mirror of
https://github.com/ZDoom/raze-gles.git
synced 2024-12-26 11:40:44 +00:00
Do not use accurate clipmove for flame missiles
Changes gameplay too much
This commit is contained in:
parent
6d4a3243b7
commit
28d7f0de58
1 changed files with 4 additions and 7 deletions
|
@ -4078,11 +4078,7 @@ static void actImpactMissile(DBloodActor* missileActor, int hitCode)
|
|||
evPost(actorHit, 0, kCallbackFXFlameLick);
|
||||
|
||||
actBurnSprite(missileOwner, actorHit, (4 + gGameOptions.nDifficulty) << 2);
|
||||
const bool reduceSprayDamage = !cl_bloodvanillaexplosions && !VanillaMode() && !DemoRecordStatus();
|
||||
int nDamage = 8;
|
||||
if (reduceSprayDamage) // reduce flame damage if using improved clipmove mode (higher hit rate)
|
||||
nDamage = 3;
|
||||
actDamageSprite(missileOwner, actorHit, kDamageBurn, nDamage);
|
||||
actDamageSprite(missileOwner, actorHit, kDamageBurn, 8);
|
||||
}
|
||||
break;
|
||||
|
||||
|
@ -4655,7 +4651,7 @@ int MoveThing(spritetype *pSprite)
|
|||
{
|
||||
short bakCstat = pSprite->cstat;
|
||||
pSprite->cstat &= ~257;
|
||||
if (!cl_bloodvanillaexplosions && !VanillaMode() && !DemoRecordStatus())
|
||||
if ((pSprite->owner >= 0) && !cl_bloodvanillaexplosions && !VanillaMode() && !DemoRecordStatus())
|
||||
enginecompatibility_mode = ENGINECOMPATIBILITY_NONE; // improved clipmove accuracy
|
||||
v8 = gSpriteHit[nXSprite].hit = ClipMove((int*)&pSprite->x, (int*)&pSprite->y, (int*)&pSprite->z, &nSector, xvel[nSprite]>>12, yvel[nSprite]>>12, pSprite->clipdist<<2, (pSprite->z-top)/4, (bottom-pSprite->z)/4, CLIPMASK0);
|
||||
enginecompatibility_mode = bakCompat; // restore
|
||||
|
@ -5436,6 +5432,7 @@ int MoveMissile(spritetype *pSprite)
|
|||
GetSpriteExtents(pSprite, &top, &bottom);
|
||||
int i = 1;
|
||||
const int bakCompat = enginecompatibility_mode;
|
||||
const bool isFlameSprite = (pSprite->type == kMissileFlameSpray || pSprite->type == kMissileFlameHound); // do not use accurate clipmove for flame based sprites (changes damage too much)
|
||||
while (1)
|
||||
{
|
||||
int x = pSprite->x;
|
||||
|
@ -5443,7 +5440,7 @@ int MoveMissile(spritetype *pSprite)
|
|||
int z = pSprite->z;
|
||||
int nSector2 = pSprite->sectnum;
|
||||
clipmoveboxtracenum = 1;
|
||||
if (!cl_bloodvanillaexplosions && !VanillaMode() && !DemoRecordStatus())
|
||||
if ((pSprite->owner >= 0) && !isFlameSprite && !cl_bloodvanillaexplosions && !VanillaMode() && !DemoRecordStatus())
|
||||
enginecompatibility_mode = ENGINECOMPATIBILITY_NONE; // improved clipmove accuracy
|
||||
int vdx = ClipMove(&x, &y, &z, &nSector2, vx, vy, pSprite->clipdist<<2, (z-top)/4, (bottom-z)/4, CLIPMASK0);
|
||||
enginecompatibility_mode = bakCompat; // restore
|
||||
|
|
Loading…
Reference in a new issue