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player.c: hitscan projectile handling cleanup continued.
git-svn-id: https://svn.eduke32.com/eduke32@3359 1a8010ca-5511-0410-912e-c29ae57300e0
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15b7444b46
commit
f65f547fef
1 changed files with 76 additions and 65 deletions
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@ -336,7 +336,7 @@ static int32_t GetAutoAimAngle(int32_t i, int32_t p, int32_t atwith,
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const vec3_t *srcvect, int32_t vel,
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int32_t *zvel, int16_t *sa)
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{
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int32_t j;
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int32_t j = -1;
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Bassert((unsigned)p < MAXPLAYERS);
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@ -345,7 +345,6 @@ static int32_t GetAutoAimAngle(int32_t i, int32_t p, int32_t atwith,
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if (G_HaveEvent(EVENT_GETAUTOAIMANGLE))
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VM_OnEvent(EVENT_GETAUTOAIMANGLE, i, p, -1, 0);
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j = -1;
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{
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int32_t aimang = Gv_GetVar(g_iAimAngleVarID, i, p);
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if (aimang > 0)
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@ -384,27 +383,38 @@ static void Proj_MaybeSpawn(int32_t k, int32_t atwith, const hitdata_t *hit)
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{
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if (ProjectileData[atwith].spawns >= 0)
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{
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int32_t wh=A_Spawn(k,ProjectileData[atwith].spawns);
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if (ProjectileData[atwith].sxrepeat > 4) sprite[wh].xrepeat=ProjectileData[atwith].sxrepeat;
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if (ProjectileData[atwith].syrepeat > 4) sprite[wh].yrepeat=ProjectileData[atwith].syrepeat;
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int32_t wh = A_Spawn(k,ProjectileData[atwith].spawns);
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if (ProjectileData[atwith].sxrepeat > 4)
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sprite[wh].xrepeat = ProjectileData[atwith].sxrepeat;
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if (ProjectileData[atwith].syrepeat > 4)
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sprite[wh].yrepeat = ProjectileData[atwith].syrepeat;
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A_SetHitData(wh, hit);
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}
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}
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static int32_t Proj_InsertShotspark(const hitdata_t *hit, int32_t i, int32_t atwith, int32_t sz, int32_t ang)
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static int32_t Proj_InsertShotspark(const hitdata_t *hit, int32_t i, int32_t atwith,
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int32_t xyrepeat, int32_t ang, int32_t extra)
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{
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int32_t k = A_InsertSprite(hit->sect,hit->pos.x,hit->pos.y,hit->pos.z,SHOTSPARK1,-15,
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sz,sz,ang,0,0,i,4);
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sprite[k].extra = ProjectileData[atwith].extra;
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if (ProjectileData[atwith].extra_rand > 0)
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sprite[k].extra += (krand()%ProjectileData[atwith].extra_rand);
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sprite[k].yvel = atwith; // this is a hack to allow you to detect which weapon spawned a SHOTSPARK1
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int32_t k = A_InsertSprite(hit->sect, hit->pos.x, hit->pos.y, hit->pos.z,
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SHOTSPARK1,-15, xyrepeat,xyrepeat, ang,0,0,i,4);
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sprite[k].extra = extra;
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// This is a hack to allow you to detect which weapon spawned a SHOTSPARK1:
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sprite[k].yvel = atwith;
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A_SetHitData(k, hit);
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return k;
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}
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static int32_t Proj_GetExtra(int32_t atwith)
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{
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int32_t extra = ProjectileData[atwith].extra;
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if (ProjectileData[atwith].extra_rand > 0)
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extra += (krand()%ProjectileData[atwith].extra_rand);
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return extra;
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}
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static void Proj_MaybeAddSpread(int32_t not_accurate_p, int32_t *zvel, int16_t *sa,
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int32_t zRange, int32_t angRange)
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{
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@ -506,6 +516,27 @@ static void A_PreFireHitscan(const spritetype *s, vec3_t *srcvect, int32_t *zvel
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}
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}
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static inline int32_t Proj_DoHitscan(int32_t i, int32_t cstatmask,
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const vec3_t *srcvect, int32_t zvel, int16_t sa,
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hitdata_t *hit)
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{
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spritetype *const s = &sprite[i];
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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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hitscan(srcvect, s->sectnum,
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sintable[(sa+512)&2047],
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sintable[sa&2047],
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zvel<<6, hit, CLIPMASK1);
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s->cstat |= cstatmask;
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return (hit->sect < 0);
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}
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int32_t A_Shoot(int32_t i, int32_t atwith)
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{
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int16_t l, sa, j, k=-1;
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@ -798,23 +829,12 @@ int32_t A_Shoot(int32_t i, int32_t atwith)
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A_PreFireHitscan(s, &srcvect, &zvel, &sa,
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!(ProjectileData[atwith].workslike & PROJECTILE_ACCURATE));
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if (ProjectileData[atwith].cstat >= 0) s->cstat &= ~ProjectileData[atwith].cstat;
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else s->cstat &= ~257;
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if (Proj_DoHitscan(i, (ProjectileData[atwith].cstat >= 0) ? ProjectileData[atwith].cstat : 256+1,
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&srcvect, zvel, sa, &hit))
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return -1;
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if (actor[i].shootzvel) zvel = actor[i].shootzvel;
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hitscan((const vec3_t *)&srcvect,sect,
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sintable[(sa+512)&2047],
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sintable[sa&2047],
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zvel<<6,&hit,CLIPMASK1);
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if (ProjectileData[atwith].cstat >= 0) s->cstat |= ProjectileData[atwith].cstat;
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else s->cstat |= 257;
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if (hit.sect < 0) return -1;
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if ((ProjectileData[atwith].range > 0) &&
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((klabs(srcvect.x-hit.pos.x)+klabs(srcvect.y-hit.pos.y)) > ProjectileData[atwith].range))
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if (ProjectileData[atwith].range > 0 &&
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klabs(srcvect.x-hit.pos.x)+klabs(srcvect.y-hit.pos.y) > ProjectileData[atwith].range)
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return -1;
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if (ProjectileData[atwith].trail >= 0)
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@ -823,12 +843,13 @@ int32_t A_Shoot(int32_t i, int32_t atwith)
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if (ProjectileData[atwith].workslike & PROJECTILE_WATERBUBBLES)
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{
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if ((krand()&15) == 0 && sector[hit.sect].lotag == ST_2_UNDERWATER)
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A_DoWaterTracers(hit.pos.x,hit.pos.y,hit.pos.z,srcvect.x,srcvect.y,srcvect.z,8-(ud.multimode>>1));
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A_DoWaterTracers(hit.pos.x,hit.pos.y,hit.pos.z,
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srcvect.x,srcvect.y,srcvect.z,8-(ud.multimode>>1));
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}
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if (p >= 0)
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{
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k = Proj_InsertShotspark(&hit, i, atwith, 10, sa);
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k = Proj_InsertShotspark(&hit, i, atwith, 10, sa, Proj_GetExtra(atwith));
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if (hit.wall == -1 && hit.sprite == -1)
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{
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@ -956,7 +977,7 @@ DOSKIPBULLETHOLE:
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}
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else
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{
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k = Proj_InsertShotspark(&hit, i, atwith, 24, sa);
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k = Proj_InsertShotspark(&hit, i, atwith, 24, sa, Proj_GetExtra(atwith));
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if (hit.sprite >= 0)
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{
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@ -1223,15 +1244,8 @@ DOSKIPBULLETHOLE:
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else
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A_PreFireHitscan(s, &srcvect, &zvel, &sa, 1);
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s->cstat &= ~257;
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if (actor[i].shootzvel) zvel = actor[i].shootzvel;
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hitscan((const vec3_t *)&srcvect,sect,
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sintable[(sa+512)&2047],
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sintable[sa&2047],
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zvel<<6,&hit,CLIPMASK1);
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s->cstat |= 257;
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if (hit.sect < 0) return -1;
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if (Proj_DoHitscan(i, 256+1, &srcvect, zvel, sa, &hit))
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return -1;
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if ((krand()&15) == 0 && sector[hit.sect].lotag == ST_2_UNDERWATER)
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A_DoWaterTracers(hit.pos.x,hit.pos.y,hit.pos.z,
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@ -1239,12 +1253,8 @@ DOSKIPBULLETHOLE:
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if (p >= 0)
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{
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k = A_InsertSprite(hit.sect,hit.pos.x,hit.pos.y,hit.pos.z,SHOTSPARK1,-15,10,10,sa,0,0,i,4);
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sprite[k].extra = G_InitialActorStrength(atwith);
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sprite[k].extra += (krand()%6);
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sprite[k].yvel = atwith; // this is a hack to allow you to detect which weapon spawned a SHOTSPARK1
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A_SetHitData(k, &hit);
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k = Proj_InsertShotspark(&hit, i, atwith, 10, sa,
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G_InitialActorStrength(atwith) + (krand()%6));
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if (hit.wall == -1 && hit.sprite == -1)
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{
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@ -1266,8 +1276,9 @@ DOSKIPBULLETHOLE:
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if (hit.sprite >= 0)
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{
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A_DamageObject(hit.sprite,k);
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if (sprite[hit.sprite].picnum == APLAYER && (ud.ffire == 1 || (!GTFLAGS(GAMETYPE_PLAYERSFRIENDLY) &&
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GTFLAGS(GAMETYPE_TDM) && g_player[sprite[hit.sprite].yvel].ps->team != g_player[sprite[i].yvel].ps->team)))
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if (sprite[hit.sprite].picnum == APLAYER &&
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(ud.ffire == 1 || (!GTFLAGS(GAMETYPE_PLAYERSFRIENDLY) && GTFLAGS(GAMETYPE_TDM) &&
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g_player[sprite[hit.sprite].yvel].ps->team != g_player[sprite[i].yvel].ps->team)))
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{
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l = A_Spawn(k,JIBS6);
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sprite[k].xrepeat = sprite[k].yrepeat = 0;
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@ -1329,6 +1340,8 @@ DOSKIPBULLETHOLE:
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goto SKIPBULLETHOLE;
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l = nextspritestat[l];
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}
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{
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l = A_Spawn(k,BULLETHOLE);
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if (!A_CheckSpriteFlags(l , SPRITE_DECAL))
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@ -1346,6 +1359,7 @@ DOSKIPBULLETHOLE:
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sprite[l].y -= mulscale13(1,sintable[(sprite[l].ang+2048)&2047]);
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A_SetSprite(l,CLIPMASK0);
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}
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}
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SKIPBULLETHOLE:
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@ -1359,10 +1373,7 @@ SKIPBULLETHOLE:
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}
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else
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{
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k = A_InsertSprite(hit.sect,hit.pos.x,hit.pos.y,hit.pos.z,SHOTSPARK1,-15,24,24,sa,0,0,i,4);
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sprite[k].extra = G_InitialActorStrength(atwith);
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sprite[k].yvel = atwith; // this is a hack to allow you to detect which weapon spawned a SHOTSPARK1
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A_SetHitData(k, &hit);
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k = Proj_InsertShotspark(&hit, i, atwith, 24, sa, G_InitialActorStrength(atwith));
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if (hit.sprite >= 0)
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{
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