mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-11-24 13:11:33 +00:00
- Fixed: When spawning actors for the rail trail, a RNG that is synchronized
across all machines must be used. - Add Xaser's railgun fix for "P_RailAttack's 'sparsity' was being ignored for particle core trails, and 'maxdiff' was ignored when spawning actors." For reals this time. SVN r3554 (trunk)
This commit is contained in:
parent
7bfd551f27
commit
8f5eff419d
1 changed files with 24 additions and 6 deletions
|
@ -58,6 +58,8 @@ CVAR (Int, r_rail_spiralsparsity, 1, CVAR_ARCHIVE);
|
|||
CVAR (Int, r_rail_trailsparsity, 1, CVAR_ARCHIVE);
|
||||
CVAR (Bool, r_particles, true, 0);
|
||||
|
||||
FRandom pr_railtrail("RailTrail");
|
||||
|
||||
#define FADEFROMTTL(a) (255/(a))
|
||||
|
||||
// [RH] particle globals
|
||||
|
@ -723,8 +725,8 @@ void P_DrawRailTrail (AActor *source, const FVector3 &start, const FVector3 &end
|
|||
// Create the inner trail.
|
||||
if (color2 != -1 && r_rail_trailsparsity > 0 && spawnclass == NULL)
|
||||
{
|
||||
FVector3 trail_step = step * r_rail_trailsparsity;
|
||||
int trail_steps = steps * r_rail_trailsparsity;
|
||||
FVector3 trail_step = step * r_rail_trailsparsity * sparsity;
|
||||
int trail_steps = steps * r_rail_trailsparsity / sparsity;
|
||||
|
||||
color2 = color2 == 0 ? -1 : ParticleColor(color2);
|
||||
FVector3 diff(0, 0, 0);
|
||||
|
@ -778,17 +780,33 @@ void P_DrawRailTrail (AActor *source, const FVector3 &start, const FVector3 &end
|
|||
}
|
||||
}
|
||||
// create actors
|
||||
if(spawnclass != NULL) {
|
||||
if(sparsity < 1) sparsity = 32;
|
||||
if (spawnclass != NULL)
|
||||
{
|
||||
if (sparsity < 1)
|
||||
sparsity = 32;
|
||||
|
||||
FVector3 trail_step = (step / 3) * sparsity;
|
||||
int trail_steps = (int)((steps * 3) / sparsity);
|
||||
FVector3 diff(0, 0, 0);
|
||||
|
||||
pos = start;
|
||||
for (i = trail_steps; i; i--)
|
||||
{
|
||||
AActor *thing = Spawn (spawnclass, FLOAT2FIXED(pos.X), FLOAT2FIXED(pos.Y), FLOAT2FIXED(pos.Z), ALLOW_REPLACE);
|
||||
if(thing) thing->angle = angle;
|
||||
if (maxdiff > 0)
|
||||
{
|
||||
int rnd = pr_railtrail();
|
||||
if (rnd & 1)
|
||||
diff.X = clamp<float> (diff.X + ((rnd & 8) ? 1 : -1), -maxdiff, maxdiff);
|
||||
if (rnd & 2)
|
||||
diff.Y = clamp<float> (diff.Y + ((rnd & 16) ? 1 : -1), -maxdiff, maxdiff);
|
||||
if (rnd & 4)
|
||||
diff.Z = clamp<float> (diff.Z + ((rnd & 32) ? 1 : -1), -maxdiff, maxdiff);
|
||||
}
|
||||
FVector3 postmp = pos + diff;
|
||||
|
||||
AActor *thing = Spawn (spawnclass, FLOAT2FIXED(postmp.X), FLOAT2FIXED(postmp.Y), FLOAT2FIXED(postmp.Z), ALLOW_REPLACE);
|
||||
if (thing)
|
||||
thing->angle = angle;
|
||||
pos += trail_step;
|
||||
}
|
||||
}
|
||||
|
|
Loading…
Reference in a new issue