- Stop storing rail hits in a global variable, and consolidate the two railgun callbacks into a single function.

SVN r4202 (trunk)
This commit is contained in:
Randy Heit 2013-03-23 03:05:01 +00:00
parent f9915d7cf2
commit 449bf216fa

View file

@ -3882,10 +3882,15 @@ struct SRailHit
AActor *HitActor;
fixed_t Distance;
};
static TArray<SRailHit> RailHits (16);
struct RailData
{
TArray<SRailHit> RailHits;
bool StopAtOne;
};
static ETraceStatus ProcessRailHit (FTraceResults &res, void *userdata)
{
RailData *data = (RailData *)userdata;
if (res.HitType != TRACE_HitActor)
{
return TRACE_Stop;
@ -3901,37 +3906,9 @@ static ETraceStatus ProcessRailHit (FTraceResults &res, void *userdata)
SRailHit newhit;
newhit.HitActor = res.Actor;
newhit.Distance = res.Distance - 10*FRACUNIT; // put blood in front
RailHits.Push (newhit);
data->RailHits.Push (newhit);
return TRACE_Continue;
}
//==========================================================================
//
//
//
//==========================================================================
static ETraceStatus ProcessNoPierceRailHit (FTraceResults &res, void *userdata)
{
if (res.HitType != TRACE_HitActor)
{
return TRACE_Stop;
}
// Invulnerable things completely block the shot
if (res.Actor->flags2 & MF2_INVULNERABLE)
{
return TRACE_Stop;
}
// Only process the first hit
SRailHit newhit;
newhit.HitActor = res.Actor;
newhit.Distance = res.Distance - 10*FRACUNIT; // put blood in front
RailHits.Push (newhit);
return TRACE_Stop;
return data->StopAtOne ? TRACE_Stop : TRACE_Continue;
}
//==========================================================================
@ -3978,7 +3955,9 @@ void P_RailAttack (AActor *source, int damage, int offset_xy, fixed_t offset_z,
x1 += offset_xy * finecosine[angle];
y1 += offset_xy * finesine[angle];
RailHits.Clear ();
RailData rail_data;
rail_data.StopAtOne = !!(railflags & RAF_NOPIERCE);
start.X = FIXED2FLOAT(x1);
start.Y = FIXED2FLOAT(y1);
start.Z = FIXED2FLOAT(shootz);
@ -3992,7 +3971,7 @@ void P_RailAttack (AActor *source, int damage, int offset_xy, fixed_t offset_z,
Trace (x1, y1, shootz, source->Sector, vx, vy, vz,
distance, MF_SHOOTABLE, ML_BLOCKEVERYTHING, source, trace,
flags, (railflags & RAF_NOPIERCE) ? ProcessNoPierceRailHit : ProcessRailHit);
flags, ProcessRailHit, &rail_data);
// Hurt anything the trace hit
unsigned int i;
@ -4003,20 +3982,22 @@ void P_RailAttack (AActor *source, int damage, int offset_xy, fixed_t offset_z,
if (puffclass != NULL) thepuff = Spawn (puffclass, source->x, source->y, source->z, ALLOW_REPLACE);
for (i = 0; i < RailHits.Size (); i++)
for (i = 0; i < rail_data.RailHits.Size (); i++)
{
fixed_t x, y, z;
bool spawnpuff;
bool bleed = false;
int puffflags = PF_HITTHING;
AActor *hitactor = rail_data.RailHits[i].HitActor;
fixed_t hitdist = rail_data.RailHits[i].Distance;
x = x1 + FixedMul (RailHits[i].Distance, vx);
y = y1 + FixedMul (RailHits[i].Distance, vy);
z = shootz + FixedMul (RailHits[i].Distance, vz);
x = x1 + FixedMul(hitdist, vx);
y = y1 + FixedMul(hitdist, vy);
z = shootz + FixedMul(hitdist, vz);
if ((RailHits[i].HitActor->flags & MF_NOBLOOD) ||
(RailHits[i].HitActor->flags2 & (MF2_DORMANT|MF2_INVULNERABLE)))
if ((hitactor->flags & MF_NOBLOOD) ||
(hitactor->flags2 & (MF2_DORMANT|MF2_INVULNERABLE)))
{
spawnpuff = (puffclass != NULL);
}
@ -4030,15 +4011,18 @@ void P_RailAttack (AActor *source, int damage, int offset_xy, fixed_t offset_z,
}
}
if (spawnpuff)
{
P_SpawnPuff(source, puffclass, x, y, z, (source->angle + angleoffset) - ANG90, 1, puffflags);
}
if (puffDefaults && puffDefaults->PoisonDamage > 0 && puffDefaults->PoisonDuration != INT_MIN)
P_PoisonMobj(RailHits[i].HitActor, thepuff ? thepuff : source, source, puffDefaults->PoisonDamage, puffDefaults->PoisonDuration, puffDefaults->PoisonPeriod, puffDefaults->PoisonDamageType);
int newdam = P_DamageMobj (RailHits[i].HitActor, thepuff? thepuff:source, source, damage, damagetype, DMG_INFLICTOR_IS_PUFF);
{
P_PoisonMobj(hitactor, thepuff ? thepuff : source, source, puffDefaults->PoisonDamage, puffDefaults->PoisonDuration, puffDefaults->PoisonPeriod, puffDefaults->PoisonDamageType);
}
int newdam = P_DamageMobj(hitactor, thepuff? thepuff:source, source, damage, damagetype, DMG_INFLICTOR_IS_PUFF);
if (bleed)
{
P_SpawnBlood (x, y, z, (source->angle + angleoffset) - ANG180, newdam > 0 ? newdam : damage, RailHits[i].HitActor);
P_TraceBleed (newdam > 0 ? newdam : damage, x, y, z, RailHits[i].HitActor, source->angle, pitch);
P_SpawnBlood(x, y, z, (source->angle + angleoffset) - ANG180, newdam > 0 ? newdam : damage, hitactor);
P_TraceBleed(newdam > 0 ? newdam : damage, x, y, z, hitactor, source->angle, pitch);
}
}