randomize ejecting brass and shell angle on the ground (#230)

This commit is contained in:
CommonLoon102 2019-10-26 07:08:45 +00:00 committed by Christoph Oelckers
parent 3cd44c89f5
commit bcf3385ddf
3 changed files with 15 additions and 11 deletions

View file

@ -317,24 +317,26 @@ void sub_746D4(spritetype *pSprite, int a2)
} }
} }
void sub_74818(spritetype *pSprite, int z, int a3, int a4) void fxSpawnEjectingBrass(spritetype *pSprite, int z, int a3, int a4)
{ {
int x = pSprite->x+mulscale28(pSprite->clipdist-4, Cos(pSprite->ang)); int x = pSprite->x+mulscale28(pSprite->clipdist-4, Cos(pSprite->ang));
int y = pSprite->y+mulscale28(pSprite->clipdist-4, Sin(pSprite->ang)); int y = pSprite->y+mulscale28(pSprite->clipdist-4, Sin(pSprite->ang));
x += mulscale30(a3, Cos(pSprite->ang+512)); x += mulscale30(a3, Cos(pSprite->ang+512));
y += mulscale30(a3, Sin(pSprite->ang+512)); y += mulscale30(a3, Sin(pSprite->ang+512));
spritetype *pShell = gFX.fxSpawn((FX_ID)(FX_37+Random(3)), pSprite->sectnum, x, y, z, 0); spritetype *pBrass = gFX.fxSpawn((FX_ID)(FX_37+Random(3)), pSprite->sectnum, x, y, z, 0);
if (pShell) if (pBrass)
{ {
if (!VanillaMode())
pBrass->ang = Random(2047);
int nDist = (a4<<18)/120+Random2(((a4/4)<<18)/120); int nDist = (a4<<18)/120+Random2(((a4/4)<<18)/120);
int nAngle = pSprite->ang+Random2(56)+512; int nAngle = pSprite->ang+Random2(56)+512;
xvel[pShell->index] = mulscale30(nDist, Cos(nAngle)); xvel[pBrass->index] = mulscale30(nDist, Cos(nAngle));
yvel[pShell->index] = mulscale30(nDist, Sin(nAngle)); yvel[pBrass->index] = mulscale30(nDist, Sin(nAngle));
zvel[pShell->index] = zvel[pSprite->index]-(0x20000+(Random2(40)<<18)/120); zvel[pBrass->index] = zvel[pSprite->index]-(0x20000+(Random2(40)<<18)/120);
} }
} }
void sub_74A18(spritetype *pSprite, int z, int a3, int a4) void fxSpawnEjectingShell(spritetype *pSprite, int z, int a3, int a4)
{ {
int x = pSprite->x+mulscale28(pSprite->clipdist-4, Cos(pSprite->ang)); int x = pSprite->x+mulscale28(pSprite->clipdist-4, Cos(pSprite->ang));
int y = pSprite->y+mulscale28(pSprite->clipdist-4, Sin(pSprite->ang)); int y = pSprite->y+mulscale28(pSprite->clipdist-4, Sin(pSprite->ang));
@ -343,6 +345,8 @@ void sub_74A18(spritetype *pSprite, int z, int a3, int a4)
spritetype *pShell = gFX.fxSpawn((FX_ID)(FX_40+Random(3)), pSprite->sectnum, x, y, z, 0); spritetype *pShell = gFX.fxSpawn((FX_ID)(FX_40+Random(3)), pSprite->sectnum, x, y, z, 0);
if (pShell) if (pShell)
{ {
if (!VanillaMode())
pShell->ang = Random(2047);
int nDist = (a4<<18)/120+Random2(((a4/4)<<18)/120); int nDist = (a4<<18)/120+Random2(((a4/4)<<18)/120);
int nAngle = pSprite->ang+Random2(56)+512; int nAngle = pSprite->ang+Random2(56)+512;
xvel[pShell->index] = mulscale30(nDist, Cos(nAngle)); xvel[pShell->index] = mulscale30(nDist, Cos(nAngle));

View file

@ -99,8 +99,8 @@ public:
void fxSpawnBlood(spritetype *pSprite, int a2); void fxSpawnBlood(spritetype *pSprite, int a2);
void sub_746D4(spritetype *pSprite, int a2); void sub_746D4(spritetype *pSprite, int a2);
void sub_74818(spritetype *pSprite, int z, int a3, int a4); void fxSpawnEjectingBrass(spritetype *pSprite, int z, int a3, int a4);
void sub_74A18(spritetype *pSprite, int z, int a3, int a4); void fxSpawnEjectingShell(spritetype *pSprite, int z, int a3, int a4);
extern CFX gFX; extern CFX gFX;

View file

@ -204,7 +204,7 @@ void SpawnBulletEject(PLAYER *pPlayer, int a2, int a3)
POSTURE *pPosture = &gPosture[pPlayer->lifeMode][pPlayer->posture]; POSTURE *pPosture = &gPosture[pPlayer->lifeMode][pPlayer->posture];
pPlayer->zView = pPlayer->pSprite->z-pPosture->eyeAboveZ; pPlayer->zView = pPlayer->pSprite->z-pPosture->eyeAboveZ;
int dz = pPlayer->zWeapon-(pPlayer->zWeapon-pPlayer->zView)/2; int dz = pPlayer->zWeapon-(pPlayer->zWeapon-pPlayer->zView)/2;
sub_74818(pPlayer->pSprite, dz, a2, a3); fxSpawnEjectingBrass(pPlayer->pSprite, dz, a2, a3);
} }
void SpawnShellEject(PLAYER *pPlayer, int a2, int a3) void SpawnShellEject(PLAYER *pPlayer, int a2, int a3)
@ -213,7 +213,7 @@ void SpawnShellEject(PLAYER *pPlayer, int a2, int a3)
pPlayer->zView = pPlayer->pSprite->z-pPosture->eyeAboveZ; pPlayer->zView = pPlayer->pSprite->z-pPosture->eyeAboveZ;
int t = pPlayer->zWeapon - pPlayer->zView; int t = pPlayer->zWeapon - pPlayer->zView;
int dz = pPlayer->zWeapon-t+(t>>2); int dz = pPlayer->zWeapon-t+(t>>2);
sub_74A18(pPlayer->pSprite, dz, a2, a3); fxSpawnEjectingShell(pPlayer->pSprite, dz, a2, a3);
} }
void WeaponInit(void) void WeaponInit(void)