mirror of
https://github.com/ZDoom/qzdoom.git
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cf79e1cb6d
- made the full-coordinate version of P_SpawnPlayerMissile use float coordinates.
99 lines
2.2 KiB
C++
99 lines
2.2 KiB
C++
/*
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#include "m_random.h"
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#include "p_local.h"
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#include "thingdef/thingdef.h"
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*/
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static FRandom pr_fogspawn ("FogSpawn");
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//==========================================================================
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// Fog Variables:
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//
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// args[0] Speed (0..10) of fog
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// args[1] Angle of spread (0..128)
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// args[2] Frequency of spawn (1..10)
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// args[3] Lifetime countdown
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// args[4] Boolean: fog moving?
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// special1 Internal: Counter for spawn frequency
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// WeaveIndexZ Internal: Index into floatbob table
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//
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//==========================================================================
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//==========================================================================
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//
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// A_FogSpawn
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//
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//==========================================================================
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DEFINE_ACTION_FUNCTION(AActor, A_FogSpawn)
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{
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PARAM_ACTION_PROLOGUE;
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static const char *fogs[3] =
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{
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"FogPatchSmall",
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"FogPatchMedium",
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"FogPatchLarge"
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};
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AActor *mo = NULL;
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int delta;
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if (self->special1-- > 0)
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{
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return 0;
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}
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self->special1 = self->args[2]; // Reset frequency count
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mo = Spawn (fogs[pr_fogspawn()%3], self->Pos(), ALLOW_REPLACE);
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if (mo)
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{
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delta = self->args[1];
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if (delta==0) delta=1;
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mo->Angles.Yaw = self->Angles.Yaw + (((pr_fogspawn() % delta) - (delta >> 1)) * (360 / 256.));
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mo->target = self;
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if (self->args[0] < 1) self->args[0] = 1;
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mo->args[0] = (pr_fogspawn() % (self->args[0]))+1; // Random speed
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mo->args[3] = self->args[3]; // Set lifetime
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mo->args[4] = 1; // Set to moving
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mo->WeaveIndexZ = pr_fogspawn()&63;
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}
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return 0;
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}
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//==========================================================================
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//
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// A_FogMove
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//
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//==========================================================================
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DEFINE_ACTION_FUNCTION(AActor, A_FogMove)
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{
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PARAM_ACTION_PROLOGUE;
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double speed = self->args[0];
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int weaveindex;
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if (!self->args[4])
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{
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return 0;
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}
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if (self->args[3]-- <= 0)
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{
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self->SetState (self->FindState(NAME_Death), true);
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return 0;
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}
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if ((self->args[3] % 4) == 0)
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{
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weaveindex = self->WeaveIndexZ;
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self->AddZ(BobSin(weaveindex) / 2);
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self->WeaveIndexZ = (weaveindex + 1) & 63;
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}
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self->VelFromAngle(speed);
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return 0;
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}
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