- added FDARI's submission for A_CustomMissile options.

SVN r3526 (trunk)
This commit is contained in:
Christoph Oelckers 2012-04-07 12:36:39 +00:00
parent 53f4776914
commit c3638eb338
2 changed files with 40 additions and 17 deletions

View File

@ -840,6 +840,12 @@ enum CM_Flags
CMF_AIMMODE = 3,
CMF_TRACKOWNER = 4,
CMF_CHECKTARGETDEAD = 8,
CMF_ABSOLUTEPITCH = 16,
CMF_OFFSETPITCH = 32,
CMF_SAVEPITCH = 64,
CMF_ABSOLUTEANGLE = 128
};
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CustomMissile)
@ -888,22 +894,10 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CustomMissile)
self->x+=x;
self->y+=y;
missile = P_SpawnMissileAngleZSpeed(self, self->z+SpawnHeight, ti, self->angle, 0, GetDefaultByType(ti)->Speed, self, false);
self->x-=x;
self->x-=x;
self->y-=y;
// It is not necessary to use the correct angle here.
// The only important thing is that the horizontal velocity is correct.
// Therefore use 0 as the missile's angle and simplify the calculations accordingly.
// The actual velocity vector is set below.
if (missile)
{
fixed_t vx = finecosine[pitch>>ANGLETOFINESHIFT];
fixed_t vz = finesine[pitch>>ANGLETOFINESHIFT];
missile->velx = FixedMul (vx, missile->Speed);
missile->vely = 0;
missile->velz = FixedMul (vz, missile->Speed);
}
flags |= CMF_ABSOLUTEPITCH;
break;
}
@ -913,11 +907,36 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CustomMissile)
// Use the actual velocity instead of the missile's Speed property
// so that this can handle missiles with a high vertical velocity
// component properly.
FVector3 velocity (missile->velx, missile->vely, 0);
fixed_t missilespeed = (fixed_t)velocity.Length();
fixed_t missilespeed;
if ( (CMF_ABSOLUTEPITCH|CMF_OFFSETPITCH) & flags)
{
if (CMF_OFFSETPITCH & flags)
{
FVector2 velocity (missile->velx, missile->vely);
pitch += R_PointToAngle2(0,0, (fixed_t)velocity.Length(), missile->velz);
}
ang = pitch >> ANGLETOFINESHIFT;
missilespeed = FixedMul(finecosine[ang], missile->Speed);
missile->velz = FixedMul(finesine[ang], missile->Speed);
}
else
{
FVector2 velocity (missile->velx, missile->vely);
missilespeed = (fixed_t)velocity.Length();
}
if (CMF_SAVEPITCH & flags)
{
missile->pitch = pitch;
// In aimmode 0 and 1 without absolutepitch or offsetpitch, the pitch parameter
// contains the unapplied parameter. In that case, it is set as pitch without
// otherwise affecting the spawned actor.
}
missile->angle = (CMF_ABSOLUTEANGLE & flags) ? Angle : missile->angle + Angle ;
missile->angle += Angle;
ang = missile->angle >> ANGLETOFINESHIFT;
missile->velx = FixedMul (missilespeed, finecosine[ang]);
missile->vely = FixedMul (missilespeed, finesine[ang]);

View File

@ -17,6 +17,10 @@ const int CMF_AIMOFFSET = 1;
const int CMF_AIMDIRECTION = 2;
const int CMF_TRACKOWNER = 4;
const int CMF_CHECKTARGETDEAD = 8;
const int CMF_ABSOLUTEPITCH = 16;
const int CMF_OFFSETPITCH = 32;
const int CMF_SAVEPITCH = 64;
const int CMF_ABSOLUTEANGLE = 128;
// Flags for A_CustomBulletAttack
const int CBAF_AIMFACING = 1;