mirror of
https://github.com/ZDoom/qzdoom.git
synced 2024-11-28 06:53:58 +00:00
- floatified AActor::bouncefactor and wallbouncefactor.
This commit is contained in:
parent
53ea00b9cc
commit
c66ff5939d
5 changed files with 20 additions and 26 deletions
|
@ -1240,8 +1240,8 @@ public:
|
|||
// but instead tries to come closer for a melee attack.
|
||||
// This is not the same as meleerange
|
||||
fixed_t maxtargetrange; // any target farther away cannot be attacked
|
||||
fixed_t bouncefactor; // Strife's grenades use 50%, Hexen's Flechettes 70.
|
||||
fixed_t wallbouncefactor; // The bounce factor for walls can be different.
|
||||
double bouncefactor; // Strife's grenades use 50%, Hexen's Flechettes 70.
|
||||
double wallbouncefactor; // The bounce factor for walls can be different.
|
||||
int bouncecount; // Strife's grenades only bounce twice before exploding
|
||||
double Gravity; // [GRB] Gravity factor
|
||||
fixed_t Friction;
|
||||
|
@ -1482,10 +1482,6 @@ public:
|
|||
{
|
||||
return FIXED2DBL(pushfactor);
|
||||
}
|
||||
double _bouncefactor() const
|
||||
{
|
||||
return FIXED2DBL(bouncefactor);
|
||||
}
|
||||
void SetZ(double newz, bool moving = true)
|
||||
{
|
||||
__pos.z = FLOAT2FIXED(newz);
|
||||
|
|
|
@ -1141,14 +1141,12 @@ static int PatchThing (int thingy)
|
|||
}
|
||||
|
||||
// MBF bounce factors depend on flag combos:
|
||||
enum
|
||||
{
|
||||
MBF_BOUNCE_NOGRAVITY = FRACUNIT, // With NOGRAVITY: full momentum
|
||||
MBF_BOUNCE_FLOATDROPOFF = (FRACUNIT * 85) / 100,// With FLOAT and DROPOFF: 85%
|
||||
MBF_BOUNCE_FLOAT = (FRACUNIT * 70) / 100,// With FLOAT alone: 70%
|
||||
MBF_BOUNCE_DEFAULT = (FRACUNIT * 45) / 100,// Without the above flags: 45%
|
||||
MBF_BOUNCE_WALL = (FRACUNIT * 50) / 100,// Bouncing off walls: 50%
|
||||
};
|
||||
const double MBF_BOUNCE_NOGRAVITY = 1; // With NOGRAVITY: full momentum
|
||||
const double MBF_BOUNCE_FLOATDROPOFF = 0.85; // With FLOAT and DROPOFF: 85%
|
||||
const double MBF_BOUNCE_FLOAT = 0.7; // With FLOAT alone: 70%
|
||||
const double MBF_BOUNCE_DEFAULT = 0.45; // Without the above flags: 45%
|
||||
const double MBF_BOUNCE_WALL = 0.5; // Bouncing off walls: 50%
|
||||
|
||||
info->bouncefactor = ((value[0] & MF_NOGRAVITY) ? MBF_BOUNCE_NOGRAVITY
|
||||
: (value[0] & MF_FLOAT) ? (value[0] & MF_DROPOFF) ? MBF_BOUNCE_FLOATDROPOFF
|
||||
: MBF_BOUNCE_FLOAT : MBF_BOUNCE_DEFAULT);
|
||||
|
|
|
@ -3296,7 +3296,7 @@ bool FSlide::BounceWall(AActor *mo)
|
|||
deltaangle >>= ANGLETOFINESHIFT;
|
||||
|
||||
movelen = fixed_t(g_sqrt(double(mo->_f_velx())*mo->_f_velx() + double(mo->_f_vely())*mo->_f_vely()));
|
||||
movelen = FixedMul(movelen, mo->wallbouncefactor);
|
||||
movelen = fixed_t(movelen * mo->wallbouncefactor);
|
||||
|
||||
FBoundingBox box(mo->_f_X(), mo->_f_Y(), mo->_f_radius());
|
||||
if (box.BoxOnLineSide(line) == -1)
|
||||
|
@ -3356,7 +3356,7 @@ bool P_BounceActor(AActor *mo, AActor *BlockingMobj, bool ontop)
|
|||
if (!ontop)
|
||||
{
|
||||
DAngle angle = BlockingMobj->AngleTo(mo) + ((pr_bounce() % 16) - 8);
|
||||
double speed = mo->VelXYToSpeed() * FIXED2DBL(mo->wallbouncefactor); // [GZ] was 0.75, using wallbouncefactor seems more consistent
|
||||
double speed = mo->VelXYToSpeed() * mo->wallbouncefactor; // [GZ] was 0.75, using wallbouncefactor seems more consistent
|
||||
mo->Angles.Yaw = ANGLE2DBL(angle);
|
||||
mo->VelFromAngle(speed);
|
||||
mo->PlayBounceSound(true);
|
||||
|
@ -3393,13 +3393,13 @@ bool P_BounceActor(AActor *mo, AActor *BlockingMobj, bool ontop)
|
|||
}
|
||||
else
|
||||
{
|
||||
mo->Vel.Z *= mo->_bouncefactor();
|
||||
mo->Vel.Z *= mo->bouncefactor;
|
||||
}
|
||||
}
|
||||
else // Don't run through this for MBF-style bounces
|
||||
{
|
||||
// The reflected velocity keeps only about 70% of its original speed
|
||||
mo->Vel.Z = (mo->Vel.Z - 2. / dot) * mo->_bouncefactor();
|
||||
mo->Vel.Z = (mo->Vel.Z - 2. / dot) * mo->bouncefactor;
|
||||
}
|
||||
|
||||
mo->PlayBounceSound(true);
|
||||
|
|
|
@ -1583,12 +1583,12 @@ bool AActor::FloorBounceMissile (secplane_t &plane)
|
|||
flags &= ~MF_INBOUNCE;
|
||||
return false;
|
||||
}
|
||||
else Vel.Z *= _bouncefactor();
|
||||
else Vel.Z *= bouncefactor;
|
||||
}
|
||||
else // Don't run through this for MBF-style bounces
|
||||
{
|
||||
// The reflected velocity keeps only about 70% of its original speed
|
||||
Vel = (Vel - plane.Normal() * dot) * _bouncefactor();
|
||||
Vel = (Vel - plane.Normal() * dot) * bouncefactor;
|
||||
AngleFromVel();
|
||||
}
|
||||
|
||||
|
@ -6672,8 +6672,8 @@ void PrintMiscActorInfo(AActor *query)
|
|||
for (flagi = 0; flagi <= 31; flagi++)
|
||||
if (query->flags7 & ActorFlags7::FromInt(1<<flagi)) Printf(" %s", FLAG_NAME(1<<flagi, flags7));
|
||||
Printf("\nBounce flags: %x\nBounce factors: f:%f, w:%f",
|
||||
query->BounceFlags.GetValue(), FIXED2DBL(query->bouncefactor),
|
||||
FIXED2DBL(query->wallbouncefactor));
|
||||
query->BounceFlags.GetValue(), query->bouncefactor,
|
||||
query->wallbouncefactor);
|
||||
/*for (flagi = 0; flagi < 31; flagi++)
|
||||
if (query->BounceFlags & 1<<flagi) Printf(" %s", flagnamesb[flagi]);*/
|
||||
Printf("\nRender style = %i:%s, alpha %f\nRender flags: %x",
|
||||
|
|
|
@ -1132,8 +1132,8 @@ DEFINE_PROPERTY(bouncetype, S, Actor)
|
|||
//==========================================================================
|
||||
DEFINE_PROPERTY(bouncefactor, F, Actor)
|
||||
{
|
||||
PROP_FIXED_PARM(id, 0);
|
||||
defaults->bouncefactor = clamp<fixed_t>(id, 0, FRACUNIT);
|
||||
PROP_DOUBLE_PARM(id, 0);
|
||||
defaults->bouncefactor = clamp<double>(id, 0, 1);
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
|
@ -1141,8 +1141,8 @@ DEFINE_PROPERTY(bouncefactor, F, Actor)
|
|||
//==========================================================================
|
||||
DEFINE_PROPERTY(wallbouncefactor, F, Actor)
|
||||
{
|
||||
PROP_FIXED_PARM(id, 0);
|
||||
defaults->wallbouncefactor = clamp<fixed_t>(id, 0, FRACUNIT);
|
||||
PROP_DOUBLE_PARM(id, 0);
|
||||
defaults->wallbouncefactor = clamp<double>(id, 0, 1);
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
|
|
Loading…
Reference in a new issue