- Added SMF_CURSPEED flag for A_SeekerMissile to cause it to use the missile's current speed rather than its Speed property.

SVN r3318 (trunk)
This commit is contained in:
Randy Heit 2011-11-24 04:27:47 +00:00
parent 04387a6924
commit 7d502e7789
4 changed files with 15 additions and 9 deletions

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@ -97,7 +97,7 @@ APlayerPawn *P_SpawnPlayer (FMapThing *mthing, bool tempplayer=false);
void P_ThrustMobj (AActor *mo, angle_t angle, fixed_t move);
int P_FaceMobj (AActor *source, AActor *target, angle_t *delta);
bool P_SeekerMissile (AActor *actor, angle_t thresh, angle_t turnMax, bool precise = false);
bool P_SeekerMissile (AActor *actor, angle_t thresh, angle_t turnMax, bool precise = false, bool usecurspeed=false);
enum EPuffFlags
{

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@ -1468,16 +1468,18 @@ bool AActor::CanSeek(AActor *target) const
//
//----------------------------------------------------------------------------
bool P_SeekerMissile (AActor *actor, angle_t thresh, angle_t turnMax, bool precise)
bool P_SeekerMissile (AActor *actor, angle_t thresh, angle_t turnMax, bool precise, bool usecurspeed)
{
int dir;
int dist;
angle_t delta;
angle_t angle;
AActor *target;
fixed_t speed;
speed = !usecurspeed ? actor->Speed : xs_CRoundToInt(TVector3<double>(actor->velx, actor->vely, actor->velz).Length());
target = actor->tracer;
if (target == NULL || actor->Speed == 0 || !actor->CanSeek(target))
if (target == NULL || speed == 0 || !actor->CanSeek(target))
{
return false;
}
@ -1507,8 +1509,8 @@ bool P_SeekerMissile (AActor *actor, angle_t thresh, angle_t turnMax, bool preci
if (!precise)
{
actor->velx = FixedMul (actor->Speed, finecosine[angle]);
actor->vely = FixedMul (actor->Speed, finesine[angle]);
actor->velx = FixedMul (speed, finecosine[angle]);
actor->vely = FixedMul (speed, finesine[angle]);
if (!(actor->flags3 & (MF3_FLOORHUGGER|MF3_CEILINGHUGGER)))
{
@ -1516,7 +1518,7 @@ bool P_SeekerMissile (AActor *actor, angle_t thresh, angle_t turnMax, bool preci
target->z + target->height < actor->z)
{ // Need to seek vertically
dist = P_AproxDistance (target->x - actor->x, target->y - actor->y);
dist = dist / actor->Speed;
dist = dist / speed;
if (dist < 1)
{
dist = 1;
@ -1541,8 +1543,8 @@ bool P_SeekerMissile (AActor *actor, angle_t thresh, angle_t turnMax, bool preci
pitch >>= ANGLETOFINESHIFT;
}
fixed_t xyscale = FixedMul(actor->Speed, finecosine[pitch]);
actor->velz = FixedMul(actor->Speed, finesine[pitch]);
fixed_t xyscale = FixedMul(speed, finecosine[pitch]);
actor->velz = FixedMul(speed, finesine[pitch]);
actor->velx = FixedMul(xyscale, finecosine[angle]);
actor->vely = FixedMul(xyscale, finesine[angle]);
}
@ -1872,6 +1874,7 @@ fixed_t P_XYMovement (AActor *mo, fixed_t scrollx, fixed_t scrolly)
}
// Reflect the missile along angle
mo->angle = angle;
angle >>= ANGLETOFINESHIFT;
@ -2468,6 +2471,7 @@ void P_NightmareRespawn (AActor *mobj)
z = mo->z;
// inherit attributes from deceased one
mo->SpawnPoint[0] = mobj->SpawnPoint[0];
mo->SpawnPoint[1] = mobj->SpawnPoint[1];

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@ -487,6 +487,7 @@ enum
{
SMF_LOOK = 1,
SMF_PRECISE = 2,
SMF_CURSPEED = 4,
};
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SeekerMissile)
{
@ -501,7 +502,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SeekerMissile)
{
self->tracer = P_RoughMonsterSearch (self, distance);
}
P_SeekerMissile(self, clamp<int>(ang1, 0, 90) * ANGLE_1, clamp<int>(ang2, 0, 90) * ANGLE_1, !!(flags & SMF_PRECISE));
P_SeekerMissile(self, clamp<int>(ang1, 0, 90) * ANGLE_1, clamp<int>(ang2, 0, 90) * ANGLE_1, !!(flags & SMF_PRECISE), !!(flags & SMF_CURSPEED));
}
//==========================================================================

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@ -124,6 +124,7 @@ const int BF_AFFECTBOSSES = 4;
// Flags for A_SeekerMissile
const int SMF_LOOK = 1;
const int SMF_PRECISE = 2;
const int SMF_CURSPEED = 4;
// Flags for A_CustomPunch
const int CPF_USEAMMO = 1;