mirror of
https://github.com/ZDoom/raze-gles.git
synced 2024-12-24 10:40:46 +00:00
Rework how the z velocity is passed from *zshoot to A_Shoot().
Previously, actor[].shootzvel (implementation detail, not available to CON) was checked, and if it was !=0, that was the overridden velocity. The value 0 meant "hardcoded, projectile-dependent velocity". But that neccesiated a hack where if zvel 0 was passed and really meant, it needed to be set to 1 instead. Now we have A_ShootWithZvel() taking an additional last argument plus a macro SHOOT_HARDCODED_ZVEL permissible for that argument. git-svn-id: https://svn.eduke32.com/eduke32@3465 1a8010ca-5511-0410-912e-c29ae57300e0
This commit is contained in:
parent
24e6aca5f7
commit
7c861cac42
9 changed files with 99 additions and 71 deletions
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@ -123,6 +123,8 @@ typedef struct {
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int16_t picnum,ang,extra,owner; //8b
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int16_t movflag,tempang,timetosleep; //6b
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// NOTE: shootzvel is not exposed but only used temporarily in player.c
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// shooting routines.
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int16_t actorstayput, dispicnum, shootzvel, cgg; // 8b
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int16_t lightId, lightcount, lightmaxrange; //6b
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@ -2321,31 +2321,24 @@ nullquote:
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case CON_EZSHOOT:
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case CON_ZSHOOT:
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insptr++;
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{
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int32_t j;
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if (tw != CON_ESHOOT)
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{
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actor[vm.g_i].shootzvel = Gv_GetVarX(*insptr++);
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if (actor[vm.g_i].shootzvel == 0)
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actor[vm.g_i].shootzvel = 1;
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}
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// NOTE: (int16_t) cast because actor[].shootzvel is int16_t
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// and we want exclude that SHOOT_HARDCODED_ZVEL is passed.
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const int32_t zvel = (tw == CON_ESHOOT) ?
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SHOOT_HARDCODED_ZVEL : (int16_t)Gv_GetVarX(*insptr++);
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if ((unsigned)vm.g_sp->sectnum >= (unsigned)numsectors)
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{
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CON_ERRPRINTF("Invalid sector %d\n", TrackerCast(vm.g_sp->sectnum));
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insptr++;
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actor[vm.g_i].shootzvel=0;
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continue;
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}
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j = A_Shoot(vm.g_i,*insptr++);
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j = A_ShootWithZvel(vm.g_i,*insptr++,zvel);
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if (tw != CON_ZSHOOT)
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aGameVars[g_iReturnVarID].val.lValue = j;
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actor[vm.g_i].shootzvel=0;
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}
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continue;
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@ -2358,40 +2351,31 @@ nullquote:
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if ((unsigned)vm.g_sp->sectnum >= (unsigned)numsectors)
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{
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CON_ERRPRINTF("Invalid sector %d\n", TrackerCast(vm.g_sp->sectnum));
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actor[vm.g_i].shootzvel=0;
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continue;
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}
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j = A_Shoot(vm.g_i, j);
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if (tw == CON_ESHOOTVAR)
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aGameVars[g_iReturnVarID].val.lValue = j;
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actor[vm.g_i].shootzvel=0;
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continue;
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}
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case CON_EZSHOOTVAR:
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case CON_ZSHOOTVAR:
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insptr++;
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actor[vm.g_i].shootzvel = Gv_GetVarX(*insptr++);
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if (actor[vm.g_i].shootzvel == 0)
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actor[vm.g_i].shootzvel = 1;
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{
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const int32_t zvel = (int16_t)Gv_GetVarX(*insptr++);
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int32_t j=Gv_GetVarX(*insptr++);
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if ((unsigned)vm.g_sp->sectnum >= (unsigned)numsectors)
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{
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CON_ERRPRINTF("Invalid sector %d\n", TrackerCast(vm.g_sp->sectnum));
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actor[vm.g_i].shootzvel=0;
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continue;
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}
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j = A_Shoot(vm.g_i, j);
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j = A_ShootWithZvel(vm.g_i, j, zvel);
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if (tw == CON_EZSHOOTVAR)
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aGameVars[g_iReturnVarID].val.lValue = j;
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actor[vm.g_i].shootzvel=0;
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continue;
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}
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@ -64,6 +64,7 @@ PROJ = {
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}
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-- PROJ_* define -> projectile_t member name
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--[[
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PROJ_MEMBNAME = {
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[PROJ.PROJ_WORKSLIKE] = "workslike",
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[PROJ.PROJ_SPAWNS] = "spawns",
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@ -95,6 +96,7 @@ PROJ_MEMBNAME = {
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[PROJ.PROJ_RANGE] = "range",
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[PROJ.PROJ_FLASH_COLOR] = "flashcolor", -- NAME
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}
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--]]
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-- TODO: EVENT_INIT currently can't run since we init Lunatic state only afterwards
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EVENT = {
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@ -387,6 +389,7 @@ local ActorLabels = {
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httempang = AC".tempang",
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htactorstayput = AC".actorstayput",
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htdispicnum = { AC".dispicnum" },
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-- NOTE: no access for .shootzvel
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httimetosleep = AC".timetosleep",
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htfloorz = AC".floorz",
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htceilingz = AC".ceilingz",
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@ -734,35 +737,35 @@ StructAccessCode =
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local PROJ = function(memb) return "projectile[%s]"..memb end
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local ProjectileLabels = {
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workslike = PROJ"workslike",
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cstat = PROJ"cstat",
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hitradius = PROJ"hitradius",
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range = PROJ"range",
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flashcolor = PROJ"flashcolor",
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spawns = { PROJ"spawns" },
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sound = PROJ"sound",
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isound = PROJ"isound",
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vel = PROJ"vel",
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decal = { PROJ"decal" },
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trail = { PROJ"trail" },
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tnum = PROJ"tnum",
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drop = PROJ"drop",
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offset = PROJ"offset",
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bounces = PROJ"bounces",
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bsound = PROJ"bsound",
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toffset = PROJ"toffset",
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extra = PROJ"extra",
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extra_rand = PROJ"extra_rand",
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sxrepeat = PROJ"sxrepeat",
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syrepeat = PROJ"syrepeat",
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txrepeat = PROJ"txrepeat",
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tyrepeat = PROJ"tyrepeat",
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shade = PROJ"shade",
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xrepeat = PROJ"xrepeat",
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yrepeat = PROJ"yrepeat",
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pal = PROJ"pal",
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velmult = PROJ"movecnt", -- NAME
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clipdist = PROJ"clipdist",
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workslike = PROJ".workslike",
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cstat = PROJ".cstat",
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hitradius = PROJ".hitradius",
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range = PROJ".range",
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flashcolor = PROJ".flashcolor",
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spawns = { PROJ".spawns" },
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sound = PROJ".sound",
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isound = PROJ".isound",
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vel = PROJ".vel",
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decal = { PROJ".decal" },
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trail = { PROJ".trail" },
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tnum = PROJ".tnum",
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drop = PROJ".drop",
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offset = PROJ".offset",
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bounces = PROJ".bounces",
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bsound = PROJ".bsound",
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toffset = PROJ".toffset",
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extra = PROJ".extra",
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extra_rand = PROJ".extra_rand",
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sxrepeat = PROJ".sxrepeat",
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syrepeat = PROJ".syrepeat",
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txrepeat = PROJ".txrepeat",
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tyrepeat = PROJ".tyrepeat",
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shade = PROJ".shade",
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xrepeat = PROJ".xrepeat",
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yrepeat = PROJ".yrepeat",
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pal = PROJ".pal",
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velmult = PROJ".movecnt", -- NAME
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clipdist = PROJ".clipdist",
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}
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-- These structs cannot be accessed by inline array exprs in CON:
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@ -434,7 +434,7 @@ end
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function _A_Shoot(i, atwith)
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check_sprite_idx(i)
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check_tile_idx(atwith)
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return ffiC.A_Shoot(i, atwith)
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return ffiC.A_ShootWithZvel(i, atwith, 0x80000000) -- SHOOT_HARDCODED_ZVEL
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end
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function _A_IncurDamage(sn)
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@ -502,7 +502,7 @@ const int32_t g_currentMenu;
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int32_t A_IncurDamage(int32_t sn); // not bound-checked!
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void P_AddWeaponMaybeSwitch(DukePlayer_t *ps, int32_t weap);
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int32_t A_Shoot(int32_t i, int32_t atwith);
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int32_t A_ShootWithZvel(int32_t i, int32_t atwith, int32_t override_zvel);
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int32_t A_IncurDamage(int32_t sn);
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int32_t A_Spawn(int32_t j, int32_t pn);
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void VM_FallSprite(int32_t i);
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@ -263,7 +263,7 @@ gameevent(gv.EVENT_ENTERLEVEL,
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-- MORTER2 from test/weaponvars.con
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player[0].weapon.SHOTGUN.shoots = 1653
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projectile[1653].drop = -200
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projectile[1653].drop = 0
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checkfail("gameevent('GAME', function() print('qwe') end)",
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"must be called from top level")
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@ -1,4 +1,6 @@
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gamevar snd 351 0 // thunder sound
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gamevar tmp 0 0
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gamevar tmp2 0 0
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gamevar shoots 2605 2 // RPG
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gamevar WEAPON1_SHOOTS 2605 0
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define MORTER2 1653
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defineprojectile MORTER2 PROJ_WORKSLIKE 6150
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defineprojectile MORTER2 PROJ_SPAWNS EXPLOSION2
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defineprojectile MORTER2 PROJ_SOUND MORTER2_SHOOT
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defineprojectile MORTER2 PROJ_SOUND RPG_SHOOT
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defineprojectile MORTER2 PROJ_VEL 600
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defineprojectile MORTER2 PROJ_EXTRA 165
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defineprojectile MORTER2 PROJ_EXTRA_RAND 10
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defineprojectile MORTER2 PROJ_DROP 0 // tested in test.elua
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defineprojectile MORTER2 PROJ_DROP -200 // tested in test.elua
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defineprojectile MORTER2 PROJ_ISOUND PIPEBOMB_EXPLODE
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defineprojectile MORTER2 PROJ_HITRADIUS 2800
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defineprojectile MORTER2 PROJ_BOUNCES 4
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setvarvar WEAPON1_FIRESOUND snd
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// setvarvar WEAPON1_SHOOTS shoots
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endevent
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useractor notenemy 909 // tree trunk
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ifcount 120
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{
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ezshoot -4096 MORTER2
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getthisprojectile[RETURN].vel tmp
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randvar tmp2 500
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subvarvar tmp tmp2
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setthisprojectile[RETURN].vel tmp
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resetcount
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}
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enda
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@ -440,6 +440,14 @@ static void Proj_MaybeAddSpread(int32_t not_accurate_p, int32_t *zvel, int16_t *
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}
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}
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static int32_t use_actor_shootzvel = 0;
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static int32_t A_GetShootZvel(int32_t i, int32_t defaultzvel)
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{
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return use_actor_shootzvel ? actor[i].shootzvel : defaultzvel;
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}
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// Prepare hitscan weapon fired from player p.
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static void P_PreFireHitscan(int32_t i, int32_t p, int32_t atwith,
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vec3_t *srcvect, int32_t *zvel, int16_t *sa,
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{
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hitdata_t hit;
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*zvel = (100-ps->horiz-ps->horizoff)<<5;
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if (actor[i].shootzvel)
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*zvel = actor[i].shootzvel;
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*zvel = A_GetShootZvel(i, (100-ps->horiz-ps->horizoff)<<5);
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hitscan(srcvect, sprite[i].sectnum, sintable[(*sa+512)&2047], sintable[*sa&2047],
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*zvel<<6,&hit,CLIPMASK1);
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@ -544,8 +550,7 @@ static int32_t Proj_DoHitscan(int32_t i, int32_t cstatmask,
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s->cstat &= ~cstatmask;
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if (actor[i].shootzvel)
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zvel = actor[i].shootzvel;
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zvel = A_GetShootZvel(i, zvel);
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hitscan(srcvect, s->sectnum,
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sintable[(sa+512)&2047],
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}
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}
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int32_t A_Shoot(int32_t i, int32_t atwith)
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int32_t A_ShootWithZvel(int32_t i, int32_t atwith, int32_t override_zvel)
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{
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int16_t l, sa, j, k=-1;
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int32_t vel, zvel = 0, x, oldzvel;
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const int32_t p = (s->picnum == APLAYER) ? s->yvel : -1;
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DukePlayer_t *const ps = p >= 0 ? g_player[p].ps : NULL;
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if (override_zvel != SHOOT_HARDCODED_ZVEL)
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{
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use_actor_shootzvel = 1;
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actor[i].shootzvel = override_zvel;
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}
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else
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{
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use_actor_shootzvel = 0;
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}
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if (s->picnum == APLAYER)
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{
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Bmemcpy(&srcvect,ps,sizeof(vec3_t));
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@ -1092,7 +1107,7 @@ int32_t A_Shoot(int32_t i, int32_t atwith)
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if (numplayers > 1 && g_netClient) return -1;
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if (actor[i].shootzvel) zvel = actor[i].shootzvel;
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zvel = A_GetShootZvel(i, zvel);
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j = A_InsertSprite(sect,
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srcvect.x+(sintable[(348+sa+512)&2047]/proj->offset),
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srcvect.y+(sintable[(sa+348)&2047]/proj->offset),
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hit.pos.x = safeldist(g_player[j].ps->i, s);
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zvel = ((g_player[j].ps->opos.z - srcvect.z + (3<<8))*vel) / hit.pos.x;
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}
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if (actor[i].shootzvel) zvel = actor[i].shootzvel;
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oldzvel = zvel;
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zvel = A_GetShootZvel(i, zvel);
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oldzvel = zvel; // NOTE: assigned to after last store to zvel, so redundant
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if (atwith == SPIT)
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{
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@ -1367,7 +1383,7 @@ int32_t A_Shoot(int32_t i, int32_t atwith)
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if (numplayers > 1 && g_netClient) return -1;
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if (actor[i].shootzvel) zvel = actor[i].shootzvel;
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zvel = A_GetShootZvel(i, zvel);
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j = A_InsertSprite(sect,
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srcvect.x+(sintable[(348+sa+512)&2047]/448),
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srcvect.y+(sintable[(sa+348)&2047]/448),
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@ -1527,7 +1543,8 @@ int32_t A_Shoot(int32_t i, int32_t atwith)
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if (zvel < -4096)
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zvel = -2048;
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vel = x>>4;
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if (actor[i].shootzvel) zvel = actor[i].shootzvel;
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zvel = A_GetShootZvel(i, zvel);
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A_InsertSprite(sect,
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srcvect.x+(sintable[(512+sa+512)&2047]>>8),
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srcvect.y+(sintable[(sa+512)&2047]>>8),
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zvel = ((g_player[j].ps->opos.z-srcvect.z)*512) / l ;
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}
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else zvel = 0;
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if (actor[i].shootzvel) zvel = actor[i].shootzvel;
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zvel = A_GetShootZvel(i, zvel);
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j = A_InsertSprite(sect,
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srcvect.x+(sintable[(512+sa+512)&2047]>>12),
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srcvect.y+(sintable[(sa+512)&2047]>>12),
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@ -1628,10 +1646,10 @@ int32_t A_Shoot(int32_t i, int32_t atwith)
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sprite[j].cstat = 128;
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sprite[j].clipdist = 32;
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return j;
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}
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}
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return -1;
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}
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@ -332,8 +332,15 @@ extern int32_t lastvisinc;
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extern int32_t mouseyaxismode;
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extern int32_t ticrandomseed;
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#define SHOOT_HARDCODED_ZVEL INT32_MIN
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int32_t A_ShootWithZvel(int32_t i, int32_t atwith, int32_t override_zvel);
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static inline int32_t A_Shoot(int32_t i, int32_t atwith)
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{
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return A_ShootWithZvel(i, atwith, SHOOT_HARDCODED_ZVEL);
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}
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int32_t A_GetHitscanRange(int32_t i);
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int32_t A_Shoot(int32_t i,int32_t atwith);
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void getinput(int32_t snum);
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void P_AddAmmo(int32_t weapon,DukePlayer_t *p,int32_t amount);
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void P_AddWeapon(DukePlayer_t *p,int32_t weapon);
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