- Init(Bunny)Rocket

This commit is contained in:
Christoph Oelckers 2021-11-04 22:22:32 +01:00
parent 0690a5c035
commit 105ef08384

View file

@ -14902,27 +14902,13 @@ int InitZillaRail(DSWActor* actor)
int InitRocket(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;
int zvel;
#if 0
static short lat_dist[3] =
{
//800,1000,600
600,900,300
};
static short z_off[3] =
{
//Z(8), Z(14), Z(14)
Z(6), Z(12), Z(12)
};
#endif
DoPlayerBeginRecoil(pp, ROCKET_RECOIL_AMT);
PlayerUpdateAmmo(pp, u->WeaponNum, -1);
@ -14951,15 +14937,14 @@ int InitRocket(PLAYERp pp)
// Spawn a shot
// Inserting and setting up variables
//nz = pp->posz + pp->bob_z + Z(12);
nz = pp->posz + pp->bob_z + Z(8);
w = SpawnSprite(STAT_MISSILE, BOLT_THINMAN_R0, &s_Rocket[0][0], pp->cursectnum,
auto actorNew = SpawnActor(STAT_MISSILE, BOLT_THINMAN_R0, &s_Rocket[0][0], pp->cursectnum,
nx, ny, nz, pp->angle.ang.asbuild(), ROCKET_VELOCITY);
wp = &sprite[w];
wu = User[w].Data();
wp = &actorNew->s();
wu = actorNew->u();
SetOwner(pp->PlayerSprite, w);
SetOwner(pp->Actor(), actorNew);
wp->yrepeat = 90;
wp->xrepeat = 90;
wp->shade = -15;
@ -14968,7 +14953,7 @@ int InitRocket(PLAYERp pp)
wp->clipdist = 64L>>2;
wu->RotNum = 5;
NewStateGroup(&swActors[w], &sg_Rocket[0]);
NewStateGroup(actorNew, &sg_Rocket[0]);
wu->WeaponNum = u->WeaponNum;
wu->Radius = 2000;
@ -14993,11 +14978,11 @@ int InitRocket(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))
@ -15005,19 +14990,19 @@ int InitRocket(PLAYERp pp)
// cancel smoke trail
wu->Counter = 1;
if (TestMissileSetPos(w, DoRocket, 1200, zvel))
if (TestMissileSetPos(actorNew->GetSpriteIndex(), DoRocket, 1200, zvel))
{
pp->SpriteP->clipdist = oclipdist;
KillSprite(w);
sp->clipdist = oclipdist;
KillActor(actorNew);
return 0;
}
// inable smoke trail
wu->Counter = 0;
pp->SpriteP->clipdist = oclipdist;
sp->clipdist = oclipdist;
wp->zvel = zvel >> 1;
if (WeaponAutoAim(pp->SpriteP, w, 32, false) == -1)
if (WeaponAutoAim(sp, actorNew->GetSpriteIndex(), 32, false) == -1)
{
wp->ang = NORM_ANGLE(wp->ang - 5);
}
@ -15031,30 +15016,15 @@ int InitRocket(PLAYERp pp)
return 0;
}
int
InitBunnyRocket(PLAYERp pp)
int InitBunnyRocket(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;
int zvel;
#if 0
static short lat_dist[3] =
{
//800,1000,600
600,900,300
};
static short z_off[3] =
{
//Z(8), Z(14), Z(14)
Z(6), Z(12), Z(12)
};
#endif
DoPlayerBeginRecoil(pp, ROCKET_RECOIL_AMT);
PlayerUpdateAmmo(pp, u->WeaponNum, -1);
@ -15082,13 +15052,13 @@ InitBunnyRocket(PLAYERp pp)
//nz = pp->posz + pp->bob_z + Z(12);
nz = pp->posz + pp->bob_z + Z(8);
w = SpawnSprite(STAT_MISSILE, BOLT_THINMAN_R4, &s_BunnyRocket[0][0], pp->cursectnum,
auto actorNew = SpawnActor(STAT_MISSILE, BOLT_THINMAN_R4, &s_BunnyRocket[0][0], pp->cursectnum,
nx, ny, nz, pp->angle.ang.asbuild(), ROCKET_VELOCITY);
wp = &sprite[w];
wu = User[w].Data();
wp = &actorNew->s();
wu = actorNew->u();
SetOwner(pp->PlayerSprite, w);
SetOwner(pp->Actor(), actorNew);
wp->yrepeat = 64;
wp->xrepeat = 64;
wp->shade = -15;
@ -15097,7 +15067,7 @@ InitBunnyRocket(PLAYERp pp)
wp->clipdist = 64L>>2;
wu->RotNum = 5;
NewStateGroup(&swActors[w], &sg_BunnyRocket[0]);
NewStateGroup(actorNew, &sg_BunnyRocket[0]);
wu->WeaponNum = u->WeaponNum;
wu->Radius = 2000;
@ -15119,11 +15089,11 @@ InitBunnyRocket(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))
@ -15131,19 +15101,19 @@ InitBunnyRocket(PLAYERp pp)
// cancel smoke trail
wu->Counter = 1;
if (TestMissileSetPos(w, DoRocket, 1200, zvel))
if (TestMissileSetPos(actorNew->GetSpriteIndex(), DoRocket, 1200, zvel))
{
pp->SpriteP->clipdist = oclipdist;
KillSprite(w);
sp->clipdist = oclipdist;
KillActor(actorNew);
return 0;
}
// inable smoke trail
wu->Counter = 0;
pp->SpriteP->clipdist = oclipdist;
sp->clipdist = oclipdist;
wp->zvel = zvel >> 1;
if (WeaponAutoAim(pp->SpriteP, w, 32, false) == -1)
if (WeaponAutoAim(sp, actorNew->GetSpriteIndex(), 32, false) == -1)
{
wp->ang = NORM_ANGLE(wp->ang - 5);
}