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Move the modified behaviour to a new "resetvel" parameter
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3873ad6151
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0c776e3acd
2 changed files with 11 additions and 6 deletions
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@ -171,7 +171,7 @@ void InterceptDefaultAim(AActor *mobj, AActor *targ, DVector3 aim, double speed)
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// [MC] Was part of P_Thing_Projectile, now its own function for use in ZScript.
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// Aims mobj at targ based on speed and targ's velocity.
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static void VelIntercept(AActor *targ, AActor *mobj, double speed, bool aimpitch = false, bool oldvel = false, bool leadtarget = true)
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static void VelIntercept(AActor *targ, AActor *mobj, double speed, bool aimpitch = false, bool oldvel = false, bool resetvel = false, bool leadtarget = true)
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{
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if (targ == nullptr || mobj == nullptr) return;
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@ -199,7 +199,7 @@ static void VelIntercept(AActor *targ, AActor *mobj, double speed, bool aimpitch
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if (targ->Vel.X == 0 && targ->Vel.Y == 0)
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{
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InterceptDefaultAim(mobj, targ, aim, speed);
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if (oldvel)
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if (resetvel)
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{
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mobj->Vel = prevel;
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}
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@ -225,6 +225,10 @@ static void VelIntercept(AActor *targ, AActor *mobj, double speed, bool aimpitch
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// And make the projectile follow that vector at the desired speed.
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mobj->Vel = aimvec * (speed / dist);
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mobj->AngleFromVel();
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if (oldvel)
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{
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mobj->Vel = prevel;
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}
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if (aimpitch) // [MC] Ripped right out of A_FaceMovementDirection
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{
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const DVector2 velocity = mobj->Vel.XY();
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@ -235,7 +239,7 @@ static void VelIntercept(AActor *targ, AActor *mobj, double speed, bool aimpitch
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{
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InterceptDefaultAim(mobj, targ, aim, speed);
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}
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if (oldvel)
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if (resetvel)
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{
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mobj->Vel = prevel;
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}
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@ -248,8 +252,9 @@ DEFINE_ACTION_FUNCTION(AActor, VelIntercept)
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PARAM_FLOAT(speed);
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PARAM_BOOL(aimpitch);
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PARAM_BOOL(oldvel);
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PARAM_BOOL(resetvel);
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if (speed < 0) speed = self->Speed;
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VelIntercept(targ, self, speed, aimpitch, oldvel);
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VelIntercept(targ, self, speed, aimpitch, oldvel, resetvel);
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return 0;
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}
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@ -335,7 +340,7 @@ bool FLevelLocals::EV_Thing_Projectile (int tid, AActor *source, int type, const
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if (targ != nullptr)
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{
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VelIntercept(targ, mobj, speed, false, false, leadTarget);
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VelIntercept(targ, mobj, speed, false, false, false, leadTarget);
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if (mobj->flags2 & MF2_SEEKERMISSILE)
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{
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@ -751,7 +751,7 @@ class Actor : Thinker native
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native clearscope vector2 Vec2Angle(double length, double angle, bool absolute = false) const;
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native clearscope vector2 Vec2Offset(double x, double y, bool absolute = false) const;
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native clearscope vector3 Vec2OffsetZ(double x, double y, double atz, bool absolute = false) const;
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native void VelIntercept(Actor targ, double speed = -1, bool aimpitch = true, bool oldvel = false);
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native void VelIntercept(Actor targ, double speed = -1, bool aimpitch = true, bool oldvel = false, bool resetvel = false);
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native void VelFromAngle(double speed = 1e37, double angle = 1e37);
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native void Vel3DFromAngle(double speed, double angle, double pitch);
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native void Thrust(double speed = 1e37, double angle = 1e37);
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