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- floatified MaxTargetRange and MeleeThreshold.
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5 changed files with 19 additions and 19 deletions
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@ -590,7 +590,7 @@ public:
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DDropItem *GetDropItems() const;
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// Return true if the monster should use a missile attack, false for melee
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bool SuggestMissileAttack (fixed_t dist);
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bool SuggestMissileAttack (double dist);
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// Adjusts the angle for deflection/reflection of incoming missiles
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// Returns true if the missile should be allowed to explode anyway
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@ -1236,10 +1236,10 @@ public:
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ActorBounceFlags BounceFlags; // which bouncing type?
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DWORD SpawnFlags; // Increased to DWORD because of Doom 64
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fixed_t meleerange; // specifies how far a melee attack reaches.
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fixed_t meleethreshold; // Distance below which a monster doesn't try to shoot missiles anynore
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double meleethreshold; // Distance below which a monster doesn't try to shoot missiles anynore
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// but instead tries to come closer for a melee attack.
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// This is not the same as meleerange
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fixed_t maxtargetrange; // any target farther away cannot be attacked
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double maxtargetrange; // any target farther away cannot be attacked
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double bouncefactor; // Strife's grenades use 50%, Hexen's Flechettes 70.
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double wallbouncefactor; // The bounce factor for walls can be different.
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int bouncecount; // Strife's grenades only bounce twice before exploding
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@ -348,7 +348,7 @@ bool P_CheckMeleeRange2 (AActor *actor)
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//=============================================================================
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bool P_CheckMissileRange (AActor *actor)
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{
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fixed_t dist;
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double dist;
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if (!P_CheckSight (actor, actor->target, SF_SEEPASTBLOCKEVERYTHING))
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return false;
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@ -387,15 +387,15 @@ bool P_CheckMissileRange (AActor *actor)
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// OPTIMIZE: get this from a global checksight
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// [RH] What?
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dist = actor->AproxDistance (actor->target) - 64*FRACUNIT;
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dist = actor->Distance2D (actor->target) - 64;
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if (actor->MeleeState == NULL)
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dist -= 128*FRACUNIT; // no melee attack, so fire more
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dist -= 128; // no melee attack, so fire more
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return actor->SuggestMissileAttack (dist);
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}
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bool AActor::SuggestMissileAttack (fixed_t dist)
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bool AActor::SuggestMissileAttack (double dist)
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{
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// new version encapsulates the different behavior in flags instead of virtual functions
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// The advantage is that this allows inheriting the missile attack attributes from the
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@ -407,11 +407,11 @@ bool AActor::SuggestMissileAttack (fixed_t dist)
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if (MeleeState != NULL && dist < meleethreshold)
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return false; // From the Revenant: close enough for fist attack
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if (flags4 & MF4_MISSILEMORE) dist >>= 1;
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if (flags4 & MF4_MISSILEEVENMORE) dist >>= 3;
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if (flags4 & MF4_MISSILEMORE) dist *= 0.5;
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if (flags4 & MF4_MISSILEEVENMORE) dist *= 0.125;
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int mmc = int(MinMissileChance * G_SkillProperty(SKILLP_Aggressiveness));
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return pr_checkmissilerange() >= MIN<int> (dist >> FRACBITS, mmc);
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return pr_checkmissilerange() >= MIN<int> (int(dist), mmc);
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}
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//=============================================================================
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@ -6144,7 +6144,7 @@ AActor *P_SpawnPlayerMissile (AActor *source, double x, double y, double z,
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// [XA] If MaxTargetRange is defined in the spawned projectile, use this as the
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// maximum range for the P_AimLineAttack call later; this allows MaxTargetRange
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// to function as a "maximum tracer-acquisition range" for seeker missiles.
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double linetargetrange = defaultobject->maxtargetrange > 0 ? FIXED2DBL(defaultobject->maxtargetrange*64) : 16*64.;
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double linetargetrange = defaultobject->maxtargetrange > 0 ? defaultobject->maxtargetrange*64 : 16*64.;
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int i = 2;
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do
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@ -205,7 +205,7 @@ public:
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int GetScaledWidth () { int foo = (Width << 17) / xScale; return (foo >> 1) + (foo & 1); }
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int GetScaledHeight () { int foo = (Height << 17) / yScale; return (foo >> 1) + (foo & 1); }
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int GetScaledHeight(double scale) { return GetScaledHeight(FLOAT2FIXED(scale)); }
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int GetScaledHeight(double scale) { int foo = (Height << 17) / FLOAT2FIXED(scale); return (foo >> 1) + (foo & 1); }
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double GetScaledWidthDouble () { return (Width * 65536.) / xScale; }
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double GetScaledHeightDouble () { return (Height * 65536.) / yScale; }
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double GetScaleY() const { return FIXED2DBL(yScale); }
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@ -1,7 +1,7 @@
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/*
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** thingdef-properties.cpp
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**
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** Actor definitions - properties and flags handling
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** Actor denitions - properties and flags handling
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**
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**---------------------------------------------------------------------------
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** Copyright 2002-2007 Christoph Oelckers
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@ -245,10 +245,10 @@ void HandleDeprecatedFlags(AActor *defaults, PClassActor *info, bool set, int in
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defaults->Gravity = set ? 1. / 8 : 1.;
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break;
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case DEPF_SHORTMISSILERANGE:
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defaults->maxtargetrange = set? 896*FRACUNIT : 0;
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defaults->maxtargetrange = set? 896. : 0.;
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break;
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case DEPF_LONGMELEERANGE:
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defaults->meleethreshold = set? 196*FRACUNIT : 0;
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defaults->meleethreshold = set? 196. : 0.;
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break;
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case DEPF_QUARTERGRAVITY:
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defaults->Gravity = set ? 1. / 4 : 1.;
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@ -314,9 +314,9 @@ bool CheckDeprecatedFlags(const AActor *actor, PClassActor *info, int index)
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case DEPF_LOWGRAVITY:
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return actor->Gravity == 1./8;
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case DEPF_SHORTMISSILERANGE:
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return actor->maxtargetrange == 896*FRACUNIT;
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return actor->maxtargetrange == 896.;
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case DEPF_LONGMELEERANGE:
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return actor->meleethreshold == 196*FRACUNIT;
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return actor->meleethreshold == 196.;
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case DEPF_QUARTERGRAVITY:
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return actor->Gravity == 1./4;
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case DEPF_FIRERESIST:
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@ -936,7 +936,7 @@ DEFINE_PROPERTY(burnheight, F, Actor)
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//==========================================================================
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DEFINE_PROPERTY(maxtargetrange, F, Actor)
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{
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PROP_FIXED_PARM(id, 0);
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PROP_DOUBLE_PARM(id, 0);
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defaults->maxtargetrange = id;
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}
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@ -945,7 +945,7 @@ DEFINE_PROPERTY(maxtargetrange, F, Actor)
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//==========================================================================
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DEFINE_PROPERTY(meleethreshold, F, Actor)
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{
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PROP_FIXED_PARM(id, 0);
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PROP_DOUBLE_PARM(id, 0);
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defaults->meleethreshold = id;
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}
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