mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-11-24 05:01:41 +00:00
- 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:
parent
403ab51781
commit
bcbf4c3c84
2 changed files with 30 additions and 10 deletions
|
@ -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
|
||||||
|
|
|
@ -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);
|
||||||
}
|
}
|
||||||
|
|
Loading…
Reference in a new issue