- InitShotgun + InitLaser

InitLaser is unused but fully functional, so let's keep it for modding.
This commit is contained in:
Christoph Oelckers 2021-11-04 22:36:45 +01:00
parent 3b49b053d7
commit 0690a5c035
2 changed files with 37 additions and 42 deletions

View file

@ -3305,7 +3305,6 @@ pRailOkTest(PANEL_SPRITEp psp)
void
pRailRest(PANEL_SPRITEp psp)
{
int InitLaserSight(PLAYERp pp);
bool force = !!TEST(psp->flags, PANF_UNHIDE_SHOOT);
if (SW_SHAREWARE) return;

View file

@ -14375,7 +14375,7 @@ int ContinueHitscan(PLAYERp pp, short sectnum, int x, int y, int z, short ang, i
{
short j;
hitdata_t hitinfo;
USERp u = User[pp->PlayerSprite].Data();
USERp u = pp->Actor()->u();
FAFhitscan(x, y, z, sectnum,
xvect, yvect, zvect,
@ -14455,15 +14455,15 @@ int ContinueHitscan(PLAYERp pp, short sectnum, int x, int y, int z, short ang, i
int
InitShotgun(PLAYERp pp)
{
USERp u = User[pp->PlayerSprite].Data();
USERp u = pp->Actor()->u();
auto sp = &pp->Actor()->s();
short daang,ndaang, i, j;
hitdata_t hitinfo;
HITINFO hitinfo;
short nsect;
int daz, ndaz;
int nx,ny,nz;
int xvect,yvect,zvect;
short cstat = 0;
SPRITEp sp;
PlayerUpdateAmmo(pp, u->WeaponNum, -1);
@ -14485,7 +14485,6 @@ InitShotgun(PLAYERp pp)
ny = pp->posy;
daz = nz = pp->posz + pp->bob_z;
nsect = pp->cursectnum;
sp = pp->SpriteP;
daang = 64;
if (WeaponAutoAimHitscan(pp->Actor(), &daz, &daang, false) != nullptr)
@ -14522,7 +14521,7 @@ InitShotgun(PLAYERp pp)
continue;
}
if (hitinfo.sprite < 0 && hitinfo.wall < 0)
if (hitinfo.hitactor == nullptr && hitinfo.wall < 0)
{
if (labs(hitinfo.pos.z - sector[hitinfo.sect].ceilingz) <= Z(1))
{
@ -14579,9 +14578,9 @@ InitShotgun(PLAYERp pp)
}
// hit a sprite?
if (hitinfo.sprite >= 0)
if (hitinfo.hitactor != nullptr)
{
auto hitActor = &swActors[hitinfo.sprite];
auto hitActor = hitinfo.hitactor;
SPRITEp hsp = &hitActor->s();
auto hu = hitActor->u();
@ -14589,7 +14588,7 @@ InitShotgun(PLAYERp pp)
{
extern STATE s_TrashCanPain[];
PlaySound(DIGI_TRASHLID, sp, v3df_none);
PlaySound(DIGI_TRASHLID, hsp, v3df_none);
if (hu->WaitTics <= 0)
{
hu->WaitTics = SEC(2);
@ -14599,47 +14598,44 @@ InitShotgun(PLAYERp pp)
if (hsp->lotag == TAG_SPRITE_HIT_MATCH)
{
if (MissileHitMatch(-1, WPN_SHOTGUN, hitinfo.sprite))
if (MissileHitMatch(-1, WPN_SHOTGUN, hitActor->GetSpriteIndex()))
continue;
}
if (TEST(hsp->extra, SPRX_BREAKABLE))
{
HitBreakSprite(&swActors[hitinfo.sprite],0);
HitBreakSprite(hitActor,0);
continue;
}
if (BulletHitSprite(pp->Actor(), &swActors[hitinfo.sprite], hitinfo.pos.x, hitinfo.pos.y, hitinfo.pos.z, SHOTGUN_SMOKE))
if (BulletHitSprite(pp->Actor(), hitActor, hitinfo.pos.x, hitinfo.pos.y, hitinfo.pos.z, SHOTGUN_SMOKE))
continue;
// hit a switch?
if (TEST(hsp->cstat, CSTAT_SPRITE_ALIGNMENT_WALL) && (hsp->lotag || hsp->hitag))
{
ShootableSwitch(&swActors[hitinfo.sprite]);
ShootableSwitch(hitActor);
}
}
j = SpawnShotgunSparks(pp, hitinfo.sect, hitinfo.wall, hitinfo.pos.x, hitinfo.pos.y, hitinfo.pos.z, ndaang);
DoHitscanDamage(j, hitinfo.sprite);
DoHitscanDamage(j, hitinfo.hitactor->GetSpriteIndex());
}
DoPlayerBeginRecoil(pp, SHOTGUN_RECOIL_AMT);
return 0;
}
int
InitLaser(PLAYERp pp)
int InitLaser(PLAYERp pp)
{
USERp u = User[pp->PlayerSprite].Data();
USERp u = pp->Actor()->u();
auto sp = &pp->Actor()->s();
USERp wu;
SPRITEp wp;
int nx, ny, nz;
short w;
DoPlayerBeginRecoil(pp, RAIL_RECOIL_AMT);
PlayerUpdateAmmo(pp, u->WeaponNum, -1);
PlaySound(DIGI_RIOTFIRE, pp, v3df_dontpan|v3df_doppler);
if (pp->cursectnum < 0)
@ -14653,14 +14649,14 @@ InitLaser(PLAYERp pp)
// Spawn a shot
// Inserting and setting up variables
w = SpawnSprite(STAT_MISSILE, BOLT_THINMAN_R0, s_Laser, pp->cursectnum,
auto actorNew = SpawnActor(STAT_MISSILE, BOLT_THINMAN_R0, s_Laser, pp->cursectnum,
nx, ny, nz, pp->angle.ang.asbuild(), 300);
wp = &sprite[w];
wu = User[w].Data();
wp = &actorNew->s();
wu = actorNew->u();
wp->hitag = LUMINOUS; //Always full brightness
SetOwner(pp->PlayerSprite, w);
SetOwner(pp->Actor(), actorNew);
wp->yrepeat = 52;
wp->xrepeat = 52;
wp->shade = -15;
@ -14678,11 +14674,11 @@ InitLaser(PLAYERp pp)
// at certain angles the clipping box was big enough to block the
// initial positioning of the fireball.
auto oclipdist = pp->SpriteP->clipdist;
pp->SpriteP->clipdist = 0;
auto oclipdist = sp->clipdist;
sp->clipdist = 0;
wp->ang = NORM_ANGLE(wp->ang + 512);
HelpMissileLateral(w, 900);
HelpMissileLateral(actorNew->GetSpriteIndex(), 900);
wp->ang = NORM_ANGLE(wp->ang - 512);
if (TEST(pp->Flags, PF_DIVING) || SpriteInUnderwaterArea(wp))
@ -14690,34 +14686,34 @@ InitLaser(PLAYERp pp)
// the slower the missile travels the less of a zvel it needs
// move it 1200 dist in increments - works better
if (MissileSetPos(w, DoLaserStart, 300))
if (MissileSetPos(actorNew->GetSpriteIndex(), DoLaserStart, 300))
{
pp->SpriteP->clipdist = oclipdist;
KillSprite(w);
sp->clipdist = oclipdist;
KillActor(actorNew);
return 0;
}
if (MissileSetPos(w, DoLaserStart, 300))
if (MissileSetPos(actorNew->GetSpriteIndex(), DoLaserStart, 300))
{
pp->SpriteP->clipdist = oclipdist;
KillSprite(w);
sp->clipdist = oclipdist;
KillActor(actorNew);
return 0;
}
if (MissileSetPos(w, DoLaserStart, 300))
if (MissileSetPos(actorNew->GetSpriteIndex(), DoLaserStart, 300))
{
pp->SpriteP->clipdist = oclipdist;
KillSprite(w);
sp->clipdist = oclipdist;
KillActor(actorNew);
return 0;
}
if (MissileSetPos(w, DoLaserStart, 300))
if (MissileSetPos(actorNew->GetSpriteIndex(), DoLaserStart, 300))
{
pp->SpriteP->clipdist = oclipdist;
KillSprite(w);
sp->clipdist = oclipdist;
KillActor(actorNew);
return 0;
}
pp->SpriteP->clipdist = oclipdist;
sp->clipdist = oclipdist;
if (WeaponAutoAim(pp->SpriteP, w, 32, false) == -1)
if (WeaponAutoAim(sp, actorNew->GetSpriteIndex(), 32, false) == -1)
{
wp->ang = NORM_ANGLE(wp->ang - 5);
}