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- added FDARI's submission for A_CustomMissile options.
SVN r3526 (trunk)
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parent
53f4776914
commit
c3638eb338
2 changed files with 40 additions and 17 deletions
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@ -840,6 +840,12 @@ enum CM_Flags
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CMF_AIMMODE = 3,
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CMF_TRACKOWNER = 4,
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CMF_CHECKTARGETDEAD = 8,
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CMF_ABSOLUTEPITCH = 16,
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CMF_OFFSETPITCH = 32,
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CMF_SAVEPITCH = 64,
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CMF_ABSOLUTEANGLE = 128
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};
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DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CustomMissile)
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@ -888,22 +894,10 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CustomMissile)
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self->x+=x;
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self->y+=y;
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missile = P_SpawnMissileAngleZSpeed(self, self->z+SpawnHeight, ti, self->angle, 0, GetDefaultByType(ti)->Speed, self, false);
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self->x-=x;
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self->x-=x;
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self->y-=y;
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// It is not necessary to use the correct angle here.
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// The only important thing is that the horizontal velocity is correct.
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// Therefore use 0 as the missile's angle and simplify the calculations accordingly.
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// The actual velocity vector is set below.
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if (missile)
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{
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fixed_t vx = finecosine[pitch>>ANGLETOFINESHIFT];
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fixed_t vz = finesine[pitch>>ANGLETOFINESHIFT];
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missile->velx = FixedMul (vx, missile->Speed);
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missile->vely = 0;
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missile->velz = FixedMul (vz, missile->Speed);
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}
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flags |= CMF_ABSOLUTEPITCH;
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break;
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}
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@ -913,11 +907,36 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CustomMissile)
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// Use the actual velocity instead of the missile's Speed property
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// so that this can handle missiles with a high vertical velocity
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// component properly.
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FVector3 velocity (missile->velx, missile->vely, 0);
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fixed_t missilespeed = (fixed_t)velocity.Length();
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fixed_t missilespeed;
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if ( (CMF_ABSOLUTEPITCH|CMF_OFFSETPITCH) & flags)
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{
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if (CMF_OFFSETPITCH & flags)
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{
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FVector2 velocity (missile->velx, missile->vely);
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pitch += R_PointToAngle2(0,0, (fixed_t)velocity.Length(), missile->velz);
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}
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ang = pitch >> ANGLETOFINESHIFT;
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missilespeed = FixedMul(finecosine[ang], missile->Speed);
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missile->velz = FixedMul(finesine[ang], missile->Speed);
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}
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else
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{
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FVector2 velocity (missile->velx, missile->vely);
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missilespeed = (fixed_t)velocity.Length();
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}
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if (CMF_SAVEPITCH & flags)
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{
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missile->pitch = pitch;
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// In aimmode 0 and 1 without absolutepitch or offsetpitch, the pitch parameter
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// contains the unapplied parameter. In that case, it is set as pitch without
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// otherwise affecting the spawned actor.
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}
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missile->angle = (CMF_ABSOLUTEANGLE & flags) ? Angle : missile->angle + Angle ;
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missile->angle += Angle;
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ang = missile->angle >> ANGLETOFINESHIFT;
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missile->velx = FixedMul (missilespeed, finecosine[ang]);
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missile->vely = FixedMul (missilespeed, finesine[ang]);
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@ -17,6 +17,10 @@ const int CMF_AIMOFFSET = 1;
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const int CMF_AIMDIRECTION = 2;
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const int CMF_TRACKOWNER = 4;
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const int CMF_CHECKTARGETDEAD = 8;
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const int CMF_ABSOLUTEPITCH = 16;
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const int CMF_OFFSETPITCH = 32;
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const int CMF_SAVEPITCH = 64;
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const int CMF_ABSOLUTEANGLE = 128;
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// Flags for A_CustomBulletAttack
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const int CBAF_AIMFACING = 1;
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