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https://github.com/ZDoom/raze-gles.git
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- redid ConcussSprite.
This commit is contained in:
parent
d466ec081a
commit
6110ec5cfd
2 changed files with 62 additions and 50 deletions
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@ -2350,7 +2350,7 @@ bool IsUnderwaterSector(int nSector)
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//
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//---------------------------------------------------------------------------
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void actInitTraps()
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static void actInitTraps()
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{
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BloodStatIterator it(kStatTraps);
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while (auto act = it.Next())
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@ -2374,7 +2374,7 @@ void actInitTraps()
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//
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//---------------------------------------------------------------------------
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void actInitThings()
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static void actInitThings()
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{
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BloodStatIterator it(kStatThing);
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while (auto act = it.Next())
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@ -2428,7 +2428,7 @@ void actInitThings()
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//
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//---------------------------------------------------------------------------
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void actInitDudes()
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static void actInitDudes()
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{
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if (gGameOptions.nMonsterSettings == 0)
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{
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@ -2552,54 +2552,58 @@ void actInit(bool bSaveLoad)
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//
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//---------------------------------------------------------------------------
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void ConcussSprite(int a1, spritetype *pSprite, int x, int y, int z, int a6)
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static void ConcussSprite(DBloodActor* source, DBloodActor* actor, int x, int y, int z, int damage)
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{
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assert(pSprite != NULL);
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int dx = pSprite->x-x;
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int dy = pSprite->y-y;
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int dz = (pSprite->z-z)>>4;
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int dist2 = 0x40000+dx*dx+dy*dy+dz*dz;
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assert(dist2 > 0);
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a6 = scale(0x40000, a6, dist2);
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auto pSprite = &actor->s();
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int dx = pSprite->x - x;
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int dy = pSprite->y - y;
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int dz = (pSprite->z - z) >> 4;
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int dist2 = 0x40000 + dx * dx + dy * dy + dz * dz;
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assert(dist2 > 0);
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damage = scale(0x40000, damage, dist2);
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if (pSprite->flags & kPhysMove) {
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int mass = 0;
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if (IsDudeSprite(pSprite)) {
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if (pSprite->flags & kPhysMove)
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{
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int mass = 0;
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if (actor->IsDudeActor())
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{
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mass = getDudeInfo(pSprite->type)->mass;
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#ifdef NOONE_EXTENSIONS
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if (pSprite->type == kDudeModernCustom || pSprite->type == kDudeModernCustomBurning)
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{
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mass = getSpriteMassBySize(pSprite);
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}
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#endif
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}
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else if (pSprite->type >= kThingBase && pSprite->type < kThingMax)
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{
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mass = thingInfo[pSprite->type - kThingBase].mass;
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}
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else
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{
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Printf(PRINT_HIGH, "Unexpected type in ConcussSprite(): Sprite: %d Type: %d Stat: %d", (int)pSprite->index, (int)pSprite->type, (int)pSprite->statnum);
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return;
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}
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mass = getDudeInfo(pSprite->type)->mass;
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#ifdef NOONE_EXTENSIONS
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switch (pSprite->type) {
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case kDudeModernCustom:
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case kDudeModernCustomBurning:
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mass = getSpriteMassBySize(pSprite);
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break;
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}
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#endif
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} else if (pSprite->type >= kThingBase && pSprite->type < kThingMax) {
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mass = thingInfo[pSprite->type - kThingBase].mass;
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} else {
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Printf(PRINT_HIGH, "Unexpected type in ConcussSprite(): Sprite: %d Type: %d Stat: %d", (int)pSprite->index, (int)pSprite->type, (int)pSprite->statnum);
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return;
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}
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int size = (tileWidth(pSprite->picnum)*pSprite->xrepeat*tileHeight(pSprite->picnum)*pSprite->yrepeat)>>1;
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assert(mass > 0);
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int t = scale(a6, size, mass);
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dx = MulScale(t, dx, 16);
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dy = MulScale(t, dy, 16);
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dz = MulScale(t, dz, 16);
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int nSprite = pSprite->index;
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assert(nSprite >= 0 && nSprite < kMaxSprites);
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xvel[nSprite] += dx;
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yvel[nSprite] += dy;
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zvel[nSprite] += dz;
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}
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actDamageSprite(a1, pSprite, DAMAGE_TYPE_3, a6);
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if (mass > 0)
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{
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int size = (tileWidth(pSprite->picnum) * pSprite->xrepeat * tileHeight(pSprite->picnum) * pSprite->yrepeat) >> 1;
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int t = scale(damage, size, mass);
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int nSprite = pSprite->index;
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actor->xvel() += MulScale(t, dx, 16);
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actor->yvel() += MulScale(t, dy, 16);
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actor->zvel() += MulScale(t, dz, 16);
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}
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}
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actDamageSprite(source, actor, DAMAGE_TYPE_3, damage);
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}
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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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int actWallBounceVector(int *x, int *y, int nWall, int a4)
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{
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int wx, wy;
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@ -3593,6 +3597,11 @@ int actDamageSprite(int nSource, spritetype *pSprite, DAMAGE_TYPE damageType, in
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return damage >> 4;
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}
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int actDamageSprite(DBloodActor* pSource, DBloodActor* pTarget, DAMAGE_TYPE damageType, int damage)
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{
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return actDamageSprite(pSource->s().index, &pTarget->s(), damageType, damage);
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}
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void actHitcodeToData(int a1, HITINFO *pHitInfo, int *a3, spritetype **a4, XSPRITE **a5, int *a6, walltype **a7, XWALL **a8, int *a9, sectortype **a10, XSECTOR **a11)
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{
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assert(pHitInfo != NULL);
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@ -5646,6 +5655,7 @@ void actProcessSprites(void)
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if (pSprite->flags & 32)
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continue;
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int nOwner = pSprite->owner;
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auto pOwner = nOwner == -1? nullptr : &bloodActors[pSprite->owner];
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int nType = pSprite->type;
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assert(nType >= 0 && nType < kExplodeMax);
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const EXPLOSION *pExplodeInfo = &explodeInfo[nType];
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@ -5681,7 +5691,8 @@ void actProcessSprites(void)
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StatIterator it1(kStatDude);
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while ((nSprite2 = it1.NextIndex()) >= 0)
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{
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spritetype *pDude = &sprite[nSprite2];
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DBloodActor* act2 = &bloodActors[nSprite2];
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spritetype *pDude = &act2->s();
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if (pDude->flags & 32)
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continue;
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@ -5695,7 +5706,7 @@ void actProcessSprites(void)
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actDamageSprite(nOwner, pDude, DAMAGE_TYPE_0, (pExplodeInfo->dmg+Random(pExplodeInfo->dmgRng))<<4);
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}
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if (pExplodeInfo->dmgType)
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ConcussSprite(nOwner, pDude, x, y, z, pExplodeInfo->dmgType);
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ConcussSprite(pOwner, act2, x, y, z, pExplodeInfo->dmgType);
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if (pExplodeInfo->burnTime)
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{
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assert(pDude->extra > 0 && pDude->extra < kMaxXSprites);
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@ -5711,6 +5722,7 @@ void actProcessSprites(void)
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it1.Reset(kStatThing);
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while ((nSprite2 = it1.NextIndex()) >= 0)
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{
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auto act2 = &bloodActors[nSprite2];
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spritetype *pThing = &sprite[nSprite2];
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if (pThing->flags & 32)
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@ -5723,7 +5735,7 @@ void actProcessSprites(void)
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if (!pXSprite2->locked)
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{
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if (pExplodeInfo->dmgType)
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ConcussSprite(nOwner, pThing, x, y, z, pExplodeInfo->dmgType);
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ConcussSprite(pOwner, act2, x, y, z, pExplodeInfo->dmgType);
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if (pExplodeInfo->burnTime)
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{
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assert(pThing->extra > 0 && pThing->extra < kMaxXSprites);
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@ -211,7 +211,6 @@ void actDoLight(int spriteNum);
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bool IsUnderwaterSector(int nSector);
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void actInit(bool bSaveLoad);
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void ConcussSprite(int a1, spritetype *pSprite, int x, int y, int z, int a6);
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int actWallBounceVector(int *x, int *y, int nWall, int a4);
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int actFloorBounceVector(int *x, int *y, int *z, int nSector, int a5);
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void sub_2A620(int nSprite, int x, int y, int z, int nSector, int nDist, int a7, int a8, DAMAGE_TYPE a9, int a10, int a11, int a12, int a13);
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@ -226,6 +225,7 @@ spritetype *actDropObject(spritetype *pSprite, int nType);
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bool actHealDude(XSPRITE *pXDude, int a2, int a3);
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void actKillDude(int a1, spritetype *pSprite, DAMAGE_TYPE a3, int a4);
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int actDamageSprite(int nSource, spritetype *pSprite, DAMAGE_TYPE a3, int a4);
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int actDamageSprite(DBloodActor* pSource, DBloodActor* pTarget, DAMAGE_TYPE damageType, int damage);
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void actHitcodeToData(int a1, HITINFO *pHitInfo, int *a3, spritetype **a4, XSPRITE **a5, int *a6, walltype **a7, XWALL **a8, int *a9, sectortype **a10, XSECTOR **a11);
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void actImpactMissile(spritetype *pMissile, int hitCode);
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void actKickObject(spritetype *pSprite1, spritetype *pSprite2);
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