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Updated A_FaceVelocity.
- Now includes anglelimit and pitchlimit. - Anglelimit and pitchlimit only allows the actor to turn this much, similar to A_FaceTarget's limit. FVF_RESETPITCH also respects the pitch limit. - (offset, anglelimit, pitchlimit, flags, ptr)
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2 changed files with 78 additions and 14 deletions
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@ -5947,10 +5947,12 @@ enum FVFlags
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};
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};
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DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_FaceVelocity)
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DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_FaceVelocity)
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{
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{
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ACTION_PARAM_START(3);
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ACTION_PARAM_START(5);
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ACTION_PARAM_FIXED(offset, 0)
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ACTION_PARAM_ANGLE(offset, 0);
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ACTION_PARAM_INT(flags, 1);
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ACTION_PARAM_ANGLE(anglelimit, 1);
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ACTION_PARAM_INT(ptr, 2);
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ACTION_PARAM_ANGLE(pitchlimit, 2);
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ACTION_PARAM_INT(flags, 3);
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ACTION_PARAM_INT(ptr, 4);
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AActor *mobj = COPY_AAPTR(self, ptr);
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AActor *mobj = COPY_AAPTR(self, ptr);
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@ -5964,21 +5966,83 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_FaceVelocity)
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//Don't bother calculating this if we don't have any horizontal movement.
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//Don't bother calculating this if we don't have any horizontal movement.
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if (!(flags & FVF_NOANGLE) && (mobj->velx != 0 || mobj->vely != 0))
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if (!(flags & FVF_NOANGLE) && (mobj->velx != 0 || mobj->vely != 0))
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{
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{
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fixed_t vx = mobj->x + mobj->velx, vy = mobj->y + mobj->vely;
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const fixed_t vx = mobj->velx + mobj->x, vy = mobj->vely + mobj->y;
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angle_t angle = R_PointToAngle2(mobj->x, mobj->y, vx, vy) + offset;
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angle_t current = mobj->angle;
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mobj->SetAngle(angle, !!(flags & FVF_INTERPOLATE));
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const angle_t angle = R_PointToAngle2(mobj->x, mobj->y, vx, vy);
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//Done because using anglelimit directly causes a signed/unsigned mismatch.
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const angle_t limit = anglelimit;
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//Code borrowed from A_Face*.
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if (limit > 0 && (absangle(current - angle) > limit))
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{
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if (current < angle)
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{
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// [MC] This may appear backwards, but I assure any who
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// reads this, it works.
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if (current - angle > ANGLE_180)
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current += limit + offset;
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else
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current -= limit + offset;
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mobj->SetAngle(current, !!(flags & FVF_INTERPOLATE));
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}
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else if (current > angle)
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{
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if (angle - current > ANGLE_180)
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current -= limit + offset;
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else
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current += limit + offset;
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mobj->SetAngle(current, !!(flags & FVF_INTERPOLATE));
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}
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else
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mobj->SetAngle(angle + ANGLE_180 + offset, !!(flags & FVF_INTERPOLATE));
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}
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else
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mobj->SetAngle(angle + offset, !!(flags & FVF_INTERPOLATE));
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}
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}
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if (!(flags & FVF_NOPITCH))
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if (!(flags & FVF_NOPITCH))
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{
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{
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//Reset pitch to 0 if specified.
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fixed_t current = mobj->pitch;
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if (mobj->velz == 0 && (flags & FVF_RESETPITCH))
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const FVector2 velocity(mobj->velx, mobj->vely);
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mobj->pitch = 0;
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const fixed_t pitch = R_PointToAngle2(0, 0, (fixed_t)velocity.Length(), -mobj->velz);
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if (pitchlimit > 0)
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{
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// [MC] angle_t for pitchlimit was required because otherwise
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// we would wind up with less than desirable turn rates that didn't
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// match that of A_SetPitch. We want consistency. Also, I didn't know
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// of a better way to convert from angle_t to fixed_t properly so I
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// used this instead.
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fixed_t plimit = fixed_t(pitchlimit);
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if (abs(current - pitch) > plimit)
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{
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fixed_t max = 0;
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if (current > pitch)
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{
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max = MIN(plimit, (current - pitch));
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current -= max;
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}
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else //if (current > pitch)
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{
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max = MIN(plimit, (pitch - current));
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current += max;
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}
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if ((mobj->velz != 0) || (flags & FVF_RESETPITCH))
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mobj->SetPitch(current, !!(flags & FVF_INTERPOLATE));
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}
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else
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{
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if ((mobj->velz != 0) || (flags & FVF_RESETPITCH))
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mobj->SetPitch(pitch, !!(flags & FVF_INTERPOLATE));
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}
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}
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else
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else
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{
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{
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FVector2 velocity(mobj->velx, mobj->vely);
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if ((mobj->velz != 0) || (flags & FVF_RESETPITCH))
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fixed_t pitch = R_PointToAngle2(0, 0, (fixed_t)velocity.Length(), mobj->velz);
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mobj->SetPitch(pitch, !!(flags & FVF_INTERPOLATE));
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mobj->SetPitch(-pitch, !!(flags & FVF_INTERPOLATE));
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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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@ -340,7 +340,7 @@ ACTOR Actor native //: Thinker
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action native A_CheckBlock(state block, int flags = 0, int ptr = AAPTR_DEFAULT);
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action native A_CheckBlock(state block, int flags = 0, int ptr = AAPTR_DEFAULT);
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action native A_CheckSightOrRange(float distance, state label, bool two_dimension = false);
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action native A_CheckSightOrRange(float distance, state label, bool two_dimension = false);
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action native A_CheckRange(float distance, state label, bool two_dimension = false);
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action native A_CheckRange(float distance, state label, bool two_dimension = false);
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action native A_FaceVelocity(float offset = 0, int flags = 0, int ptr = AAPTR_DEFAULT);
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action native A_FaceVelocity(float offset = 0, float anglelimit = 0, float pitchlimit = 0, int flags = 0, int ptr = AAPTR_DEFAULT);
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action native A_RearrangePointers(int newtarget, int newmaster = AAPTR_DEFAULT, int newtracer = AAPTR_DEFAULT, int flags=0);
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action native A_RearrangePointers(int newtarget, int newmaster = AAPTR_DEFAULT, int newtracer = AAPTR_DEFAULT, int flags=0);
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action native A_TransferPointer(int ptr_source, int ptr_recepient, int sourcefield, int recepientfield=AAPTR_DEFAULT, int flags=0);
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action native A_TransferPointer(int ptr_source, int ptr_recepient, int sourcefield, int recepientfield=AAPTR_DEFAULT, int flags=0);
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