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https://github.com/ZDoom/qzdoom.git
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commit
4eef1d99ee
16 changed files with 32 additions and 32 deletions
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@ -193,7 +193,7 @@ void DBot::Dofire (ticcmd_t *cmd)
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else
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else
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{
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{
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//*4 is for atmosphere, the chainsaws sounding and all..
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//*4 is for atmosphere, the chainsaws sounding and all..
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no_fire = (Dist > MELEERANGE*4);
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no_fire = (Dist > DEFMELEERANGE*4);
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}
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}
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}
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}
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else if (player->ReadyWeapon->WeaponFlags & WIF_BOT_BFG)
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else if (player->ReadyWeapon->WeaponFlags & WIF_BOT_BFG)
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@ -2093,7 +2093,7 @@ DEFINE_ACTION_FUNCTION(AStateProvider, A_CustomPunch)
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damage *= pr_cwpunch() % 8 + 1;
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damage *= pr_cwpunch() % 8 + 1;
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angle = self->Angles.Yaw + pr_cwpunch.Random2() * (5.625 / 256);
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angle = self->Angles.Yaw + pr_cwpunch.Random2() * (5.625 / 256);
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if (range == 0) range = MELEERANGE;
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if (range == 0) range = DEFMELEERANGE;
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pitch = P_AimLineAttack (self, angle, range, &t);
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pitch = P_AimLineAttack (self, angle, range, &t);
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// only use ammo when actually hitting something!
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// only use ammo when actually hitting something!
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@ -62,7 +62,7 @@ extern int bmapnegy;
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#define TALKRANGE (128.)
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#define TALKRANGE (128.)
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#define USERANGE (64.)
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#define USERANGE (64.)
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#define MELEERANGE (64.)
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#define DEFMELEERANGE (64.)
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#define SAWRANGE (64.+(1./65536.)) // use meleerange + 1 so the puff doesn't skip the flash (i.e. plays all states)
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#define SAWRANGE (64.+(1./65536.)) // use meleerange + 1 so the puff doesn't skip the flash (i.e. plays all states)
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#define MISSILERANGE (32*64.)
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#define MISSILERANGE (32*64.)
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#define PLAYERMISSILERANGE (8192.) // [RH] New MISSILERANGE for players
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#define PLAYERMISSILERANGE (8192.) // [RH] New MISSILERANGE for players
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@ -871,7 +871,7 @@ enum ELineAttackFlags
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LAF_NOINTERACT = 8,
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LAF_NOINTERACT = 8,
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}
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}
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const MELEERANGE = 64;
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const DEFMELEERANGE = 64;
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const SAWRANGE = (64.+(1./65536.)); // use meleerange + 1 so the puff doesn't skip the flash (i.e. plays all states)
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const SAWRANGE = (64.+(1./65536.)); // use meleerange + 1 so the puff doesn't skip the flash (i.e. plays all states)
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const MISSILERANGE = (32*64);
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const MISSILERANGE = (32*64);
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const PLAYERMISSILERANGE = 8192; // [RH] New MISSILERANGE for players
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const PLAYERMISSILERANGE = 8192; // [RH] New MISSILERANGE for players
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@ -372,8 +372,8 @@ class ScriptedMarine : Actor
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A_FaceTarget ();
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A_FaceTarget ();
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double ang = angle + random2[SMarinePunch]() * (5.625 / 256);
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double ang = angle + random2[SMarinePunch]() * (5.625 / 256);
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double pitch = AimLineAttack (ang, MELEERANGE);
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double pitch = AimLineAttack (ang, DEFMELEERANGE);
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LineAttack (ang, MELEERANGE, pitch, damage, 'Melee', "BulletPuff", true, t);
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LineAttack (ang, DEFMELEERANGE, pitch, damage, 'Melee', "BulletPuff", true, t);
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// turn to face target
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// turn to face target
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if (t.linetarget)
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if (t.linetarget)
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@ -65,9 +65,9 @@ extend class Actor
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damage *= 10;
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damage *= 10;
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double ang = angle + Random2[Punch]() * (5.625 / 256);
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double ang = angle + Random2[Punch]() * (5.625 / 256);
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double pitch = AimLineAttack (ang, MELEERANGE);
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double pitch = AimLineAttack (ang, DEFMELEERANGE);
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LineAttack (ang, MELEERANGE, pitch, damage, 'Melee', "BulletPuff", LAF_ISMELEEATTACK, t);
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LineAttack (ang, DEFMELEERANGE, pitch, damage, 'Melee', "BulletPuff", LAF_ISMELEEATTACK, t);
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// turn to face target
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// turn to face target
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if (t.linetarget)
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if (t.linetarget)
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@ -77,8 +77,8 @@ class Beak : Weapon
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int damage = random[BeakAtk](1,3);
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int damage = random[BeakAtk](1,3);
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double ang = angle;
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double ang = angle;
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double slope = AimLineAttack (ang, MELEERANGE);
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double slope = AimLineAttack (ang, DEFMELEERANGE);
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LineAttack (ang, MELEERANGE, slope, damage, 'Melee', "BeakPuff", true, t);
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LineAttack (ang, DEFMELEERANGE, slope, damage, 'Melee', "BeakPuff", true, t);
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if (t.linetarget)
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if (t.linetarget)
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{
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{
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angle = t.angleFromSource;
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angle = t.angleFromSource;
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@ -125,8 +125,8 @@ class BeakPowered : Beak
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int damage = random[BeakAtk](1,8) * 4;
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int damage = random[BeakAtk](1,8) * 4;
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double ang = angle;
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double ang = angle;
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double slope = AimLineAttack (ang, MELEERANGE);
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double slope = AimLineAttack (ang, DEFMELEERANGE);
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LineAttack (ang, MELEERANGE, slope, damage, 'Melee', "BeakPuff", true, t);
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LineAttack (ang, DEFMELEERANGE, slope, damage, 'Melee', "BeakPuff", true, t);
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if (t.linetarget)
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if (t.linetarget)
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{
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{
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angle = t.angleFromSource;
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angle = t.angleFromSource;
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@ -74,7 +74,7 @@ class Gauntlets : Weapon
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if (power)
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if (power)
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{
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{
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damage = random[GauntletAtk](1, 8) * 2;
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damage = random[GauntletAtk](1, 8) * 2;
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dist = 4*MELEERANGE;
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dist = 4*DEFMELEERANGE;
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ang += random2[GauntletAtk]() * (2.8125 / 256);
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ang += random2[GauntletAtk]() * (2.8125 / 256);
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pufftype = "GauntletPuff2";
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pufftype = "GauntletPuff2";
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}
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}
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@ -54,8 +54,8 @@ class Staff : HereticWeapon
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return;
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return;
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}
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}
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double ang = angle + Random2[StaffAtk]() * (5.625 / 256);
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double ang = angle + Random2[StaffAtk]() * (5.625 / 256);
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double slope = AimLineAttack (ang, MELEERANGE);
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double slope = AimLineAttack (ang, DEFMELEERANGE);
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LineAttack (ang, MELEERANGE, slope, damage, 'Melee', puff, true, t);
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LineAttack (ang, DEFMELEERANGE, slope, damage, 'Melee', puff, true, t);
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if (t.linetarget)
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if (t.linetarget)
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{
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{
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//S_StartSound(player.mo, sfx_stfhit);
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//S_StartSound(player.mo, sfx_stfhit);
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@ -66,10 +66,10 @@ class CWeapMace : ClericWeapon
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for (int j = 1; j >= -1; j -= 2)
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for (int j = 1; j >= -1; j -= 2)
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{
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{
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double ang = angle + j*i*(45. / 16);
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double ang = angle + j*i*(45. / 16);
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double slope = AimLineAttack(ang, 2 * MELEERANGE, t);
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double slope = AimLineAttack(ang, 2 * DEFMELEERANGE, t);
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if (t.linetarget)
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if (t.linetarget)
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{
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{
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LineAttack(ang, 2 * MELEERANGE, slope, damage, 'Melee', "HammerPuff", true, t);
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LineAttack(ang, 2 * DEFMELEERANGE, slope, damage, 'Melee', "HammerPuff", true, t);
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if (t.linetarget != null)
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if (t.linetarget != null)
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{
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{
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AdjustPlayerAngle(t);
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AdjustPlayerAngle(t);
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@ -81,7 +81,7 @@ class CWeapMace : ClericWeapon
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// didn't find any creatures, so try to strike any walls
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// didn't find any creatures, so try to strike any walls
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weaponspecial = 0;
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weaponspecial = 0;
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double slope = AimLineAttack (angle, MELEERANGE);
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double slope = AimLineAttack (angle, DEFMELEERANGE);
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LineAttack (angle, MELEERANGE, slope, damage, 'Melee', "HammerPuff");
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LineAttack (angle, DEFMELEERANGE, slope, damage, 'Melee', "HammerPuff");
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}
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}
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}
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}
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@ -74,10 +74,10 @@ class CWeapStaff : ClericWeapon
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for (int j = 1; j >= -1; j -= 2)
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for (int j = 1; j >= -1; j -= 2)
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{
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{
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double ang = angle + j*i*(45. / 16);
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double ang = angle + j*i*(45. / 16);
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double slope = AimLineAttack(ang, 1.5 * MELEERANGE, t, 0., ALF_CHECK3D);
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double slope = AimLineAttack(ang, 1.5 * DEFMELEERANGE, t, 0., ALF_CHECK3D);
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if (t.linetarget)
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if (t.linetarget)
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{
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{
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LineAttack(ang, 1.5 * MELEERANGE, slope, damage, 'Melee', "CStaffPuff", false, t);
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LineAttack(ang, 1.5 * DEFMELEERANGE, slope, damage, 'Melee', "CStaffPuff", false, t);
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if (t.linetarget != null)
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if (t.linetarget != null)
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{
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{
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angle = t.angleFromSource;
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angle = t.angleFromSource;
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@ -3,7 +3,7 @@
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class FWeapAxe : FighterWeapon
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class FWeapAxe : FighterWeapon
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{
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{
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const AXERANGE = (2.25 * MELEERANGE);
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const AXERANGE = (2.25 * DEFMELEERANGE);
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Default
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Default
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{
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{
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@ -273,8 +273,8 @@ class FWeapAxe : FighterWeapon
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// didn't find any creatures, so try to strike any walls
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// didn't find any creatures, so try to strike any walls
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self.weaponspecial = 0;
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self.weaponspecial = 0;
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double slope = AimLineAttack (angle, MELEERANGE);
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double slope = AimLineAttack (angle, DEFMELEERANGE);
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LineAttack (angle, MELEERANGE, slope, damage, 'Melee', pufftype, true);
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LineAttack (angle, DEFMELEERANGE, slope, damage, 'Melee', pufftype, true);
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}
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}
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}
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}
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@ -56,7 +56,7 @@ class FWeapFist : FighterWeapon
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Class<Actor> pufftype;
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Class<Actor> pufftype;
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FTranslatedLineTarget t;
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FTranslatedLineTarget t;
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double slope = AimLineAttack (angle, 2*MELEERANGE, t);
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double slope = AimLineAttack (angle, 2*DEFMELEERANGE, t);
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if (t.linetarget != null)
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if (t.linetarget != null)
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{
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{
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if (++weaponspecial >= 3)
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if (++weaponspecial >= 3)
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@ -69,7 +69,7 @@ class FWeapFist : FighterWeapon
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{
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{
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pufftype = "PunchPuff";
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pufftype = "PunchPuff";
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}
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}
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LineAttack (angle, 2*MELEERANGE, slope, damage, 'Melee', pufftype, true, t);
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LineAttack (angle, 2*DEFMELEERANGE, slope, damage, 'Melee', pufftype, true, t);
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if (t.linetarget != null)
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if (t.linetarget != null)
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{
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{
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// The mass threshold has been changed to CommanderKeen's value which has been used most often for 'unmovable' stuff.
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// The mass threshold has been changed to CommanderKeen's value which has been used most often for 'unmovable' stuff.
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@ -117,8 +117,8 @@ class FWeapFist : FighterWeapon
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// didn't find any creatures, so try to strike any walls
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// didn't find any creatures, so try to strike any walls
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weaponspecial = 0;
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weaponspecial = 0;
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double slope = AimLineAttack (angle, MELEERANGE);
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double slope = AimLineAttack (angle, DEFMELEERANGE);
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LineAttack (angle, MELEERANGE, slope, damage, 'Melee', "PunchPuff", true);
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LineAttack (angle, DEFMELEERANGE, slope, damage, 'Melee', "PunchPuff", true);
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}
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}
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}
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}
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@ -3,7 +3,7 @@
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class FWeapHammer : FighterWeapon
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class FWeapHammer : FighterWeapon
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{
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{
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const HAMMER_RANGE = 1.5 * MELEERANGE;
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const HAMMER_RANGE = 1.5 * DEFMELEERANGE;
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Default
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Default
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{
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{
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@ -72,7 +72,7 @@ class MWeapFrost : MageWeapon
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for (int i = 0; i < 16; i++)
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for (int i = 0; i < 16; i++)
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{
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{
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double ang = angle + i*(45./16);
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double ang = angle + i*(45./16);
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double slope = AimLineAttack (ang, MELEERANGE, t, 0., ALF_CHECK3D);
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double slope = AimLineAttack (ang, DEFMELEERANGE, t, 0., ALF_CHECK3D);
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if (t.linetarget)
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if (t.linetarget)
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{
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{
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t.linetarget.DamageMobj (self, self, damage, 'Ice', DMG_USEANGLE, t.angleFromSource);
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t.linetarget.DamageMobj (self, self, damage, 'Ice', DMG_USEANGLE, t.angleFromSource);
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@ -70,8 +70,8 @@ class Snout : Weapon
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int damage = random[SnoutAttack](3, 6);
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int damage = random[SnoutAttack](3, 6);
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double ang = angle;
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double ang = angle;
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double slope = AimLineAttack(ang, MELEERANGE);
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double slope = AimLineAttack(ang, DEFMELEERANGE);
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Actor puff = LineAttack(ang, MELEERANGE, slope, damage, 'Melee', "SnoutPuff", true, t);
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Actor puff = LineAttack(ang, DEFMELEERANGE, slope, damage, 'Melee', "SnoutPuff", true, t);
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A_PlaySound("PigActive", CHAN_VOICE);
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A_PlaySound("PigActive", CHAN_VOICE);
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if(t.linetarget)
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if(t.linetarget)
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{
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{
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