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- floatified P_RadiusAttack.
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0baaa3cf63
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1 changed files with 19 additions and 21 deletions
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@ -5043,13 +5043,12 @@ void P_RadiusAttack(AActor *bombspot, AActor *bombsource, int bombdamage, int bo
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if (bombdistance <= 0)
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return;
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fulldamagedistance = clamp<int>(fulldamagedistance, 0, bombdistance - 1);
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fixed_t bombdistfix = bombdistance << FRACBITS;
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double bombdistancefloat = 1.f / (double)(bombdistance - fulldamagedistance);
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double bombdistancefloat = 1. / (double)(bombdistance - fulldamagedistance);
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double bombdamagefloat = (double)bombdamage;
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FPortalGroupArray grouplist(FPortalGroupArray::PGA_Full3d);
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FMultiBlockThingsIterator it(grouplist, bombspot->_f_X(), bombspot->_f_Y(), bombspot->_f_Z() - bombdistfix, bombspot->_f_height() + bombdistfix*2, bombdistfix, false, bombspot->Sector);
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FMultiBlockThingsIterator it(grouplist, bombspot->X(), bombspot->Y(), bombspot->Z() - bombdistance, bombspot->Height + bombdistance*2, bombdistancefloat, false, bombspot->Sector);
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FMultiBlockThingsIterator::CheckResult cres;
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if (flags & RADF_SOURCEISSPOT)
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@ -5096,28 +5095,28 @@ void P_RadiusAttack(AActor *bombspot, AActor *bombsource, int bombdamage, int bo
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// height of the thing and not the height of the map.
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double points;
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double len;
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fixed_t dx, dy;
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double dx, dy;
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double boxradius;
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fixedvec2 vec = bombspot->_f_Vec2To(thing);
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dx = abs(vec.x);
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dy = abs(vec.y);
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boxradius = double(thing->_f_radius());
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DVector2 vec = bombspot->Vec2To(thing);
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dx = fabs(vec.X);
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dy = fabs(vec.Y);
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boxradius = thing->radius;
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// The damage pattern is square, not circular.
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len = double(dx > dy ? dx : dy);
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if (bombspot->_f_Z() < thing->_f_Z() || bombspot->_f_Z() >= thing->_f_Top())
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if (bombspot->Z() < thing->Z() || bombspot->Z() >= thing->Top())
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{
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double dz;
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if (bombspot->_f_Z() > thing->_f_Z())
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if (bombspot->Z() > thing->Z())
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{
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dz = double(bombspot->_f_Z() - thing->_f_Top());
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dz = double(bombspot->Z() - thing->Top());
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}
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else
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{
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dz = double(thing->_f_Z() - bombspot->_f_Z());
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dz = double(thing->Z() - bombspot->Z());
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}
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if (len <= boxradius)
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{
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@ -5135,9 +5134,8 @@ void P_RadiusAttack(AActor *bombspot, AActor *bombsource, int bombdamage, int bo
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if (len < 0.f)
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len = 0.f;
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}
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len /= FRACUNIT;
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len = clamp<double>(len - (double)fulldamagedistance, 0, len);
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points = bombdamagefloat * (1.f - len * bombdistancefloat);
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points = bombdamagefloat * (1. - len * bombdistancefloat);
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if (thing == bombsource)
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{
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points = points * splashfactor;
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@ -5195,14 +5193,14 @@ void P_RadiusAttack(AActor *bombspot, AActor *bombsource, int bombdamage, int bo
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else
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{
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// [RH] Old code just for barrels
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fixed_t dx, dy, dist;
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double dx, dy, dist;
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fixedvec2 vec = bombspot->_f_Vec2To(thing);
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dx = abs(vec.x);
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dy = abs(vec.y);
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DVector2 vec = bombspot->Vec2To(thing);
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dx = fabs(vec.X);
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dy = fabs(vec.Y);
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dist = dx>dy ? dx : dy;
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dist = (dist - thing->_f_radius()) >> FRACBITS;
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dist -= thing->radius;
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if (dist < 0)
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dist = 0;
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@ -5212,8 +5210,8 @@ void P_RadiusAttack(AActor *bombspot, AActor *bombsource, int bombdamage, int bo
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if (P_CheckSight(thing, bombspot, SF_IGNOREVISIBILITY | SF_IGNOREWATERBOUNDARY))
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{ // OK to damage; target is in direct path
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dist = clamp<int>(dist - fulldamagedistance, 0, dist);
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int damage = Scale(bombdamage, bombdistance - dist, bombdistance);
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dist = clamp<double>(dist - fulldamagedistance, 0, dist);
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int damage = Scale(bombdamage, bombdistance - int(dist), bombdistance);
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double factor = splashfactor * thing->GetClass()->RDFactor;
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damage = int(damage * factor);
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