mirror of
https://github.com/ZDoom/qzdoom-gpl.git
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6a321fd8f5
the time freezer and make them behave better. - Fixed: When sounds are paused not all newly started sounds should actually be played. - Fixed: SBARINFO had no means to check if a weapon uses any ammo at all and as a result the inventory icon was misplaced if a no-ammo weapon was selected. SVN r1343 (trunk)
102 lines
1.9 KiB
C++
102 lines
1.9 KiB
C++
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#include "a_sharedglobal.h"
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#include "p_local.h"
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IMPLEMENT_CLASS(AFastProjectile)
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//----------------------------------------------------------------------------
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//
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// AFastProjectile :: Tick
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//
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// Thinker for the ultra-fast projectiles used by Heretic and Hexen
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//
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//----------------------------------------------------------------------------
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void AFastProjectile::Tick ()
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{
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int i;
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fixed_t xfrac;
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fixed_t yfrac;
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fixed_t zfrac;
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int changexy;
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PrevX = x;
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PrevY = y;
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PrevZ = z;
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// [RH] Ripping is a little different than it was in Hexen
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FCheckPosition tm(!!(flags2 & MF2_RIP));
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int shift = 3;
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int count = 8;
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if (radius > 0)
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{
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while ( ((momx >> shift) > radius) || ((momy >> shift) > radius))
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{
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// we need to take smaller steps.
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shift++;
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count<<=1;
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}
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}
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// Handle movement
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if (momx || momy || (z != floorz) || momz)
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{
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xfrac = momx>>shift;
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yfrac = momy>>shift;
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zfrac = momz>>shift;
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changexy = xfrac || yfrac;
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int ripcount = count >> 3;
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for (i = 0; i < count; i++)
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{
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if (changexy)
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{
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if (--ripcount <= 0)
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{
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tm.LastRipped = NULL; // [RH] Do rip damage each step, like Hexen
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ripcount = count >> 3;
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}
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if (!P_TryMove (this, x + xfrac,y + yfrac, true, false, tm))
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{ // Blocked move
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P_ExplodeMissile (this, BlockingLine, BlockingMobj);
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return;
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}
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}
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z += zfrac;
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if (z <= floorz)
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{ // Hit the floor
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z = floorz;
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P_HitFloor (this);
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P_ExplodeMissile (this, NULL, NULL);
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return;
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}
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if (z + height > ceilingz)
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{ // Hit the ceiling
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z = ceilingz - height;
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P_ExplodeMissile (this, NULL, NULL);
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return;
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}
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if (changexy) Effect();
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}
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}
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// Advance the state
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if (tics != -1)
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{
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tics--;
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while (!tics)
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{
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if (!SetState (state->GetNextState ()))
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{ // mobj was removed
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return;
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}
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}
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}
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}
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void AFastProjectile::Effect()
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{
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}
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