mirror of
https://github.com/ZDoom/qzdoom.git
synced 2024-11-10 14:51:51 +00:00
- refactored two mire files.
- fixed: FraggleScript's SetObjPosition function did not properly set the moved actor's properties. Better use SetOrigin for changing the position.
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parent
e8ee8c5c97
commit
b63eb391f7
4 changed files with 50 additions and 42 deletions
20
src/actor.h
20
src/actor.h
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@ -957,17 +957,37 @@ public:
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return ret;
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}
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fixedvec2 Vec2Angle(fixed_t length, angle_t angle, bool absolute = false) const
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{
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fixedvec2 ret = { x + FixedMul(length, finecosine[angle >> ANGLETOFINESHIFT]),
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y + FixedMul(length, finesine[angle >> ANGLETOFINESHIFT]) };
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return ret;
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}
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fixedvec3 Vec3Offset(fixed_t dx, fixed_t dy, fixed_t dz, bool absolute = false) const
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{
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fixedvec3 ret = { x + dx, y + dy, z + dz };
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return ret;
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}
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fixedvec3 Vec3Angle(fixed_t length, angle_t angle, fixed_t dz, bool absolute = false) const
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{
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fixedvec3 ret = { x + FixedMul(length, finecosine[angle >> ANGLETOFINESHIFT]),
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y + FixedMul(length, finesine[angle >> ANGLETOFINESHIFT]), z + dz };
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return ret;
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}
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void Move(fixed_t dx, fixed_t dy, fixed_t dz)
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{
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SetOrigin(x + dx, y + dy, z + dz, true);
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}
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void SetOrigin(const fixedvec3 & npos, bool moving)
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{
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SetOrigin(npos.x, npos.y, npos.z, moving);
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}
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inline void SetFriendPlayer(player_t *player);
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bool IsVisibleToPlayer() const;
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@ -982,7 +982,7 @@ void FParser::SF_ObjX(void)
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}
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t_return.type = svt_fixed; // haleyjd: SoM's fixed-point fix
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t_return.value.f = mo ? mo->x : 0; // null ptr check
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t_return.value.f = mo ? mo->X() : 0; // null ptr check
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}
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//==========================================================================
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@ -1005,7 +1005,7 @@ void FParser::SF_ObjY(void)
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}
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t_return.type = svt_fixed; // haleyjd
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t_return.value.f = mo ? mo->y : 0; // null ptr check
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t_return.value.f = mo ? mo->Y() : 0; // null ptr check
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}
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//==========================================================================
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@ -1028,7 +1028,7 @@ void FParser::SF_ObjZ(void)
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}
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t_return.type = svt_fixed; // haleyjd
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t_return.value.f = mo ? mo->z : 0; // null ptr check
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t_return.value.f = mo ? mo->Z() : 0; // null ptr check
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}
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@ -1466,8 +1466,8 @@ void FParser::SF_SetCamera(void)
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angle = t_argc < 2 ? newcamera->angle : (fixed_t)FixedToAngle(fixedvalue(t_argv[1]));
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newcamera->special1=newcamera->angle;
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newcamera->special2=newcamera->z;
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newcamera->z = t_argc < 3 ? (newcamera->z + (41 << FRACBITS)) : (intvalue(t_argv[2]) << FRACBITS);
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newcamera->special2=newcamera->Z();
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newcamera->SetZ(t_argc < 3 ? (newcamera->Z() + (41 << FRACBITS)) : (intvalue(t_argv[2]) << FRACBITS));
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newcamera->angle = angle;
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if(t_argc < 4) newcamera->pitch = 0;
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else
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@ -1498,7 +1498,7 @@ void FParser::SF_ClearCamera(void)
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{
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player->camera=player->mo;
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cam->angle=cam->special1;
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cam->z=cam->special2;
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cam->SetZ(cam->special2);
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}
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}
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@ -3065,7 +3065,7 @@ void FParser::SF_SetWeapon()
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void FParser::SF_MoveCamera(void)
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{
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fixed_t x, y, z;
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fixed_t xdist, ydist, zdist, xydist, movespeed;
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fixed_t zdist, xydist, movespeed;
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fixed_t xstep, ystep, zstep, targetheight;
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angle_t anglespeed, anglestep, angledist, targetangle,
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mobjangle, bigangle, smallangle;
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@ -3097,9 +3097,8 @@ void FParser::SF_MoveCamera(void)
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anglespeed = (angle_t)FixedToAngle(fixedvalue(t_argv[5]));
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// figure out how big one step will be
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xdist = target->x - cam->x;
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ydist = target->y - cam->y;
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zdist = targetheight - cam->z;
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fixedvec2 dist = cam->Vec2To(target);
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zdist = targetheight - cam->Z();
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// Angle checking...
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// 90
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@ -3170,19 +3169,19 @@ void FParser::SF_MoveCamera(void)
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else
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anglestep = anglespeed;
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if(abs(xstep) >= (abs(xdist) - 1))
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x = target->x;
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if(abs(xstep) >= (abs(dist.x) - 1))
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x = cam->X() + dist.x;
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else
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{
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x = cam->x + xstep;
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x = cam->X() + xstep;
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moved = 1;
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}
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if(abs(ystep) >= (abs(ydist) - 1))
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y = target->y;
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if(abs(ystep) >= (abs(dist.y) - 1))
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y = cam->Y() + dist.y;
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else
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{
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y = cam->y + ystep;
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y = cam->Y() + ystep;
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moved = 1;
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}
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@ -3190,7 +3189,7 @@ void FParser::SF_MoveCamera(void)
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z = targetheight;
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else
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{
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z = cam->z + zstep;
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z = cam->Z() + zstep;
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moved = 1;
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}
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@ -3212,12 +3211,12 @@ void FParser::SF_MoveCamera(void)
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cam->radius=8;
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cam->height=8;
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if ((x != cam->x || y != cam->y) && !P_TryMove(cam, x, y, true))
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if ((x != cam->X() || y != cam->Y()) && !P_TryMove(cam, x, y, true))
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{
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Printf("Illegal camera move to (%f, %f)\n", x/65536.f, y/65536.f);
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return;
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}
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cam->z = z;
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cam->SetZ(z);
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t_return.type = svt_int;
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t_return.value.i = moved;
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@ -3410,13 +3409,10 @@ void FParser::SF_SetObjPosition()
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if (!mobj) return;
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mobj->UnlinkFromWorld();
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mobj->x = intvalue(t_argv[1]) << FRACBITS;
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if(t_argc >= 3) mobj->y = intvalue(t_argv[2]) << FRACBITS;
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if(t_argc == 4) mobj->z = intvalue(t_argv[3]) << FRACBITS;
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mobj->LinkToWorld();
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mobj->SetOrigin(
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fixedvalue(t_argv[1]),
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(t_argc >= 3)? fixedvalue(t_argv[2]) : mobj->Y(),
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(t_argc >= 4)? fixedvalue(t_argv[3]) : mobj->Z(), false);
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}
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}
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@ -4285,7 +4281,7 @@ void FParser::SF_SpawnShot2(void)
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t_return.type = svt_mobj;
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AActor *mo = Spawn (PClass, source->x, source->y, source->z+z, ALLOW_REPLACE);
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AActor *mo = Spawn (PClass, source->X(), source->Y(), source->Z()+z, ALLOW_REPLACE);
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if (mo)
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{
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S_Sound (mo, CHAN_VOICE, mo->SeeSound, 1, ATTN_NORM);
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@ -52,7 +52,6 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Fire)
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void A_Fire(AActor *self, int height)
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{
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AActor *dest;
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angle_t an;
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dest = self->tracer;
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if (dest == NULL || self->target == NULL)
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@ -62,11 +61,8 @@ void A_Fire(AActor *self, int height)
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if (!P_CheckSight (self->target, dest, 0) )
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return;
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an = dest->angle >> ANGLETOFINESHIFT;
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self->SetOrigin (dest->x + FixedMul (24*FRACUNIT, finecosine[an]),
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dest->y + FixedMul (24*FRACUNIT, finesine[an]),
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dest->z + height);
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fixedvec3 newpos = dest->Vec3Angle(24 * FRACUNIT, dest->angle, height);
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self->SetOrigin(newpos, true);
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}
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@ -86,8 +82,8 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_VileTarget)
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A_FaceTarget (self);
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fog = Spawn (fire, self->target->x, self->target->y,
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self->target->z, ALLOW_REPLACE);
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fog = Spawn (fire, self->target->X(), self->target->Y(),
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self->target->Z(), ALLOW_REPLACE);
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self->tracer = fog;
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fog->target = self;
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@ -117,7 +113,6 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_VileAttack)
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ACTION_PARAM_INT(flags,6);
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AActor *fire, *target;
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angle_t an;
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if (NULL == (target = self->target))
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return;
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@ -139,15 +134,13 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_VileAttack)
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P_TraceBleed (newdam > 0 ? newdam : dmg, target);
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an = self->angle >> ANGLETOFINESHIFT;
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fire = self->tracer;
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if (fire != NULL)
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{
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// move the fire between the vile and the player
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fire->SetOrigin (target->x - FixedMul (24*FRACUNIT, finecosine[an]),
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target->y - FixedMul (24*FRACUNIT, finesine[an]),
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target->z);
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fixedvec3 pos = target->Vec3Angle(-24 * FRACUNIT, self->angle, target->Z());
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fire->SetOrigin (pos, true);
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P_RadiusAttack (fire, self, blastdmg, blastrad, dmgtype, 0);
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}
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@ -2918,8 +2918,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_MonsterRail)
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{
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// We probably won't hit the target, but aim at it anyway so we don't look stupid.
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TVector2<double> xydiff = self->Vec2To(self->target);
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double zdiff = (self->target->Z() + (self->target->height>>1)) -
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(self->Z() + (self->height>>1) - self->floorclip);
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double zdiff = FIXED2DBL((self->target->Z() + (self->target->height>>1)) - (self->Z() + (self->height>>1) - self->floorclip));
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self->pitch = int(atan2(zdiff, xydiff.Length()) * ANGLE_180 / -M_PI);
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}
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