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- fixed: A_Face* mixed angle and distance values in the same parameter. Fixed by separating these into two.
- removed the intermediate A_Face* functions, except a bare-bones A_FaceTarget as needed by the monster AI code.
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6eb83e99be
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c5161ee748
2 changed files with 17 additions and 24 deletions
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@ -2724,9 +2724,9 @@ enum FAF_Flags
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FAF_BOTTOM = 1,
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FAF_MIDDLE = 2,
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FAF_TOP = 4,
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FAF_NODISTFACTOR = 8,
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FAF_NODISTFACTOR = 8, // deprecated
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};
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void A_Face (AActor *self, AActor *other, angle_t max_turn, angle_t max_pitch, angle_t ang_offset, angle_t pitch_offset, int flags)
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void A_Face (AActor *self, AActor *other, angle_t max_turn, angle_t max_pitch, angle_t ang_offset, angle_t pitch_offset, int flags, fixed_t z_add)
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{
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if (!other)
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return;
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@ -2799,8 +2799,8 @@ void A_Face (AActor *self, AActor *other, angle_t max_turn, angle_t max_pitch, a
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target_z = other->Z() + (other->height / 2) + other->GetBobOffset();
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if (flags & FAF_TOP)
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target_z = other->Z() + (other->height) + other->GetBobOffset();
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if (!(flags & FAF_NODISTFACTOR))
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target_z += pitch_offset;
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target_z += z_add;
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double dist_z = target_z - source_z;
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double ddist = sqrt(dist.X*dist.X + dist.Y*dist.Y + dist_z*dist_z);
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@ -2836,55 +2836,48 @@ void A_Face (AActor *self, AActor *other, angle_t max_turn, angle_t max_pitch, a
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}
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}
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void A_FaceTarget(AActor *self, angle_t max_turn, angle_t max_pitch, angle_t ang_offset, angle_t pitch_offset, int flags)
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void A_FaceTarget(AActor *self)
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{
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A_Face(self, self->target, max_turn, max_pitch, ang_offset, pitch_offset, flags);
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}
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void A_FaceMaster(AActor *self, angle_t max_turn, angle_t max_pitch, angle_t ang_offset, angle_t pitch_offset, int flags)
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{
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A_Face(self, self->master, max_turn, max_pitch, ang_offset, pitch_offset, flags);
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}
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void A_FaceTracer(AActor *self, angle_t max_turn, angle_t max_pitch, angle_t ang_offset, angle_t pitch_offset, int flags)
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{
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A_Face(self, self->tracer, max_turn, max_pitch, ang_offset, pitch_offset, flags);
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A_Face(self, self->target);
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}
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DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_FaceTarget)
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{
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ACTION_PARAM_START(5);
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ACTION_PARAM_START(6);
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ACTION_PARAM_ANGLE(max_turn, 0);
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ACTION_PARAM_ANGLE(max_pitch, 1);
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ACTION_PARAM_ANGLE(ang_offset, 2);
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ACTION_PARAM_ANGLE(pitch_offset, 3);
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ACTION_PARAM_INT(flags, 4);
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ACTION_PARAM_FIXED(z_add, 5);
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A_FaceTarget(self, max_turn, max_pitch, ang_offset, pitch_offset, flags);
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A_Face(self, self->target, max_turn, max_pitch, ang_offset, pitch_offset, flags, z_add);
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}
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DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_FaceMaster)
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{
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ACTION_PARAM_START(5);
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ACTION_PARAM_START(6);
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ACTION_PARAM_ANGLE(max_turn, 0);
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ACTION_PARAM_ANGLE(max_pitch, 1);
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ACTION_PARAM_ANGLE(ang_offset, 2);
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ACTION_PARAM_ANGLE(pitch_offset, 3);
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ACTION_PARAM_INT(flags, 4);
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ACTION_PARAM_FIXED(z_add, 5);
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A_FaceMaster(self, max_turn, max_pitch, ang_offset, pitch_offset, flags);
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A_Face(self, self->master, max_turn, max_pitch, ang_offset, pitch_offset, flags, z_add);
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}
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DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_FaceTracer)
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{
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ACTION_PARAM_START(5);
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ACTION_PARAM_START(6);
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ACTION_PARAM_ANGLE(max_turn, 0);
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ACTION_PARAM_ANGLE(max_pitch, 1);
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ACTION_PARAM_ANGLE(ang_offset, 2);
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ACTION_PARAM_ANGLE(pitch_offset, 3);
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ACTION_PARAM_INT(flags, 4);
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ACTION_PARAM_FIXED(z_add, 5);
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A_FaceTracer(self, max_turn, max_pitch, ang_offset, pitch_offset, flags);
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A_Face(self, self->tracer, max_turn, max_pitch, ang_offset, pitch_offset, flags, z_add);
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}
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//===========================================================================
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@ -72,8 +72,8 @@ DECLARE_ACTION(A_FreezeDeathChunks)
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DECLARE_ACTION(A_BossDeath)
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void A_Chase(AActor *self);
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void A_FaceTarget(AActor *actor, angle_t max_turn = 0, angle_t max_pitch = ANGLE_270, angle_t ang_offset = 0, angle_t pitch_offset = 0, int flags = 0);
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void A_Face(AActor *self, AActor *other, angle_t max_turn = 0, angle_t max_pitch = ANGLE_270, angle_t ang_offset = 0, angle_t pitch_offset = 0, int flags = 0);
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void A_FaceTarget(AActor *actor);
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void A_Face(AActor *self, AActor *other, angle_t max_turn = 0, angle_t max_pitch = ANGLE_270, angle_t ang_offset = 0, angle_t pitch_offset = 0, int flags = 0, fixed_t pitch_add = 0);
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bool A_RaiseMobj (AActor *, fixed_t speed);
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bool A_SinkMobj (AActor *, fixed_t speed);
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