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https://github.com/ZDoom/qzdoom-gpl.git
synced 2024-11-16 01:02:03 +00:00
- 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:
parent
f9915d7cf2
commit
449bf216fa
1 changed files with 30 additions and 46 deletions
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@ -3882,10 +3882,15 @@ struct SRailHit
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AActor *HitActor;
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fixed_t Distance;
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};
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static TArray<SRailHit> RailHits (16);
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struct RailData
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{
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TArray<SRailHit> RailHits;
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bool StopAtOne;
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};
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static ETraceStatus ProcessRailHit (FTraceResults &res, void *userdata)
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{
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RailData *data = (RailData *)userdata;
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if (res.HitType != TRACE_HitActor)
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{
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return TRACE_Stop;
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@ -3901,37 +3906,9 @@ static ETraceStatus ProcessRailHit (FTraceResults &res, void *userdata)
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SRailHit newhit;
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newhit.HitActor = res.Actor;
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newhit.Distance = res.Distance - 10*FRACUNIT; // put blood in front
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RailHits.Push (newhit);
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data->RailHits.Push (newhit);
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return TRACE_Continue;
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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static ETraceStatus ProcessNoPierceRailHit (FTraceResults &res, void *userdata)
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{
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if (res.HitType != TRACE_HitActor)
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{
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return TRACE_Stop;
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}
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// Invulnerable things completely block the shot
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if (res.Actor->flags2 & MF2_INVULNERABLE)
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{
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return TRACE_Stop;
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}
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// Only process the first hit
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SRailHit newhit;
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newhit.HitActor = res.Actor;
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newhit.Distance = res.Distance - 10*FRACUNIT; // put blood in front
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RailHits.Push (newhit);
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return TRACE_Stop;
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return data->StopAtOne ? TRACE_Stop : TRACE_Continue;
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}
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//==========================================================================
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@ -3978,7 +3955,9 @@ void P_RailAttack (AActor *source, int damage, int offset_xy, fixed_t offset_z,
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x1 += offset_xy * finecosine[angle];
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y1 += offset_xy * finesine[angle];
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RailHits.Clear ();
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RailData rail_data;
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rail_data.StopAtOne = !!(railflags & RAF_NOPIERCE);
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start.X = FIXED2FLOAT(x1);
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start.Y = FIXED2FLOAT(y1);
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start.Z = FIXED2FLOAT(shootz);
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@ -3992,7 +3971,7 @@ void P_RailAttack (AActor *source, int damage, int offset_xy, fixed_t offset_z,
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Trace (x1, y1, shootz, source->Sector, vx, vy, vz,
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distance, MF_SHOOTABLE, ML_BLOCKEVERYTHING, source, trace,
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flags, (railflags & RAF_NOPIERCE) ? ProcessNoPierceRailHit : ProcessRailHit);
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flags, ProcessRailHit, &rail_data);
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// Hurt anything the trace hit
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unsigned int i;
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@ -4003,20 +3982,22 @@ void P_RailAttack (AActor *source, int damage, int offset_xy, fixed_t offset_z,
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if (puffclass != NULL) thepuff = Spawn (puffclass, source->x, source->y, source->z, ALLOW_REPLACE);
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for (i = 0; i < RailHits.Size (); i++)
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for (i = 0; i < rail_data.RailHits.Size (); i++)
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{
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fixed_t x, y, z;
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bool spawnpuff;
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bool bleed = false;
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int puffflags = PF_HITTHING;
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AActor *hitactor = rail_data.RailHits[i].HitActor;
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fixed_t hitdist = rail_data.RailHits[i].Distance;
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x = x1 + FixedMul (RailHits[i].Distance, vx);
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y = y1 + FixedMul (RailHits[i].Distance, vy);
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z = shootz + FixedMul (RailHits[i].Distance, vz);
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x = x1 + FixedMul(hitdist, vx);
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y = y1 + FixedMul(hitdist, vy);
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z = shootz + FixedMul(hitdist, vz);
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if ((RailHits[i].HitActor->flags & MF_NOBLOOD) ||
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(RailHits[i].HitActor->flags2 & (MF2_DORMANT|MF2_INVULNERABLE)))
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if ((hitactor->flags & MF_NOBLOOD) ||
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(hitactor->flags2 & (MF2_DORMANT|MF2_INVULNERABLE)))
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{
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spawnpuff = (puffclass != NULL);
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}
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@ -4024,21 +4005,24 @@ void P_RailAttack (AActor *source, int damage, int offset_xy, fixed_t offset_z,
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{
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spawnpuff = (puffclass != NULL && puffDefaults->flags3 & MF3_ALWAYSPUFF);
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puffflags |= PF_HITTHINGBLEED; // [XA] Allow for puffs to jump to XDeath state.
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if(!(puffDefaults->flags3 & MF3_BLOODLESSIMPACT))
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if (!(puffDefaults->flags3 & MF3_BLOODLESSIMPACT))
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{
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bleed = true;
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}
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}
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if (spawnpuff)
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P_SpawnPuff (source, puffclass, x, y, z, (source->angle + angleoffset) - ANG90, 1, puffflags);
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{
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P_SpawnPuff(source, puffclass, x, y, z, (source->angle + angleoffset) - ANG90, 1, puffflags);
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}
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if (puffDefaults && puffDefaults->PoisonDamage > 0 && puffDefaults->PoisonDuration != INT_MIN)
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P_PoisonMobj(RailHits[i].HitActor, thepuff ? thepuff : source, source, puffDefaults->PoisonDamage, puffDefaults->PoisonDuration, puffDefaults->PoisonPeriod, puffDefaults->PoisonDamageType);
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int newdam = P_DamageMobj (RailHits[i].HitActor, thepuff? thepuff:source, source, damage, damagetype, DMG_INFLICTOR_IS_PUFF);
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{
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P_PoisonMobj(hitactor, thepuff ? thepuff : source, source, puffDefaults->PoisonDamage, puffDefaults->PoisonDuration, puffDefaults->PoisonPeriod, puffDefaults->PoisonDamageType);
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}
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int newdam = P_DamageMobj(hitactor, thepuff? thepuff:source, source, damage, damagetype, DMG_INFLICTOR_IS_PUFF);
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if (bleed)
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{
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P_SpawnBlood (x, y, z, (source->angle + angleoffset) - ANG180, newdam > 0 ? newdam : damage, RailHits[i].HitActor);
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P_TraceBleed (newdam > 0 ? newdam : damage, x, y, z, RailHits[i].HitActor, source->angle, pitch);
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P_SpawnBlood(x, y, z, (source->angle + angleoffset) - ANG180, newdam > 0 ? newdam : damage, hitactor);
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P_TraceBleed(newdam > 0 ? newdam : damage, x, y, z, hitactor, source->angle, pitch);
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}
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}
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