- Fixed: A_ThrowGrenade used the same code as the old fighter flechette, so

it was just as broken at aiming up and down.


SVN r2062 (trunk)
This commit is contained in:
Randy Heit 2009-12-31 06:13:47 +00:00
parent 403ab51781
commit bcbf4c3c84
2 changed files with 30 additions and 10 deletions

View file

@ -1,3 +1,7 @@
December 30, 2009
- Fixed: A_ThrowGrenade used the same code as the old fighter flechette, so
it was just as broken at aiming up and down.
December 30, 2009 (Changes by Graf Zahl) December 30, 2009 (Changes by Graf Zahl)
- fixed: Movement performed by actor movers was not interpolated because - fixed: Movement performed by actor movers was not interpolated because
it happened outside the moved actor's Tick function. This got particularly it happened outside the moved actor's Tick function. This got particularly

View file

@ -1592,8 +1592,8 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_ThrowGrenade)
if (ACTION_CALL_FROM_WEAPON()) if (ACTION_CALL_FROM_WEAPON())
{ {
// Used from a weapon so use some ammo // Used from a weapon, so use some ammo
AWeapon * weapon=self->player->ReadyWeapon; AWeapon *weapon = self->player->ReadyWeapon;
if (!weapon) return; if (!weapon) return;
if (useammo && !weapon->DepleteAmmo(weapon->bAltFire)) return; if (useammo && !weapon->DepleteAmmo(weapon->bAltFire)) return;
@ -1607,17 +1607,33 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_ThrowGrenade)
ALLOW_REPLACE); ALLOW_REPLACE);
if (bo) if (bo)
{ {
int pitch = self->pitch;
P_PlaySpawnSound(bo, self); P_PlaySpawnSound(bo, self);
if (xyvel) if (xyvel != 0)
bo->Speed = xyvel; bo->Speed = xyvel;
bo->angle = self->angle + (((pr_grenade()&7) - 4) << 24); bo->angle = self->angle + (((pr_grenade()&7) - 4) << 24);
bo->velz = zvel + 2*finesine[pitch>>ANGLETOFINESHIFT];
bo->z += 2 * finesine[pitch>>ANGLETOFINESHIFT]; angle_t pitch = angle_t(-self->pitch) >> ANGLETOFINESHIFT;
P_ThrustMobj(bo, bo->angle, bo->Speed); angle_t angle = bo->angle >> ANGLETOFINESHIFT;
bo->velx += self->velx >> 1;
bo->vely += self->vely >> 1; // There are two vectors we are concerned about here: xy and z. We rotate
// them separately according to the shooter's pitch and then sum them to
// get the final velocity vector to shoot with.
fixed_t xy_xyscale = FixedMul(bo->Speed, finecosine[pitch]);
fixed_t xy_velz = FixedMul(bo->Speed, finesine[pitch]);
fixed_t xy_velx = FixedMul(xy_xyscale, finecosine[angle]);
fixed_t xy_vely = FixedMul(xy_xyscale, finesine[angle]);
pitch = angle_t(self->pitch) >> ANGLETOFINESHIFT;
fixed_t z_xyscale = FixedMul(zvel, finesine[pitch]);
fixed_t z_velz = FixedMul(zvel, finecosine[pitch]);
fixed_t z_velx = FixedMul(z_xyscale, finecosine[angle]);
fixed_t z_vely = FixedMul(z_xyscale, finesine[angle]);
bo->velx = xy_velx + z_velx + (self->velx >> 1);
bo->vely = xy_vely + z_vely + (self->vely >> 1);
bo->velz = xy_velz + z_velz;
bo->target= self; bo->target= self;
P_CheckMissileSpawn (bo); P_CheckMissileSpawn (bo);
} }