- floatified Duke's shootweapon.

This commit is contained in:
Christoph Oelckers 2022-09-13 22:09:27 +02:00
parent aad2c30af7
commit 1702491619

View file

@ -313,10 +313,10 @@ static void shootknee(DDukeActor* actor, int p, DVector3 pos, DAngle ang)
//
//---------------------------------------------------------------------------
static void shootweapon(DDukeActor *actor, int p, int sx, int sy, int sz, int sa, int atwith)
static void shootweapon(DDukeActor *actor, int p, DVector3 pos, DAngle ang, int atwith)
{
auto sectp = actor->sector();
int zvel = 0;
double zvel = 0;
HitInfo hit{};
if (actor->spr.extra >= 0) actor->spr.shade = -96;
@ -334,7 +334,7 @@ static void shootweapon(DDukeActor *actor, int p, int sx, int sy, int sz, int sa
if (aimed)
{
int dal = ((aimed->spr.xrepeat * tileHeight(aimed->spr.picnum)) << 1) + (5 << 8);
double dal = ((aimed->spr.xrepeat * tileHeight(aimed->spr.picnum)) * REPEAT_SCALE * 0.5) + 5;
switch (aimed->spr.picnum)
{
case GREENSLIME:
@ -346,72 +346,73 @@ static void shootweapon(DDukeActor *actor, int p, int sx, int sy, int sz, int sa
case GREENSLIME + 6:
case GREENSLIME + 7:
case ROTATEGUN:
dal -= (8 << 8);
dal -= 8;
break;
}
zvel = ((aimed->int_pos().Z - sz - dal) << 8) / ldist(ps[p].GetActor(), aimed);
sa = getangle(aimed->int_pos().X - sx, aimed->int_pos().Y - sy);
double dist = (ps[p].GetActor()->spr.pos.XY() - aimed->spr.pos.XY()).Length();
zvel = ((aimed->spr.pos.Z - pos.Z - dal) * 16) / dist;
ang = VecToAngle(aimed->spr.pos - pos);
}
if (isWW2GI())
{
int angRange = 32;
int zRange = 256;
double zRange = 1;
SetGameVarID(g_iAngRangeVarID, 32, actor, p);
SetGameVarID(g_iZRangeVarID, 256, actor, p);
OnEvent(EVENT_GETSHOTRANGE, p, ps[p].GetActor(), -1);
angRange = GetGameVarID(g_iAngRangeVarID, actor, p).value();
zRange = GetGameVarID(g_iZRangeVarID, actor, p).value();
zRange = GetGameVarID(g_iZRangeVarID, actor, p).value() / 256.;
sa += (angRange / 2) - (krand() & (angRange - 1));
ang += DAngle::fromBuild((angRange / 2) - (krand() & (angRange - 1)));
if (aimed == nullptr)
{
// no target
zvel = -ps[p].horizon.sum().asq16() >> 11;
zvel = -ps[p].horizon.sum().asbuildf() / 8;
}
zvel += (zRange / 2) - (krand() & (zRange - 1));
zvel += (zRange / 2) - krandf(zRange);
}
else if (aimed == nullptr)
{
sa += 16 - (krand() & 31);
zvel = -ps[p].horizon.sum().asq16() >> 11;
zvel += 128 - (krand() & 255);
ang += DAngle22_5 / 8 - randomAngle(22.5 / 4);
zvel = -ps[p].horizon.sum().asbuildf() / 8;
zvel += 0.5 - krandf(1);
}
sz -= (2 << 8);
pos.Z -= 2;
}
else
{
int x;
double x;
int j = findplayer(actor, &x);
sz -= (4 << 8);
zvel = ((ps[j].player_int_pos().Z - sz) << 8) / (ldist(ps[j].GetActor(), actor));
pos.Z -= 4;
double dist = (ps[j].GetActor()->spr.pos.XY() - actor->spr.pos.XY()).Length();
zvel = ((ps[j].pos.Z - pos.Z) * 16) / dist;
zvel += 0.5 - krandf(1);
if (actor->spr.picnum != BOSS1)
{
zvel += 128 - (krand() & 255);
sa += 32 - (krand() & 63);
ang += DAngle22_5 / 8 - randomAngle(22.5 / 4);
}
else
{
zvel += 128 - (krand() & 255);
sa = getangle(ps[j].player_int_pos().X - sx, ps[j].player_int_pos().Y - sy) + 64 - (krand() & 127);
ang = VecToAngle(ps[j].pos - pos) + DAngle22_5 / 2 - randomAngle(22.5);
}
}
actor->spr.cstat &= ~CSTAT_SPRITE_BLOCK_ALL;
hitscan(vec3_t( sx, sy, sz ), sectp, { bcos(sa), bsin(sa), zvel << 6 }, hit, CLIPMASK1);
hitscan(pos, sectp, DVector3(ang.ToVector() * 1024, zvel * 64), hit, CLIPMASK1);
actor->spr.cstat |= CSTAT_SPRITE_BLOCK_ALL;
if (hit.hitSector == nullptr) return;
if ((krand() & 15) == 0 && hit.hitSector->lotag == 2)
tracers(hit.int_hitpos().X, hit.int_hitpos().Y, hit.int_hitpos().Z, sx, sy, sz, 8 - (ud.multimode >> 1));
tracers(hit.int_hitpos().X, hit.int_hitpos().Y, hit.int_hitpos().Z, pos.X * worldtoint, pos.Y * worldtoint, pos.Z * zworldtoint, 8 - (ud.multimode >> 1));
DDukeActor* spark;
if (p >= 0)
{
spark = CreateActor(hit.hitSector, hit.hitpos, SHOTSPARK1, -15, 10, 10, sa, 0, 0, actor, 4);
spark = CreateActor(hit.hitSector, hit.hitpos, SHOTSPARK1, -15, 10, 10, ang.Buildang(), 0, 0, actor, 4);
if (!spark) return;
spark->spr.extra = ScriptCode[gs.actorinfo[atwith].scriptaddress];
@ -445,7 +446,7 @@ static void shootweapon(DDukeActor *actor, int p, int sx, int sy, int sz, int sa
jib->spr.pos.Z += 4;
jib->vel.X = 1;
jib->spr.xrepeat = jib->spr.yrepeat = 24;
jib->add_int_ang(64 - (krand() & 127));
jib->spr.angle += DAngle22_5 / 2 - randomAngle(22.5);
}
}
else spawn(spark, SMALLSMOKE);
@ -532,7 +533,7 @@ static void shootweapon(DDukeActor *actor, int p, int sx, int sy, int sz, int sa
}
else
{
spark = CreateActor(hit.hitSector, hit.hitpos, SHOTSPARK1, -15, 24, 24, sa, 0, 0, actor, 4);
spark = CreateActor(hit.hitSector, hit.hitpos, SHOTSPARK1, -15, 24, 24, ang.Buildang(), 0, 0, actor, 4);
if (spark)
{
spark->spr.extra = ScriptCode[gs.actorinfo[atwith].scriptaddress];
@ -1089,7 +1090,7 @@ void shoot_d(DDukeActor* actor, int atwith)
case SHOTSPARK1:
case SHOTGUN:
case CHAINGUN:
shootweapon(actor, p, sx, sy, sz, sa, atwith);
shootweapon(actor, p, spos, sang, atwith);
return;
case FIRELASER: