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- floatified Duke's shootweapon.
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parent
aad2c30af7
commit
1702491619
1 changed files with 29 additions and 28 deletions
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@ -313,10 +313,10 @@ static void shootknee(DDukeActor* actor, int p, DVector3 pos, DAngle ang)
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//
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//---------------------------------------------------------------------------
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static void shootweapon(DDukeActor *actor, int p, int sx, int sy, int sz, int sa, int atwith)
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static void shootweapon(DDukeActor *actor, int p, DVector3 pos, DAngle ang, int atwith)
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{
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auto sectp = actor->sector();
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int zvel = 0;
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double zvel = 0;
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HitInfo hit{};
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if (actor->spr.extra >= 0) actor->spr.shade = -96;
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@ -334,7 +334,7 @@ static void shootweapon(DDukeActor *actor, int p, int sx, int sy, int sz, int sa
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if (aimed)
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{
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int dal = ((aimed->spr.xrepeat * tileHeight(aimed->spr.picnum)) << 1) + (5 << 8);
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double dal = ((aimed->spr.xrepeat * tileHeight(aimed->spr.picnum)) * REPEAT_SCALE * 0.5) + 5;
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switch (aimed->spr.picnum)
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{
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case GREENSLIME:
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@ -346,72 +346,73 @@ static void shootweapon(DDukeActor *actor, int p, int sx, int sy, int sz, int sa
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case GREENSLIME + 6:
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case GREENSLIME + 7:
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case ROTATEGUN:
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dal -= (8 << 8);
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dal -= 8;
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break;
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}
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zvel = ((aimed->int_pos().Z - sz - dal) << 8) / ldist(ps[p].GetActor(), aimed);
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sa = getangle(aimed->int_pos().X - sx, aimed->int_pos().Y - sy);
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double dist = (ps[p].GetActor()->spr.pos.XY() - aimed->spr.pos.XY()).Length();
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zvel = ((aimed->spr.pos.Z - pos.Z - dal) * 16) / dist;
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ang = VecToAngle(aimed->spr.pos - pos);
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}
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if (isWW2GI())
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{
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int angRange = 32;
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int zRange = 256;
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double zRange = 1;
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SetGameVarID(g_iAngRangeVarID, 32, actor, p);
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SetGameVarID(g_iZRangeVarID, 256, actor, p);
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OnEvent(EVENT_GETSHOTRANGE, p, ps[p].GetActor(), -1);
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angRange = GetGameVarID(g_iAngRangeVarID, actor, p).value();
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zRange = GetGameVarID(g_iZRangeVarID, actor, p).value();
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zRange = GetGameVarID(g_iZRangeVarID, actor, p).value() / 256.;
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sa += (angRange / 2) - (krand() & (angRange - 1));
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ang += DAngle::fromBuild((angRange / 2) - (krand() & (angRange - 1)));
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if (aimed == nullptr)
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{
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// no target
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zvel = -ps[p].horizon.sum().asq16() >> 11;
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zvel = -ps[p].horizon.sum().asbuildf() / 8;
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}
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zvel += (zRange / 2) - (krand() & (zRange - 1));
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zvel += (zRange / 2) - krandf(zRange);
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}
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else if (aimed == nullptr)
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{
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sa += 16 - (krand() & 31);
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zvel = -ps[p].horizon.sum().asq16() >> 11;
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zvel += 128 - (krand() & 255);
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ang += DAngle22_5 / 8 - randomAngle(22.5 / 4);
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zvel = -ps[p].horizon.sum().asbuildf() / 8;
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zvel += 0.5 - krandf(1);
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}
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sz -= (2 << 8);
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pos.Z -= 2;
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}
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else
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{
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int x;
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double x;
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int j = findplayer(actor, &x);
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sz -= (4 << 8);
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zvel = ((ps[j].player_int_pos().Z - sz) << 8) / (ldist(ps[j].GetActor(), actor));
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pos.Z -= 4;
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double dist = (ps[j].GetActor()->spr.pos.XY() - actor->spr.pos.XY()).Length();
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zvel = ((ps[j].pos.Z - pos.Z) * 16) / dist;
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zvel += 0.5 - krandf(1);
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if (actor->spr.picnum != BOSS1)
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{
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zvel += 128 - (krand() & 255);
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sa += 32 - (krand() & 63);
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ang += DAngle22_5 / 8 - randomAngle(22.5 / 4);
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}
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else
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{
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zvel += 128 - (krand() & 255);
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sa = getangle(ps[j].player_int_pos().X - sx, ps[j].player_int_pos().Y - sy) + 64 - (krand() & 127);
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ang = VecToAngle(ps[j].pos - pos) + DAngle22_5 / 2 - randomAngle(22.5);
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}
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}
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actor->spr.cstat &= ~CSTAT_SPRITE_BLOCK_ALL;
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hitscan(vec3_t( sx, sy, sz ), sectp, { bcos(sa), bsin(sa), zvel << 6 }, hit, CLIPMASK1);
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hitscan(pos, sectp, DVector3(ang.ToVector() * 1024, zvel * 64), hit, CLIPMASK1);
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actor->spr.cstat |= CSTAT_SPRITE_BLOCK_ALL;
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if (hit.hitSector == nullptr) return;
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if ((krand() & 15) == 0 && hit.hitSector->lotag == 2)
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tracers(hit.int_hitpos().X, hit.int_hitpos().Y, hit.int_hitpos().Z, sx, sy, sz, 8 - (ud.multimode >> 1));
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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));
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DDukeActor* spark;
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if (p >= 0)
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{
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spark = CreateActor(hit.hitSector, hit.hitpos, SHOTSPARK1, -15, 10, 10, sa, 0, 0, actor, 4);
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spark = CreateActor(hit.hitSector, hit.hitpos, SHOTSPARK1, -15, 10, 10, ang.Buildang(), 0, 0, actor, 4);
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if (!spark) return;
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spark->spr.extra = ScriptCode[gs.actorinfo[atwith].scriptaddress];
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@ -445,7 +446,7 @@ static void shootweapon(DDukeActor *actor, int p, int sx, int sy, int sz, int sa
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jib->spr.pos.Z += 4;
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jib->vel.X = 1;
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jib->spr.xrepeat = jib->spr.yrepeat = 24;
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jib->add_int_ang(64 - (krand() & 127));
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jib->spr.angle += DAngle22_5 / 2 - randomAngle(22.5);
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}
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}
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else spawn(spark, SMALLSMOKE);
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@ -532,7 +533,7 @@ static void shootweapon(DDukeActor *actor, int p, int sx, int sy, int sz, int sa
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}
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else
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{
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spark = CreateActor(hit.hitSector, hit.hitpos, SHOTSPARK1, -15, 24, 24, sa, 0, 0, actor, 4);
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spark = CreateActor(hit.hitSector, hit.hitpos, SHOTSPARK1, -15, 24, 24, ang.Buildang(), 0, 0, actor, 4);
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if (spark)
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{
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spark->spr.extra = ScriptCode[gs.actorinfo[atwith].scriptaddress];
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@ -1089,7 +1090,7 @@ void shoot_d(DDukeActor* actor, int atwith)
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case SHOTSPARK1:
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case SHOTGUN:
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case CHAINGUN:
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shootweapon(actor, p, sx, sy, sz, sa, atwith);
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shootweapon(actor, p, spos, sang, atwith);
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return;
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case FIRELASER:
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