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- 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)
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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);
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void P_ThrustMobj (AActor *mo, angle_t angle, fixed_t move);
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int P_FaceMobj (AActor *source, AActor *target, angle_t *delta);
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bool P_SeekerMissile (AActor *actor, angle_t thresh, angle_t turnMax, bool precise = false);
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bool P_SeekerMissile (AActor *actor, angle_t thresh, angle_t turnMax, bool precise = false, bool usecurspeed=false);
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enum EPuffFlags
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{
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@ -1468,16 +1468,18 @@ bool AActor::CanSeek(AActor *target) const
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//
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//----------------------------------------------------------------------------
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bool P_SeekerMissile (AActor *actor, angle_t thresh, angle_t turnMax, bool precise)
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bool P_SeekerMissile (AActor *actor, angle_t thresh, angle_t turnMax, bool precise, bool usecurspeed)
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{
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int dir;
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int dist;
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angle_t delta;
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angle_t angle;
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AActor *target;
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fixed_t speed;
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speed = !usecurspeed ? actor->Speed : xs_CRoundToInt(TVector3<double>(actor->velx, actor->vely, actor->velz).Length());
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target = actor->tracer;
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if (target == NULL || actor->Speed == 0 || !actor->CanSeek(target))
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if (target == NULL || speed == 0 || !actor->CanSeek(target))
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{
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return false;
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}
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@ -1507,8 +1509,8 @@ bool P_SeekerMissile (AActor *actor, angle_t thresh, angle_t turnMax, bool preci
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if (!precise)
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{
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actor->velx = FixedMul (actor->Speed, finecosine[angle]);
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actor->vely = FixedMul (actor->Speed, finesine[angle]);
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actor->velx = FixedMul (speed, finecosine[angle]);
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actor->vely = FixedMul (speed, finesine[angle]);
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if (!(actor->flags3 & (MF3_FLOORHUGGER|MF3_CEILINGHUGGER)))
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{
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@ -1516,7 +1518,7 @@ bool P_SeekerMissile (AActor *actor, angle_t thresh, angle_t turnMax, bool preci
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target->z + target->height < actor->z)
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{ // Need to seek vertically
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dist = P_AproxDistance (target->x - actor->x, target->y - actor->y);
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dist = dist / actor->Speed;
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dist = dist / speed;
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if (dist < 1)
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{
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dist = 1;
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@ -1541,8 +1543,8 @@ bool P_SeekerMissile (AActor *actor, angle_t thresh, angle_t turnMax, bool preci
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pitch >>= ANGLETOFINESHIFT;
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}
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fixed_t xyscale = FixedMul(actor->Speed, finecosine[pitch]);
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actor->velz = FixedMul(actor->Speed, finesine[pitch]);
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fixed_t xyscale = FixedMul(speed, finecosine[pitch]);
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actor->velz = FixedMul(speed, finesine[pitch]);
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actor->velx = FixedMul(xyscale, finecosine[angle]);
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actor->vely = FixedMul(xyscale, finesine[angle]);
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}
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@ -1872,6 +1874,7 @@ fixed_t P_XYMovement (AActor *mo, fixed_t scrollx, fixed_t scrolly)
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}
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// Reflect the missile along angle
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mo->angle = angle;
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angle >>= ANGLETOFINESHIFT;
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@ -2468,6 +2471,7 @@ void P_NightmareRespawn (AActor *mobj)
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z = mo->z;
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// inherit attributes from deceased one
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mo->SpawnPoint[0] = mobj->SpawnPoint[0];
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mo->SpawnPoint[1] = mobj->SpawnPoint[1];
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@ -487,6 +487,7 @@ enum
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{
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SMF_LOOK = 1,
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SMF_PRECISE = 2,
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SMF_CURSPEED = 4,
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};
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DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SeekerMissile)
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{
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@ -501,7 +502,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SeekerMissile)
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{
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self->tracer = P_RoughMonsterSearch (self, distance);
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}
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P_SeekerMissile(self, clamp<int>(ang1, 0, 90) * ANGLE_1, clamp<int>(ang2, 0, 90) * ANGLE_1, !!(flags & SMF_PRECISE));
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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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}
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//==========================================================================
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@ -124,6 +124,7 @@ const int BF_AFFECTBOSSES = 4;
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// Flags for A_SeekerMissile
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const int SMF_LOOK = 1;
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const int SMF_PRECISE = 2;
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const int SMF_CURSPEED = 4;
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// Flags for A_CustomPunch
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const int CPF_USEAMMO = 1;
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