Fixed Thing_ProjectileAimed being broken.

- It was calling the fallback aiming in the wrong place when it should have been outside the speed check.
- Credit to _mental_ for the base code, but no gotos involved.
This commit is contained in:
Major Cooke 2019-01-06 12:27:14 -06:00 committed by drfrag
parent df3f074b0a
commit f136650e81

View file

@ -171,16 +171,30 @@ bool P_Thing_Move (int tid, AActor *source, int mapspot, bool fog)
return false;
}
//==========================================================================
//
// VelIntercept
//
//==========================================================================
void InterceptDefaultAim(AActor *mobj, AActor *targ, DVector3 aim, double speed)
{
if (mobj == nullptr || targ == nullptr) return;
mobj->Angles.Yaw = mobj->AngleTo(targ);
mobj->Vel = aim.Resized(speed);
}
// [MC] Was part of P_Thing_Projectile, now its own function for use in ZScript.
// Aims mobj at targ based on speed and targ's velocity.
void VelIntercept(AActor *targ, AActor *mobj, double speed, bool aimpitch = false, bool oldvel = false)
static void VelIntercept(AActor *targ, AActor *mobj, double speed, bool aimpitch = false, bool oldvel = false, bool leadtarget = true)
{
if (targ == nullptr || mobj == nullptr) return;
if (speed > 0 && !targ->Vel.isZero())
{
DVector3 aim = mobj->Vec3To(targ);
aim.Z += targ->Height / 2;
if (leadtarget && speed > 0 && !targ->Vel.isZero())
{
// Aiming at the target's position some time in the future
// is basically just an application of the law of sines:
// a/sin(A) = b/sin(B)
@ -188,7 +202,6 @@ void VelIntercept(AActor *targ, AActor *mobj, double speed, bool aimpitch = fals
// with the math. I don't think I would have thought of using
// trig alone had I been left to solve it by myself.
bool nolead = false;
DVector3 tvel = targ->Vel;
if (!(targ->flags & MF_NOGRAVITY) && targ->waterlevel < 3)
{ // If the target is subject to gravity and not underwater,
@ -196,10 +209,13 @@ void VelIntercept(AActor *targ, AActor *mobj, double speed, bool aimpitch = fals
// even if we did consider the vertical component of the target's
// velocity, we would still miss more often than not.
tvel.Z = 0.0;
nolead = !!(targ->Vel.X == 0 && targ->Vel.Y == 0);
}
if (!nolead)
if (targ->Vel.X == 0 && targ->Vel.Y == 0)
{
InterceptDefaultAim(mobj, targ, aim, speed);
return;
}
}
double dist = aim.Length();
double targspeed = tvel.Length();
double ydotx = -aim | tvel;
@ -232,9 +248,7 @@ void VelIntercept(AActor *targ, AActor *mobj, double speed, bool aimpitch = fals
}
else
{
mobj->Angles.Yaw = mobj->AngleTo(targ);
mobj->Vel = aim.Resized(speed);
}
InterceptDefaultAim(mobj, targ, aim, speed);
}
}
@ -333,10 +347,8 @@ bool P_Thing_Projectile (int tid, AActor *source, int type, const char *type_nam
if (targ != nullptr)
{
if (leadTarget)
{
VelIntercept(targ, mobj, speed);
}
VelIntercept(targ, mobj, speed, false, false, leadTarget);
if (mobj->flags2 & MF2_SEEKERMISSILE)
{
mobj->tracer = targ;