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- 4 more Hexen files processed.
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61b66904da
commit
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4 changed files with 40 additions and 39 deletions
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@ -60,14 +60,14 @@ static void DragonSeek (AActor *actor, angle_t thresh, angle_t turnMax)
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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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dist = actor->AproxDistance (target) / actor->Speed;
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if (actor->z+actor->height < target->z ||
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target->z+target->height < actor->z)
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if (actor->Top() < target->Z() ||
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target->Top() < actor->Z())
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{
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if (dist < 1)
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{
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dist = 1;
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}
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actor->velz = (target->z - actor->z)/dist;
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actor->velz = (target->Z() - actor->Z())/dist;
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}
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if (target->flags&MF_SHOOTABLE && pr_dragonseek() < 64)
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{ // attack the destination mobj if it's attackable
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@ -252,11 +252,12 @@ DEFINE_ACTION_FUNCTION(AActor, A_DragonFX2)
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delay = 16+(pr_dragonfx2()>>3);
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for (i = 1+(pr_dragonfx2()&3); i; i--)
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{
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fixed_t x = self->x+((pr_dragonfx2()-128)<<14);
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fixed_t y = self->y+((pr_dragonfx2()-128)<<14);
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fixed_t z = self->z+((pr_dragonfx2()-128)<<12);
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fixedvec3 pos = self->Vec3Offset(
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((pr_dragonfx2()-128)<<14),
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((pr_dragonfx2()-128)<<14),
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((pr_dragonfx2()-128)<<12));
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mo = Spawn ("DragonExplosion", x, y, z, ALLOW_REPLACE);
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mo = Spawn ("DragonExplosion", pos, ALLOW_REPLACE);
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if (mo)
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{
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mo->tics = delay+(pr_dragonfx2()&3)*i*2;
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@ -288,7 +289,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_DragonPain)
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DEFINE_ACTION_FUNCTION(AActor, A_DragonCheckCrash)
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{
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if (self->z <= self->floorz)
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if (self->Z() <= self->floorz)
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{
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self->SetState (self->FindState ("Crash"));
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}
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@ -36,7 +36,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_DropWeaponPieces)
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const PClass *cls = j==0? p1 : j==1? p2 : p3;
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if (cls)
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{
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AActor *piece = Spawn (cls, self->x, self->y, self->z, ALLOW_REPLACE);
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AActor *piece = Spawn (cls, self->Pos(), ALLOW_REPLACE);
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if (piece != NULL)
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{
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piece->velx = self->velx + finecosine[fineang];
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@ -112,10 +112,11 @@ DEFINE_ACTION_FUNCTION(AActor, A_FSwordFlames)
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for (i = 1+(pr_fswordflame()&3); i; i--)
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{
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fixed_t x = self->x+((pr_fswordflame()-128)<<12);
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fixed_t y = self->y+((pr_fswordflame()-128)<<12);
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fixed_t z = self->z+((pr_fswordflame()-128)<<11);
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Spawn ("FSwordFlame", x, y, z, ALLOW_REPLACE);
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fixedvec3 pos = self->Vec3Offset(
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((pr_fswordflame()-128)<<12),
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((pr_fswordflame()-128)<<12),
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((pr_fswordflame()-128)<<11));
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Spawn ("FSwordFlame", pos, ALLOW_REPLACE);
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}
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}
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@ -32,7 +32,6 @@ static FRandom pr_firedemonsplotch ("FiredSplotch");
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void A_FiredSpawnRock (AActor *actor)
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{
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AActor *mo;
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int x,y,z;
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const PClass *rtype;
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switch (pr_firedemonrock() % 5)
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@ -55,10 +54,11 @@ void A_FiredSpawnRock (AActor *actor)
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break;
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}
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x = actor->x + ((pr_firedemonrock() - 128) << 12);
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y = actor->y + ((pr_firedemonrock() - 128) << 12);
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z = actor->z + ( pr_firedemonrock() << 11);
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mo = Spawn (rtype, x, y, z, ALLOW_REPLACE);
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fixedvec3 pos = actor->Vec3Offset(
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((pr_firedemonrock() - 128) << 12),
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((pr_firedemonrock() - 128) << 12),
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( pr_firedemonrock() << 11));
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mo = Spawn (rtype, pos, ALLOW_REPLACE);
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if (mo)
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{
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mo->target = actor;
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@ -97,7 +97,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_FiredRocks)
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DEFINE_ACTION_FUNCTION(AActor, A_SmBounce)
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{
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// give some more velocity (x,y,&z)
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self->z = self->floorz + FRACUNIT;
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self->SetZ(self->floorz + FRACUNIT);
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self->velz = (2*FRACUNIT) + (pr_smbounce() << 10);
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self->velx = pr_smbounce()%3<<FRACBITS;
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self->vely = pr_smbounce()%3<<FRACBITS;
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@ -134,13 +134,13 @@ DEFINE_ACTION_FUNCTION(AActor, A_FiredChase)
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if (self->threshold) self->threshold--;
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// Float up and down
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self->z += finesine[weaveindex << BOBTOFINESHIFT] * 8;
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self->SetZ(self->Z() + finesine[weaveindex << BOBTOFINESHIFT] * 8);
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self->special1 = (weaveindex + 2) & 63;
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// Ensure it stays above certain height
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if (self->z < self->floorz + (64*FRACUNIT))
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if (self->Z() < self->floorz + (64*FRACUNIT))
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{
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self->z += 2*FRACUNIT;
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self->SetZ(self->Z() + 2*FRACUNIT);
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}
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if(!self->target || !(self->target->flags&MF_SHOOTABLE))
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@ -219,14 +219,14 @@ DEFINE_ACTION_FUNCTION(AActor, A_FiredSplotch)
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{
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AActor *mo;
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mo = Spawn ("FireDemonSplotch1", self->x, self->y, self->z, ALLOW_REPLACE);
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mo = Spawn ("FireDemonSplotch1", self->Pos(), ALLOW_REPLACE);
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if (mo)
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{
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mo->velx = (pr_firedemonsplotch() - 128) << 11;
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mo->vely = (pr_firedemonsplotch() - 128) << 11;
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mo->velz = (pr_firedemonsplotch() << 10) + FRACUNIT*3;
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}
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mo = Spawn ("FireDemonSplotch2", self->x, self->y, self->z, ALLOW_REPLACE);
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mo = Spawn ("FireDemonSplotch2", self->Pos(), ALLOW_REPLACE);
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if (mo)
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{
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mo->velx = (pr_firedemonsplotch() - 128) << 11;
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@ -51,10 +51,10 @@ bool AArtiPoisonBag1::Use (bool pickup)
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angle_t angle = Owner->angle >> ANGLETOFINESHIFT;
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AActor *mo;
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mo = Spawn ("PoisonBag",
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Owner->x+16*finecosine[angle],
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Owner->y+24*finesine[angle], Owner->z-
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Owner->floorclip+8*FRACUNIT, ALLOW_REPLACE);
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mo = Spawn ("PoisonBag", Owner->Vec3Offset(
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16*finecosine[angle],
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24*finesine[angle],
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-Owner->floorclip+8*FRACUNIT), ALLOW_REPLACE);
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if (mo)
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{
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mo->target = Owner;
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@ -79,10 +79,10 @@ bool AArtiPoisonBag2::Use (bool pickup)
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angle_t angle = Owner->angle >> ANGLETOFINESHIFT;
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AActor *mo;
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mo = Spawn ("FireBomb",
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Owner->x+16*finecosine[angle],
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Owner->y+24*finesine[angle], Owner->z-
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Owner->floorclip+8*FRACUNIT, ALLOW_REPLACE);
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mo = Spawn ("FireBomb", Owner->Vec3Offset(
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16*finecosine[angle],
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24*finesine[angle],
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-Owner->floorclip+8*FRACUNIT), ALLOW_REPLACE);
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if (mo)
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{
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mo->target = Owner;
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@ -106,8 +106,7 @@ bool AArtiPoisonBag3::Use (bool pickup)
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{
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AActor *mo;
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mo = Spawn("ThrowingBomb", Owner->x, Owner->y,
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Owner->z-Owner->floorclip+35*FRACUNIT + (Owner->player? Owner->player->crouchoffset : 0), ALLOW_REPLACE);
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mo = Spawn("ThrowingBomb", Owner->PosPlusZ(-Owner->floorclip+35*FRACUNIT + (Owner->player? Owner->player->crouchoffset : 0)), ALLOW_REPLACE);
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if (mo)
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{
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mo->angle = Owner->angle + (((pr_poisonbag()&7) - 4) << 24);
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@ -133,7 +132,7 @@ bool AArtiPoisonBag3::Use (bool pickup)
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mo->velz = FixedMul(speed, finesine[modpitch]);
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mo->velx = FixedMul(xyscale, finecosine[angle]) + (Owner->velx >> 1);
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mo->vely = FixedMul(xyscale, finesine[angle]) + (Owner->vely >> 1);
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mo->z += FixedMul(mo->Speed, finesine[orgpitch]);
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mo->SetZ(mo->Z() + FixedMul(mo->Speed, finesine[orgpitch]));
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mo->target = Owner;
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mo->tics -= pr_poisonbag()&3;
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@ -159,7 +158,7 @@ bool AArtiPoisonBagGiver::Use (bool pickup)
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const PClass *MissileType = PClass::FindClass((ENamedName) this->GetClass()->Meta.GetMetaInt (ACMETA_MissileName, NAME_None));
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if (MissileType != NULL)
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{
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AActor *mo = Spawn (MissileType, Owner->x, Owner->y, Owner->z, ALLOW_REPLACE);
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AActor *mo = Spawn (MissileType, Owner->Pos(), ALLOW_REPLACE);
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if (mo != NULL)
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{
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if (mo->IsKindOf(RUNTIME_CLASS(AInventory)))
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@ -385,7 +384,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_PoisonBagInit)
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{
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AActor *mo;
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mo = Spawn<APoisonCloud> (self->x, self->y, self->z+28*FRACUNIT, ALLOW_REPLACE);
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mo = Spawn<APoisonCloud> (self->PosPlusZ(28*FRACUNIT), ALLOW_REPLACE);
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if (mo)
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{
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mo->target = self->target;
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@ -422,7 +421,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_PoisonBagDamage)
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P_RadiusAttack (self, self->target, 4, 40, self->DamageType, RADF_HURTSOURCE);
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bobIndex = self->special2;
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self->z += finesine[bobIndex << BOBTOFINESHIFT] >> 1;
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self->SetZ(self->Z() + finesine[bobIndex << BOBTOFINESHIFT] >> 1);
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self->special2 = (bobIndex + 1) & 63;
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}
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@ -456,7 +455,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_CheckThrowBomb2)
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< (3*3)/(2*2))
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{
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self->SetState (self->SpawnState + 6);
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self->z = self->floorz;
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self->SetZ(self->floorz);
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self->velz = 0;
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self->BounceFlags = BOUNCE_None;
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self->flags &= ~MF_MISSILE;
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