 (AActor *actor)
|
|||
{
|
||||
AActor *spot;
|
||||
player_t *player = actor->player;
|
||||
AActor *linetarget;
|
||||
|
||||
if (player == NULL || player->ReadyWeapon == NULL)
|
||||
return;
|
||||
|
@ -2290,10 +2292,10 @@ void A_FireSigil4 (AActor *actor)
|
|||
P_DamageMobj (actor, actor, NULL, 4*4, 0, DMG_NO_ARMOR);
|
||||
S_Sound (actor, CHAN_WEAPON, "weapons/sigilcharge", 1, ATTN_NORM);
|
||||
|
||||
P_BulletSlope (actor);
|
||||
P_BulletSlope (actor, &linetarget);
|
||||
if (linetarget != NULL)
|
||||
{
|
||||
spot = P_SpawnPlayerMissile (actor, RUNTIME_CLASS(ASpectralLightningBigV1));
|
||||
spot = P_SpawnPlayerMissile (actor, 0,0,0, RUNTIME_CLASS(ASpectralLightningBigV1), 0, &linetarget);
|
||||
if (spot != NULL)
|
||||
{
|
||||
spot->tracer = linetarget;
|
||||
|
|
|
@ -349,11 +349,13 @@ bool AActor::SuggestMissileAttack (fixed_t dist)
|
|||
|
||||
bool P_HitFriend(AActor * self)
|
||||
{
|
||||
AActor *linetarget;
|
||||
|
||||
if (self->flags&MF_FRIENDLY && self->target != NULL)
|
||||
{
|
||||
angle_t angle = R_PointToAngle2 (self->x, self->y, self->target->x, self->target->y);
|
||||
fixed_t dist = P_AproxDistance (self->x-self->target->x, self->y-self->target->y);
|
||||
P_AimLineAttack (self, angle, dist, 0, true);
|
||||
P_AimLineAttack (self, angle, dist, &linetarget, 0, true);
|
||||
if (linetarget != NULL && linetarget != self->target)
|
||||
{
|
||||
return self->IsFriend (linetarget);
|
||||
|
|
|
@ -86,7 +86,6 @@ void P_UnPredictPlayer ();
|
|||
#define FLOATRANDZ (FIXED_MAX-1)
|
||||
|
||||
extern fixed_t FloatBobOffsets[64];
|
||||
extern AActor *MissileActor;
|
||||
|
||||
APlayerPawn *P_SpawnPlayer (mapthing2_t* mthing, bool tempplayer=false);
|
||||
|
||||
|
@ -120,7 +119,8 @@ AActor *P_SpawnMissileZAimed (AActor *source, fixed_t z, AActor *dest, const PCl
|
|||
|
||||
AActor *P_SpawnPlayerMissile (AActor* source, const PClass *type);
|
||||
AActor *P_SpawnPlayerMissile (AActor *source, const PClass *type, angle_t angle);
|
||||
AActor *P_SpawnPlayerMissile (AActor *source, fixed_t x, fixed_t y, fixed_t z, const PClass *type, angle_t angle);
|
||||
AActor *P_SpawnPlayerMissile (AActor *source, fixed_t x, fixed_t y, fixed_t z, const PClass *type, angle_t angle,
|
||||
AActor **pLineTarget = NULL, AActor **MissileActor = NULL);
|
||||
|
||||
void P_CheckFakeFloorTriggers (AActor *mo, fixed_t oldz, bool oldz_has_viewheight=false);
|
||||
|
||||
|
@ -345,6 +345,17 @@ struct FCheckPosition
|
|||
bool touchmidtex;
|
||||
bool floatok;
|
||||
line_t *ceilingline;
|
||||
AActor *stepthing;
|
||||
// [RH] These are used by PIT_CheckThing and P_XYMovement to apply
|
||||
// ripping damage once per tic instead of once per move.
|
||||
bool DoRipping;
|
||||
AActor *LastRipped;
|
||||
|
||||
FCheckPosition(bool rip=false)
|
||||
{
|
||||
DoRipping = rip;
|
||||
LastRipped = NULL;
|
||||
}
|
||||
};
|
||||
|
||||
|
||||
|
@ -355,13 +366,9 @@ extern msecnode_t *sector_list; // phares 3/16/98
|
|||
|
||||
extern TArray<line_t *> spechit;
|
||||
|
||||
// [RH] These are used by PIT_CheckThing and P_XYMovement to apply
|
||||
// ripping damage once per tic instead of once per move.
|
||||
extern bool DoRipping;
|
||||
extern AActor *LastRipped;
|
||||
|
||||
bool P_TestMobjLocation (AActor *mobj);
|
||||
bool P_TestMobjZ (AActor *mobj, bool quick=true);
|
||||
bool P_TestMobjZ (AActor *mobj, bool quick=true, AActor **pOnmobj = NULL);
|
||||
bool P_CheckPosition (AActor *thing, fixed_t x, fixed_t y, FCheckPosition &tm);
|
||||
bool P_CheckPosition (AActor *thing, fixed_t x, fixed_t y);
|
||||
AActor *P_CheckOnmobj (AActor *thing);
|
||||
|
@ -380,9 +387,7 @@ void P_FindFloorCeiling (AActor *actor);
|
|||
|
||||
bool P_ChangeSector (sector_t* sector, int crunch, int amt, int floorOrCeil, bool isreset);
|
||||
|
||||
extern AActor* linetarget; // who got hit (or NULL)
|
||||
|
||||
fixed_t P_AimLineAttack (AActor *t1, angle_t angle, fixed_t distance, fixed_t vrange=0, bool forcenosmart=false);
|
||||
fixed_t P_AimLineAttack (AActor *t1, angle_t angle, fixed_t distance, AActor **pLineTarget = NULL, fixed_t vrange=0, bool forcenosmart=false);
|
||||
AActor *P_LineAttack (AActor *t1, angle_t angle, fixed_t distance, int pitch, int damage, FName damageType, const PClass *pufftype, bool ismelee = false);
|
||||
AActor *P_LineAttack (AActor *t1, angle_t angle, fixed_t distance, int pitch, int damage, FName damageType, FName pufftype, bool ismelee = false);
|
||||
void P_TraceBleed (int damage, fixed_t x, fixed_t y, fixed_t z, AActor *target, angle_t angle, int pitch);
|
||||
|
|
|
@ -77,14 +77,9 @@ static FRandom pr_crunch ("DoCrunch");
|
|||
// but don't process them until the move is proven valid
|
||||
TArray<line_t *> spechit;
|
||||
|
||||
AActor *onmobj; // generic global onmobj...used for landing on pods/players
|
||||
|
||||
// Temporary holder for thing_sectorlist threads
|
||||
msecnode_t* sector_list = NULL; // phares 3/16/98
|
||||
|
||||
bool DoRipping;
|
||||
AActor *LastRipped;
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
// PIT_FindFloorCeiling
|
||||
|
@ -643,8 +638,6 @@ bool PIT_CheckLine (line_t *ld, const FBoundingBox &box, FCheckPosition &tm)
|
|||
//
|
||||
//==========================================================================
|
||||
|
||||
static AActor *stepthing;
|
||||
|
||||
bool PIT_CheckThing (AActor *thing, FCheckPosition &tm)
|
||||
{
|
||||
fixed_t topz;
|
||||
|
@ -675,7 +668,7 @@ bool PIT_CheckThing (AActor *thing, FCheckPosition &tm)
|
|||
// if (abs(thing->x - tmx) <= thing->radius &&
|
||||
// abs(thing->y - tmy) <= thing->radius)
|
||||
{
|
||||
stepthing = thing;
|
||||
tm.stepthing = thing;
|
||||
tm.floorz = topz;
|
||||
}
|
||||
}
|
||||
|
@ -842,11 +835,11 @@ bool PIT_CheckThing (AActor *thing, FCheckPosition &tm)
|
|||
{
|
||||
return true;
|
||||
}
|
||||
if (DoRipping && !(thing->flags5 & MF5_DONTRIP))
|
||||
if (tm.DoRipping && !(thing->flags5 & MF5_DONTRIP))
|
||||
{
|
||||
if (LastRipped != thing)
|
||||
if (tm.LastRipped != thing)
|
||||
{
|
||||
LastRipped = thing;
|
||||
tm.LastRipped = thing;
|
||||
if (!(thing->flags & MF_NOBLOOD) &&
|
||||
!(thing->flags2 & MF2_REFLECTIVE) &&
|
||||
!(tm.thing->flags3 & MF3_BLOODLESSIMPACT) &&
|
||||
|
@ -1042,7 +1035,7 @@ bool P_CheckPosition (AActor *thing, fixed_t x, fixed_t y, FCheckPosition &tm)
|
|||
thing->height = realheight + thing->MaxStepHeight;
|
||||
}
|
||||
|
||||
stepthing = NULL;
|
||||
tm.stepthing = NULL;
|
||||
|
||||
FRadiusThingsIterator it2(x, y, thing->radius);
|
||||
AActor *th;
|
||||
|
@ -1125,7 +1118,7 @@ bool P_CheckPosition (AActor *thing, fixed_t x, fixed_t y, FCheckPosition &tm)
|
|||
if (tm.ceilingz - tm.floorz < thing->height)
|
||||
return false;
|
||||
|
||||
if (stepthing != NULL || tm.touchmidtex)
|
||||
if (tm.stepthing != NULL || tm.touchmidtex)
|
||||
{
|
||||
tm.dropoffz = thingdropoffz;
|
||||
}
|
||||
|
@ -1150,10 +1143,11 @@ AActor *P_CheckOnmobj (AActor *thing)
|
|||
{
|
||||
fixed_t oldz;
|
||||
bool good;
|
||||
AActor *onmobj;
|
||||
|
||||
oldz = thing->z;
|
||||
P_FakeZMovement (thing);
|
||||
good = P_TestMobjZ (thing, false);
|
||||
good = P_TestMobjZ (thing, false, &onmobj);
|
||||
thing->z = oldz;
|
||||
|
||||
return good ? NULL : onmobj;
|
||||
|
@ -1165,11 +1159,14 @@ AActor *P_CheckOnmobj (AActor *thing)
|
|||
//
|
||||
//=============================================================================
|
||||
|
||||
bool P_TestMobjZ (AActor *actor, bool quick)
|
||||
bool P_TestMobjZ (AActor *actor, bool quick, AActor **pOnmobj)
|
||||
{
|
||||
onmobj = NULL;
|
||||
AActor *onmobj = NULL;
|
||||
if (actor->flags & MF_NOCLIP)
|
||||
{
|
||||
if (pOnmobj) *pOnmobj = NULL;
|
||||
return true;
|
||||
}
|
||||
|
||||
FRadiusThingsIterator it(actor->x, actor->y, actor->radius);
|
||||
AActor *thing;
|
||||
|
@ -1208,7 +1205,7 @@ bool P_TestMobjZ (AActor *actor, bool quick)
|
|||
if (quick) break;
|
||||
}
|
||||
|
||||
|
||||
if (pOnmobj) *pOnmobj = onmobj;
|
||||
return onmobj == NULL;
|
||||
}
|
||||
|
||||
|
@ -2306,7 +2303,6 @@ bool P_BounceWall (AActor *mo)
|
|||
// Aiming
|
||||
//
|
||||
//============================================================================
|
||||
AActor* linetarget; // who got hit (or NULL)
|
||||
|
||||
struct aim_t
|
||||
{
|
||||
|
@ -2316,6 +2312,7 @@ struct aim_t
|
|||
AActor* shootthing;
|
||||
|
||||
fixed_t toppitch, bottompitch;
|
||||
AActor * linetarget;
|
||||
AActor * thing_friend, * thing_other;
|
||||
angle_t pitch_friend, pitch_other;
|
||||
bool notsmart;
|
||||
|
@ -2460,7 +2457,7 @@ void aim_t::AimTraverse (fixed_t startx, fixed_t starty, fixed_t endx, fixed_t e
|
|||
// P_AimLineAttack
|
||||
//
|
||||
//============================================================================
|
||||
fixed_t P_AimLineAttack (AActor *t1, angle_t angle, fixed_t distance, fixed_t vrange, bool forcenosmart)
|
||||
fixed_t P_AimLineAttack (AActor *t1, angle_t angle, fixed_t distance, AActor **pLineTarget, fixed_t vrange, bool forcenosmart)
|
||||
{
|
||||
fixed_t x2;
|
||||
fixed_t y2;
|
||||
|
@ -2502,7 +2499,7 @@ fixed_t P_AimLineAttack (AActor *t1, angle_t angle, fixed_t distance, fixed_t vr
|
|||
aim.notsmart = forcenosmart;
|
||||
|
||||
aim.attackrange = distance;
|
||||
linetarget = NULL;
|
||||
aim.linetarget = NULL;
|
||||
|
||||
// for smart aiming
|
||||
aim.thing_friend=aim.thing_other=NULL;
|
||||
|
@ -2511,20 +2508,21 @@ fixed_t P_AimLineAttack (AActor *t1, angle_t angle, fixed_t distance, fixed_t vr
|
|||
aim.aimpitch=t1->pitch;
|
||||
aim.AimTraverse (t1->x, t1->y, x2, y2);
|
||||
|
||||
if (!linetarget)
|
||||
if (!aim.linetarget)
|
||||
{
|
||||
if (aim.thing_other)
|
||||
{
|
||||
linetarget=aim.thing_other;
|
||||
aim.linetarget=aim.thing_other;
|
||||
aim.aimpitch=aim.pitch_other;
|
||||
}
|
||||
else if (aim.thing_friend)
|
||||
{
|
||||
linetarget=aim.thing_friend;
|
||||
aim.linetarget=aim.thing_friend;
|
||||
aim.aimpitch=aim.pitch_friend;
|
||||
}
|
||||
}
|
||||
return linetarget ? aim.aimpitch : t1->pitch;
|
||||
if (pLineTarget) *pLineTarget = aim.linetarget;
|
||||
return aim.linetarget ? aim.aimpitch : t1->pitch;
|
||||
}
|
||||
|
||||
|
||||
|
@ -4037,7 +4035,8 @@ void PIT_CeilingRaise (AActor *thing, FChangePosition *cpos)
|
|||
}
|
||||
else if ((thing->flags2 & MF2_PASSMOBJ) && !isgood && thing->z + thing->height < thing->ceilingz)
|
||||
{
|
||||
if (!P_TestMobjZ (thing) && onmobj->z <= thing->z)
|
||||
AActor *onmobj;
|
||||
if (!P_TestMobjZ (thing, true, &onmobj) && onmobj->z <= thing->z)
|
||||
{
|
||||
thing->z = MIN (thing->ceilingz - thing->height,
|
||||
onmobj->z + onmobj->height);
|
||||
|
|
|
@ -157,8 +157,6 @@ fixed_t FloatBobDiffs[64] =
|
|||
CVAR (Int, cl_pufftype, 0, CVAR_ARCHIVE);
|
||||
CVAR (Int, cl_bloodtype, 0, CVAR_ARCHIVE);
|
||||
|
||||
AActor *MissileActor;
|
||||
|
||||
// CODE --------------------------------------------------------------------
|
||||
|
||||
IMPLEMENT_POINTY_CLASS (AActor)
|
||||
|
@ -1508,11 +1506,7 @@ void P_XYMovement (AActor *mo, fixed_t scrollx, fixed_t scrolly)
|
|||
// passes through more than one actor this tic, each one takes damage
|
||||
// and not just the first one.
|
||||
|
||||
if (mo->flags2 & MF2_RIP)
|
||||
{
|
||||
DoRipping = true;
|
||||
LastRipped = NULL;
|
||||
}
|
||||
FCheckPosition tm(!!(mo->flags2 & MF2_RIP));
|
||||
|
||||
do
|
||||
{
|
||||
|
@ -1524,7 +1518,6 @@ void P_XYMovement (AActor *mo, fixed_t scrollx, fixed_t scrolly)
|
|||
*/
|
||||
// [RH] If walking on a slope, stay on the slope
|
||||
// killough 3/15/98: Allow objects to drop off
|
||||
FCheckPosition tm;
|
||||
if (!P_TryMove (mo, ptryx, ptryy, true, walkplane, tm))
|
||||
{
|
||||
// blocked move
|
||||
|
@ -1631,13 +1624,11 @@ void P_XYMovement (AActor *mo, fixed_t scrollx, fixed_t scrolly)
|
|||
{
|
||||
S_SoundID (mo, CHAN_VOICE, mo->SeeSound, 1, ATTN_IDLE);
|
||||
}
|
||||
DoRipping = false;
|
||||
return;
|
||||
}
|
||||
else
|
||||
{ // Struck a player/creature
|
||||
P_ExplodeMissile (mo, NULL, BlockingMobj);
|
||||
DoRipping = false;
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
@ -1651,7 +1642,6 @@ void P_XYMovement (AActor *mo, fixed_t scrollx, fixed_t scrolly)
|
|||
{
|
||||
S_SoundID (mo, CHAN_VOICE, mo->SeeSound, 1, ATTN_IDLE);
|
||||
}
|
||||
DoRipping = false;
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
@ -1679,7 +1669,6 @@ void P_XYMovement (AActor *mo, fixed_t scrollx, fixed_t scrolly)
|
|||
mo->tracer = mo->target;
|
||||
}
|
||||
mo->target = BlockingMobj;
|
||||
DoRipping = false;
|
||||
return;
|
||||
}
|
||||
explode:
|
||||
|
@ -1693,18 +1682,15 @@ explode:
|
|||
// Hack to prevent missiles exploding against the sky.
|
||||
// Does not handle sky floors.
|
||||
mo->Destroy ();
|
||||
DoRipping = false;
|
||||
return;
|
||||
}
|
||||
// [RH] Don't explode on horizon lines.
|
||||
if (mo->BlockingLine != NULL && mo->BlockingLine->special == Line_Horizon)
|
||||
{
|
||||
mo->Destroy ();
|
||||
DoRipping = false;
|
||||
return;
|
||||
}
|
||||
P_ExplodeMissile (mo, mo->BlockingLine, BlockingMobj);
|
||||
DoRipping = false;
|
||||
return;
|
||||
}
|
||||
else
|
||||
|
@ -1734,8 +1720,6 @@ explode:
|
|||
}
|
||||
} while (++step <= steps);
|
||||
|
||||
DoRipping = false;
|
||||
|
||||
// Friction
|
||||
|
||||
if (player && player->mo == mo && player->cheats & CF_NOMOMENTUM)
|
||||
|
@ -4726,19 +4710,20 @@ AActor *P_SpawnPlayerMissile (AActor *source, const PClass *type, angle_t angle)
|
|||
}
|
||||
|
||||
AActor *P_SpawnPlayerMissile (AActor *source, fixed_t x, fixed_t y, fixed_t z,
|
||||
const PClass *type, angle_t angle)
|
||||
const PClass *type, angle_t angle, AActor **pLineTarget, AActor **pMissileActor)
|
||||
{
|
||||
static const int angdiff[3] = { -1<<26, 1<<26, 0 };
|
||||
int i;
|
||||
angle_t an;
|
||||
angle_t pitch;
|
||||
AActor *linetarget;
|
||||
|
||||
// see which target is to be aimed at
|
||||
i = 2;
|
||||
do
|
||||
{
|
||||
an = angle + angdiff[i];
|
||||
pitch = P_AimLineAttack (source, an, 16*64*FRACUNIT);
|
||||
pitch = P_AimLineAttack (source, an, 16*64*FRACUNIT, &linetarget);
|
||||
|
||||
if (source->player != NULL &&
|
||||
level.IsFreelookAllowed() &&
|
||||
|
@ -4752,6 +4737,7 @@ AActor *P_SpawnPlayerMissile (AActor *source, fixed_t x, fixed_t y, fixed_t z,
|
|||
{
|
||||
an = angle;
|
||||
}
|
||||
if (pLineTarget) *pLineTarget = linetarget;
|
||||
|
||||
i = GetDefaultByType (type)->flags3;
|
||||
|
||||
|
@ -4781,7 +4767,8 @@ AActor *P_SpawnPlayerMissile (AActor *source, fixed_t x, fixed_t y, fixed_t z,
|
|||
z = source->floorz;
|
||||
}
|
||||
}
|
||||
MissileActor = Spawn (type, source->x + x, source->y + y, z, ALLOW_REPLACE);
|
||||
AActor *MissileActor = Spawn (type, source->x + x, source->y + y, z, ALLOW_REPLACE);
|
||||
if (pMissileActor) *pMissileActor = MissileActor;
|
||||
P_PlaySpawnSound(MissileActor, source);
|
||||
MissileActor->target = source;
|
||||
MissileActor->angle = an;
|
||||
|
|
|
@ -45,8 +45,6 @@
|
|||
|
||||
// PUBLIC DATA DEFINITIONS -------------------------------------------------
|
||||
|
||||
angle_t bulletpitch;
|
||||
|
||||
// [SO] 1=Weapons states are all 1 tick
|
||||
// 2=states with a function 1 tick, others 0 ticks.
|
||||
CVAR(Int, sv_fastweapons, false, CVAR_SERVERINFO);
|
||||
|
@ -632,18 +630,20 @@ void A_GunFlash (AActor *actor)
|
|||
// the height of the intended target
|
||||
//
|
||||
|
||||
void P_BulletSlope (AActor *mo)
|
||||
angle_t P_BulletSlope (AActor *mo, AActor **pLineTarget)
|
||||
{
|
||||
static const int angdiff[3] = { -1<<26, 1<<26, 0 };
|
||||
int i;
|
||||
angle_t an;
|
||||
angle_t pitch;
|
||||
AActor *linetarget;
|
||||
|
||||
// see which target is to be aimed at
|
||||
i = 2;
|
||||
do
|
||||
{
|
||||
an = mo->angle + angdiff[i];
|
||||
bulletpitch = P_AimLineAttack (mo, an, 16*64*FRACUNIT);
|
||||
pitch = P_AimLineAttack (mo, an, 16*64*FRACUNIT, &linetarget);
|
||||
|
||||
if (mo->player != NULL &&
|
||||
level.IsFreelookAllowed() &&
|
||||
|
@ -652,13 +652,14 @@ void P_BulletSlope (AActor *mo)
|
|||
break;
|
||||
}
|
||||
} while (linetarget == NULL && --i >= 0);
|
||||
return pitch;
|
||||
}
|
||||
|
||||
|
||||
//
|
||||
// P_GunShot
|
||||
//
|
||||
void P_GunShot (AActor *mo, bool accurate, const PClass *pufftype)
|
||||
void P_GunShot (AActor *mo, bool accurate, const PClass *pufftype, angle_t pitch)
|
||||
{
|
||||
angle_t angle;
|
||||
int damage;
|
||||
|
@ -671,7 +672,7 @@ void P_GunShot (AActor *mo, bool accurate, const PClass *pufftype)
|
|||
angle += pr_gunshot.Random2 () << 18;
|
||||
}
|
||||
|
||||
P_LineAttack (mo, angle, PLAYERMISSILERANGE, bulletpitch, damage, NAME_None, pufftype);
|
||||
P_LineAttack (mo, angle, PLAYERMISSILERANGE, pitch, damage, NAME_None, pufftype);
|
||||
}
|
||||
|
||||
void A_Light0 (AActor *actor)
|
||||
|
|
|
@ -90,8 +90,8 @@ void P_BringUpWeapon (player_s *player);
|
|||
void P_FireWeapon (player_s *player);
|
||||
void P_DropWeapon (player_s *player);
|
||||
void P_BobWeapon (player_s *player, pspdef_t *psp, fixed_t *x, fixed_t *y);
|
||||
void P_BulletSlope (AActor *mo);
|
||||
void P_GunShot (AActor *mo, bool accurate, const PClass *pufftype);
|
||||
angle_t P_BulletSlope (AActor *mo, AActor **pLineTarget = NULL);
|
||||
void P_GunShot (AActor *mo, bool accurate, const PClass *pufftype, angle_t pitch);
|
||||
|
||||
void A_WeaponReady (AActor *actor);
|
||||
void A_ReFire (AActor *actor);
|
||||
|
@ -103,6 +103,4 @@ void A_Light0 (AActor *actor);
|
|||
void A_Light1 (AActor *actor);
|
||||
void A_Light2 (AActor *actor);
|
||||
|
||||
extern angle_t bulletpitch;
|
||||
|
||||
#endif // __P_PSPR_H__
|
||||
|
|
|
@ -540,8 +540,7 @@ void A_JumpIfCloser(AActor * self)
|
|||
else
|
||||
{
|
||||
// Does the player aim at something that can be shot?
|
||||
P_BulletSlope(self);
|
||||
target = linetarget;
|
||||
P_BulletSlope(self, &target);
|
||||
}
|
||||
|
||||
if (pStateCall != NULL) pStateCall->Result=false; // Jumps should never set the result for inventory state chains!
|
||||
|
@ -1016,9 +1015,8 @@ void A_FireBullets (AActor *self)
|
|||
|
||||
static_cast<APlayerPawn *>(self)->PlayAttacking2 ();
|
||||
|
||||
P_BulletSlope(self);
|
||||
bslope = P_BulletSlope(self);
|
||||
bangle = self->angle;
|
||||
bslope = bulletpitch;
|
||||
|
||||
PuffType = PClass::FindClass(PuffTypeName);
|
||||
if (!PuffType) PuffType = PClass::FindClass(NAME_BulletPuff);
|
||||
|
@ -1063,6 +1061,7 @@ void A_FireCustomMissile (AActor * self)
|
|||
|
||||
player_t *player=self->player;
|
||||
AWeapon * weapon=player->ReadyWeapon;
|
||||
AActor *linetarget;
|
||||
|
||||
if (UseAmmo && weapon)
|
||||
{
|
||||
|
@ -1080,7 +1079,7 @@ void A_FireCustomMissile (AActor * self)
|
|||
|
||||
if (AimAtAngle) shootangle+=Angle;
|
||||
|
||||
AActor * misl=P_SpawnPlayerMissile (self, x, y, z, ti, shootangle);
|
||||
AActor * misl=P_SpawnPlayerMissile (self, x, y, z, ti, shootangle, &linetarget);
|
||||
// automatic handling of seeker missiles
|
||||
if (misl)
|
||||
{
|
||||
|
@ -1129,12 +1128,13 @@ void A_CustomPunch (AActor *self)
|
|||
|
||||
angle_t angle;
|
||||
int pitch;
|
||||
AActor * linetarget;
|
||||
|
||||
if (!norandom) Damage *= (pr_cwpunch()%8+1);
|
||||
|
||||
angle = self->angle + (pr_cwpunch.Random2() << 18);
|
||||
if (Range == 0) Range = MELEERANGE;
|
||||
pitch = P_AimLineAttack (self, angle, Range);
|
||||
pitch = P_AimLineAttack (self, angle, Range, &linetarget);
|
||||
|
||||
// only use ammo when actually hitting something!
|
||||
if (UseAmmo && linetarget && weapon)
|
||||
|
@ -2164,8 +2164,7 @@ void A_JumpIfTargetInLOS(AActor * self)
|
|||
else
|
||||
{
|
||||
// Does the player aim at something that can be shot?
|
||||
P_BulletSlope(self);
|
||||
target = linetarget;
|
||||
P_BulletSlope(self, &target);
|
||||
}
|
||||
|
||||
// No target - return
|
||||
|
|
Loading…
Reference in a new issue