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- refactoring CreateActor - part 1
This commit is contained in:
parent
44f0a6ae67
commit
1a22127123
11 changed files with 71 additions and 126 deletions
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@ -525,6 +525,11 @@ struct spritetypebase
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xrepeat = other->xrepeat;
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yrepeat = other->yrepeat;
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}
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DVector2 Scale() const
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{
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return DVector2(ScaleX(), ScaleY());
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}
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double ScaleX() const
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{
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@ -65,13 +65,13 @@ void RANDOMSCRAP(DDukeActor* origin)
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offset.Y = krandf(16) - 8;
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offset.Z = krandf(16) - 8;
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int v = isRR() ? 16 : 48;
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double v = isRR() ? 0.125 : 0.375;
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auto a = randomAngle();
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auto vel = krandf(4) + 4;
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auto zvel = -krandf(8) - 2;
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CreateActor(origin->sector(), origin->spr.pos + offset, TILE_SCRAP6 + (r4 & 15), -8, v, v, a, vel, zvel, origin, 5);
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CreateActor(origin->sector(), origin->spr.pos + offset, TILE_SCRAP6 + (r4 & 15), -8, DVector2(v, v), a, vel, zvel, origin, 5);
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}
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//---------------------------------------------------------------------------
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@ -268,7 +268,7 @@ void lotsofstuff(DDukeActor* actor, int n, int spawntype)
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{
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DAngle r1 = randomAngle();
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double r2 = zrand(47);
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auto j = CreateActor(actor->sector(), actor->spr.pos.plusZ(-r2), spawntype, -32, 8, 8, r1, 0., 0., actor, 5);
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auto j = CreateActor(actor->sector(), actor->spr.pos.plusZ(-r2), spawntype, -32, DVector2(0.125, 0.125), r1, 0., 0., actor, 5);
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if (j) j->spr.cstat = randomFlip();
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}
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}
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@ -1321,7 +1321,7 @@ void movetongue(DDukeActor *actor, int tongue, int jaw)
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auto pos = actor->spr.pos + actor->spr.angle.ToVector() * 2 * k;
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pos.Z += k * Sgn(actor->vel.Z) * abs(actor->vel.Z / 12);
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auto q = CreateActor(actor->sector(), pos, tongue, -40 + (k << 1), 8, 8, nullAngle, 0., 0., actor, 5);
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auto q = CreateActor(actor->sector(), pos, tongue, -40 + (k << 1), DVector2(0.125, 0.125), nullAngle, 0., 0., actor, 5);
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if (q)
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{
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q->spr.cstat = CSTAT_SPRITE_YCENTER;
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@ -1331,7 +1331,7 @@ void movetongue(DDukeActor *actor, int tongue, int jaw)
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int k = actor->temp_data[0]; // do not depend on the above loop counter.
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auto pos = actor->spr.pos + actor->spr.angle.ToVector() * 2 * k;
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pos.Z += k * Sgn(actor->vel.Z) * abs(actor->vel.Z / 12);
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auto spawned = CreateActor(actor->sector(), pos, jaw, -40, 32, 32, nullAngle, 0., 0., actor, 5);
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auto spawned = CreateActor(actor->sector(), pos, jaw, -40, DVector2(0.5, 0.5), nullAngle, 0., 0., actor, 5);
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if (spawned)
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{
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spawned->spr.cstat = CSTAT_SPRITE_YCENTER;
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@ -2508,11 +2508,11 @@ void scrap(DDukeActor* actor, int SCRAP1, int SCRAP6)
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void gutsdir(DDukeActor* actor, int gtype, int n, int p)
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{
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int sx, sy;
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double scale;
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if (badguy(actor) && actor->spr.ScaleX() < 0.25)
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sx = sy = 8;
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else sx = sy = 32;
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scale = 0.125;
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else scale = 0.5;
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double gutz = actor->spr.pos.Z - 8;
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double floorz = getflorzofslopeptr(actor->sector(), actor->spr.pos);
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@ -2529,7 +2529,7 @@ void gutsdir(DDukeActor* actor, int gtype, int n, int p)
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auto zvel = -krandf(8) - 2;
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// TRANSITIONAL: owned by a player???
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CreateActor(actor->sector(), DVector3(actor->spr.pos.XY(), gutz), gtype, -32, sx, sy, a, vel, zvel, ps[p].GetActor(), 5);
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CreateActor(actor->sector(), DVector3(actor->spr.pos.XY(), gutz), gtype, -32, DVector2(scale, scale), a, vel, zvel, ps[p].GetActor(), 5);
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}
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}
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@ -537,12 +537,12 @@ void lotsofpaper_d(DDukeActor *actor, int n)
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void guts_d(DDukeActor* actor, int gtype, int n, int p)
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{
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int sx, sy;
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double scale;
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uint8_t pal;
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if (badguy(actor) && actor->spr.ScaleX() < 0.25)
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sx = sy = 8;
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else sx = sy = 32;
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scale = 0.125;
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else scale = 0.5;
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double gutz = actor->spr.pos.Z - 8;
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double floorz = getflorzofslopeptr(actor->sector(), actor->spr.pos);
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@ -570,7 +570,7 @@ void guts_d(DDukeActor* actor, int gtype, int n, int p)
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offs.Y = krandf(16) - 8;
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offs.X = krandf(16) - 8;
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// TRANSITIONAL: owned by a player???
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auto spawned = CreateActor(actor->sector(), offs + actor->spr.pos.XY(), gtype, -32, sx, sy, a, vel, zvel, ps[p].GetActor(), 5);
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auto spawned = CreateActor(actor->sector(), offs + actor->spr.pos.XY(), gtype, -32, DVector2(scale, scale), a, vel, zvel, ps[p].GetActor(), 5);
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if (spawned)
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{
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if (spawned->spr.picnum == JIBS2)
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@ -1005,7 +1005,7 @@ static void movefireext(DDukeActor* actor)
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auto a = randomAngle();
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auto vel = krandf(4) + 4;
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auto zvel = -krandf(16) - actor->vel.Z * 0.25;
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auto spawned = CreateActor(actor->sector(), actor->spr.pos.plusZ(krandf(-48)), SCRAP3 + (krand() & 3), -8, 48, 48, a, vel, zvel, actor, 5);
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auto spawned = CreateActor(actor->sector(), actor->spr.pos.plusZ(krandf(-48)), SCRAP3 + (krand() & 3), -8, DVector2(0.75, 0.75), a, vel, zvel, actor, 5);
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if(spawned) spawned->spr.pal = 2;
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}
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@ -1568,7 +1568,7 @@ static void weaponcommon_d(DDukeActor* proj)
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double zAdd = k * proj->vel.Z / 24;
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auto spawned = CreateActor(proj->sector(), proj->spr.pos.plusZ(zAdd) + proj->spr.angle.ToVector() * k * 2.,
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FIRELASER, -40 + (k << 2),
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proj->spr.xrepeat, proj->spr.yrepeat, nullAngle, 0., 0., proj->GetOwner(), 5);
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proj->spr.Scale(), nullAngle, 0., 0., proj->GetOwner(), 5);
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if (spawned)
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{
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@ -2101,7 +2101,7 @@ static void greenslime(DDukeActor *actor)
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auto vel = krandf(2) + 2;
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auto zvel = 4 - krandf(4);
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auto k = CreateActor(actor->sector(), actor->spr.pos, GLASSPIECES + (j % 3), -32, 36, 36, a, vel, zvel, actor, 5);
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auto k = CreateActor(actor->sector(), actor->spr.pos, GLASSPIECES + (j % 3), -32, DVector2(0.5625, 0.5625), a, vel, zvel, actor, 5);
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k->spr.pal = 1;
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}
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ps[p].actors_killed++;
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@ -2143,7 +2143,7 @@ static void greenslime(DDukeActor *actor)
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auto vel = krandf(4) + 4;
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auto zvel = -krandf(16) - actor->vel.Z * 0.25;
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auto spawned = CreateActor(actor->sector(), actor->spr.pos.plusZ(-8), SCRAP3 + (krand() & 3), -8, 48, 48, a, vel, zvel, actor, 5);
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auto spawned = CreateActor(actor->sector(), actor->spr.pos.plusZ(-8), SCRAP3 + (krand() & 3), -8, DVector2(0.75, 0.75), a, vel, zvel, actor, 5);
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spawned->spr.pal = 6;
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}
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@ -2255,7 +2255,7 @@ static void greenslime(DDukeActor *actor)
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auto vel = krandf(4) + 4;
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auto zvel = -krandf(16) - actor->vel.Z * 0.25;
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auto spawned = CreateActor(actor->sector(), actor->spr.pos.plusZ(-8), SCRAP3 + (krand() & 3), -8, 48, 48, a, vel, zvel, actor, 5);
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auto spawned = CreateActor(actor->sector(), actor->spr.pos.plusZ(-8), SCRAP3 + (krand() & 3), -8, DVector2(0.75, 0.75), a, vel, zvel, actor, 5);
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if (spawned) spawned->spr.pal = 6;
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}
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actor->temp_data[0] = -3;
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@ -443,12 +443,12 @@ void lotsoffeathers_r(DDukeActor *actor, int n)
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void guts_r(DDukeActor* actor, int gtype, int n, int p)
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{
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int j;
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int sx, sy;
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double scale;
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uint8_t pal;
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if (badguy(actor) && actor->spr.ScaleX() < 0.25)
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sx = sy = 4;
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else sx = sy = 16;
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scale = 0.0625;
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else scale = 0.25;
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double gutz = actor->spr.pos.Z - 8;
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double floorz = getflorzofslopeptr(actor->sector(), actor->spr.pos);
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@ -480,7 +480,7 @@ void guts_r(DDukeActor* actor, int gtype, int n, int p)
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offs.Y = krandf(16) - 8;
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offs.X = krandf(16) - 8;
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// TRANSITIONAL: owned by a player???
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auto spawned = CreateActor(actor->sector(), offs + actor->spr.pos.XY(), gtype, -32, sx, sy, a, vel, zvel, ps[p].GetActor(), 5);
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auto spawned = CreateActor(actor->sector(), offs + actor->spr.pos.XY(), gtype, -32, DVector2(scale, scale), a, vel, zvel, ps[p].GetActor(), 5);
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if (spawned && pal != 0)
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spawned->spr.pal = pal;
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}
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@ -1243,7 +1243,7 @@ static void weaponcommon_r(DDukeActor *proj)
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double zAdd = k * proj->vel.Z / 24;
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auto x = CreateActor(proj->sector(), proj->spr.pos.plusZ(zAdd) + proj->spr.angle.ToVector() * k * 2.,
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FIRELASER, -40 + (k << 2),
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proj->spr.xrepeat, proj->spr.yrepeat, nullAngle, 0., 0., proj->GetOwner(), 5);
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proj->spr.Scale(), nullAngle, 0., 0., proj->GetOwner(), 5);
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if (x)
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{
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@ -3124,7 +3124,7 @@ void handle_se06_r(DDukeActor *actor)
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}
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if (!hulkspawn)
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{
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ns = CreateActor(actor->sector(), DVector3(actor->spr.pos.XY(), actor->sector()->ceilingz + 466.5), 3677, -8, 16, 16, nullAngle, 0., 0., actor, 5);
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ns = CreateActor(actor->sector(), DVector3(actor->spr.pos.XY(), actor->sector()->ceilingz + 466.5), 3677, -8, DVector2(0.25, 0.25), nullAngle, 0., 0., actor, 5);
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if (ns)
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{
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ns->spr.cstat = CSTAT_SPRITE_TRANS_FLIP | CSTAT_SPRITE_TRANSLUCENT;
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@ -172,7 +172,13 @@ DAngle furthestangle(DDukeActor* snum, int angDiv);
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void getglobalz(DDukeActor* s);
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void OnEvent(int id, int pnum = -1, DDukeActor* snum = nullptr, int dist = -1);
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DDukeActor* CreateActor(sectortype* whatsectp, const DVector3& pos, int s_pn, int8_t s_shd, int8_t s_xr, int8_t s_yr, DAngle s_ang, double s_vel, double s_zvel, DDukeActor* s_ow, int8_t s_stat);
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DDukeActor* CreateActor(sectortype* whatsectp, const DVector3& pos, int s_pn, int8_t s_shd, const DVector2& scale, DAngle s_ang, double s_vel, double s_zvel, DDukeActor* s_ow, int8_t s_stat);
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[[deprecated]]
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inline DDukeActor* CreateActor(sectortype* whatsectp, const DVector3& pos, int s_pn, int8_t s_shd, int8_t s_xr, int8_t s_yr, DAngle s_ang, double s_vel, double s_zvel, DDukeActor* s_ow, int8_t s_stat)
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{
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return CreateActor(whatsectp, pos, s_pn, s_shd, DVector2(s_xr * inttoscale, s_yr * inttoscale), s_ang, s_vel, s_zvel, s_ow, s_stat);
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}
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void ceilingglass(DDukeActor* snum, sectortype* sectnum, int cnt);
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void spriteglass(DDukeActor* snum, int cnt);
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@ -2173,10 +2173,9 @@ int ParseState::parse(void)
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auto a = randomAngle();
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auto vel = krandf(8) + 2;
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auto zvel = -krandf(8);
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DVector2 scale(0.5 + (krand() & 15) * REPEAT_SCALE, 0.5 + (krand() & 15) * REPEAT_SCALE);
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auto spawned = CreateActor(g_ac->sector(), g_ac->spr.pos + offs,
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dnum + s, g_ac->spr.shade, 32 + (krand() & 15), 32 + (krand() & 15),
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a, vel, zvel, g_ac, 5);
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auto spawned = CreateActor(g_ac->sector(), g_ac->spr.pos + offs, dnum + s, g_ac->spr.shade, scale, a, vel, zvel, g_ac, 5);
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if (spawned)
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{
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if (weap)
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@ -284,7 +284,7 @@ void hud_input(int plnum)
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p->inven_icon = 3;
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auto pactor =
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CreateActor(p->cursector, p->pos.plusZ(30), TILE_APLAYER, -64, 0, 0, p->angle.ang, 0., 0., nullptr, 10);
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CreateActor(p->cursector, p->pos.plusZ(30), TILE_APLAYER, -64, DVector2(0, 0), p->angle.ang, 0., 0., nullptr, 10);
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pactor->temp_data[3] = pactor->temp_data[4] = 0;
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p->holoduke_on = pactor;
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pactor->spr.yint = plnum;
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@ -118,15 +118,9 @@ static void shootfireball(DDukeActor *actor, int p, DVector3 pos, DAngle ang)
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pos.Z += 3;
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}
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int sizx = 18;
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int sizy = 18;
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if (p >= 0)
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{
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sizx = 7;
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sizy = 7;
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}
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double scale = p >= 0? 0.109375 : 0.28125;
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auto spawned = CreateActor(actor->sector(), pos, FIREBALL, -127, sizx, sizy, ang, vel, zvel, actor, (short)4);
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auto spawned = CreateActor(actor->sector(), pos, FIREBALL, -127, DVector2(scale, scale), ang, vel, zvel, actor, (short)4);
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if (spawned)
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{
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spawned->spr.extra += (krand() & 7);
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@ -260,7 +254,7 @@ static void shootknee(DDukeActor* actor, int p, DVector3 pos, DAngle ang)
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{
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if (hit.hitWall || hit.actor())
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{
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auto knee = CreateActor(hit.hitSector, hit.hitpos, KNEE, -15, 0, 0, ang, 2., 0., actor, 4);
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auto knee = CreateActor(hit.hitSector, hit.hitpos, KNEE, -15, DVector2(0, 0), ang, 2., 0., actor, 4);
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if (knee)
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{
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knee->spr.extra += (krand() & 7);
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@ -415,7 +409,7 @@ static void shootweapon(DDukeActor *actor, int p, DVector3 pos, DAngle ang, int
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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, ang, 0., 0., actor, 4);
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spark = CreateActor(hit.hitSector, hit.hitpos, SHOTSPARK1, -15, DVector2(0.15625, 0.15625), ang, 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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@ -535,7 +529,7 @@ static void shootweapon(DDukeActor *actor, int p, DVector3 pos, DAngle ang, int
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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, ang, 0., 0., actor, 4);
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spark = CreateActor(hit.hitSector, hit.hitpos, SHOTSPARK1, -15, DVector2(0.375, 0.375), ang, 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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@ -621,41 +615,17 @@ static void shootstuff(DDukeActor* actor, int p, DVector3 pos, DAngle ang, int a
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}
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double oldzvel = zvel;
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int sizx, sizy;
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if (atwith == SPIT)
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{
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sizx = 18;
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sizy = 18;
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pos.Z -= 10;
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}
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else
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double scale = p >= 0? 0.109375 : 0.28125;
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if (atwith == SPIT)
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{
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if (atwith == FIRELASER)
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{
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if (p >= 0)
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{
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sizx = 34;
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sizy = 34;
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}
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else
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{
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sizx = 18;
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sizy = 18;
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}
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}
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else
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{
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sizx = 18;
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sizy = 18;
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}
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pos.Z -= 10;
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}
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// Whatever else was here always got overridden by the final 'p>=0' check.
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if (p >= 0) sizx = 7, sizy = 7;
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while (scount > 0)
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{
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auto spawned = CreateActor(sect, pos, atwith, -127, sizx, sizy, ang, vel, zvel, actor, 4);
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auto spawned = CreateActor(sect, pos, atwith, -127, DVector2(scale, scale), ang, vel, zvel, actor, 4);
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if (!spawned) return;
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spawned->spr.extra += (krand() & 7);
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@ -750,7 +720,7 @@ static void shootrpg(DDukeActor *actor, int p, DVector3 pos, DAngle ang, int atw
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if (p < 0) aimed = nullptr;
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auto offset = (ang + DAngle1 * 61.171875).ToVector() * (1024. / 448.);
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auto spawned = CreateActor(sect, pos.plusZ(-1) + offset, atwith, 0, 14, 14, ang, vel, zvel, actor, 4);
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auto spawned = CreateActor(sect, pos.plusZ(-1) + offset, atwith, 0, DVector2(0.21875, 0.21875), ang, vel, zvel, actor, 4);
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if (!spawned) return;
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@ -876,7 +846,7 @@ static void shootlaser(DDukeActor* actor, int p, DVector3 pos, DAngle ang)
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if (j == 1)
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{
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auto bomb = CreateActor(hit.hitSector, hit.hitpos, TRIPBOMB, -16, 4, 5, ang, 0., 0., actor, STAT_STANDABLE);
|
||||
auto bomb = CreateActor(hit.hitSector, hit.hitpos, TRIPBOMB, -16, DVector2(0.0625, 0.078125), ang, 0., 0., actor, STAT_STANDABLE);
|
||||
if (!bomb) return;
|
||||
if (isWW2GI())
|
||||
{
|
||||
|
@ -976,7 +946,7 @@ static void shootgrowspark(DDukeActor* actor, int p, DVector3 pos, DAngle ang)
|
|||
|
||||
actor->spr.cstat |= CSTAT_SPRITE_BLOCK_ALL;
|
||||
|
||||
auto spark = CreateActor(sect, hit.hitpos, GROWSPARK, -16, 28, 28, ang, 0., 0., actor, 1);
|
||||
auto spark = CreateActor(sect, hit.hitpos, GROWSPARK, -16, DVector2(0.4375, 0.4375), ang, 0., 0., actor, 1);
|
||||
if (!spark) return;
|
||||
|
||||
spark->spr.pal = 2;
|
||||
|
@ -1019,7 +989,7 @@ static void shootmortar(DDukeActor* actor, int p, const DVector3& pos, DAngle an
|
|||
zvel = -4;
|
||||
double vel = x / 16.;
|
||||
|
||||
CreateActor(sect, pos.plusZ(-6) + ang.ToVector() * 4, atwith, -64, 32, 32, ang, vel, zvel, actor, 1);
|
||||
CreateActor(sect, pos.plusZ(-6) + ang.ToVector() * 4, atwith, -64, DVector2(0.5, 0.5), ang, vel, zvel, actor, 1);
|
||||
}
|
||||
|
||||
//---------------------------------------------------------------------------
|
||||
|
@ -1055,7 +1025,7 @@ static void shootshrinker(DDukeActor* actor, int p, const DVector3& pos, DAngle
|
|||
else zvel = 0;
|
||||
|
||||
auto spawned = CreateActor(actor->sector(),
|
||||
pos.plusZ(2) + ang.ToVector() * 0.25, SHRINKSPARK, -16, 28, 28, ang, 48., zvel, actor, 4);
|
||||
pos.plusZ(2) + ang.ToVector() * 0.25, SHRINKSPARK, -16, DVector2(0.4375, 0.4375), ang, 48., zvel, actor, 4);
|
||||
|
||||
if (spawned)
|
||||
{
|
||||
|
@ -2235,7 +2205,7 @@ static void operateweapon(int snum, ESyncBits actions)
|
|||
zvel = -4 + p->horizon.sum().Tan() * 10.;
|
||||
}
|
||||
|
||||
auto spawned = CreateActor(p->cursector, p->pos + p->angle.ang.ToVector() * 16, HEAVYHBOMB, -16, 9, 9,
|
||||
auto spawned = CreateActor(p->cursector, p->pos + p->angle.ang.ToVector() * 16, HEAVYHBOMB, -16, DVector2(0.140625, 0.140625),
|
||||
p->angle.ang, vel + p->hbomb_hold_delay * 2, zvel, pact, 1);
|
||||
|
||||
if (isNam())
|
||||
|
|
|
@ -139,13 +139,13 @@ static void shootmelee(DDukeActor *actor, int p, DVector3 pos, DAngle ang, int a
|
|||
DDukeActor* wpn;
|
||||
if (isRRRA() && atwith == SLINGBLADE)
|
||||
{
|
||||
wpn = CreateActor(hit.hitSector, hit.hitpos, SLINGBLADE, -15, 0, 0, ang, 32., 0., actor, 4);
|
||||
wpn = CreateActor(hit.hitSector, hit.hitpos, SLINGBLADE, -15, DVector2(0, 0), ang, 32., 0., actor, 4);
|
||||
if (!wpn) return;
|
||||
wpn->spr.extra += 50;
|
||||
}
|
||||
else
|
||||
{
|
||||
wpn = CreateActor(hit.hitSector, hit.hitpos, KNEE, -15, 0, 0, ang, 32., 0., actor, 4);
|
||||
wpn = CreateActor(hit.hitSector, hit.hitpos, KNEE, -15, DVector2(0, 0), ang, 32., 0., actor, 4);
|
||||
if (!wpn) return;
|
||||
wpn->spr.extra += (krand() & 7);
|
||||
}
|
||||
|
@ -301,7 +301,7 @@ static void shootweapon(DDukeActor* actor, int p, DVector3 pos, DAngle ang, int
|
|||
DDukeActor* spark;
|
||||
if (p >= 0)
|
||||
{
|
||||
spark = CreateActor(hit.hitSector, hit.hitpos, SHOTSPARK1, -15, 10, 10, ang, 0., 0., actor, 4);
|
||||
spark = CreateActor(hit.hitSector, hit.hitpos, SHOTSPARK1, -15, DVector2(0.15625, 0.15625), ang, 0., 0., actor, 4);
|
||||
if (!spark) return;
|
||||
spark->spr.extra = ScriptCode[gs.actorinfo[atwith].scriptaddress];
|
||||
spark->spr.extra += (krand() % 6);
|
||||
|
@ -427,7 +427,7 @@ static void shootweapon(DDukeActor* actor, int p, DVector3 pos, DAngle ang, int
|
|||
}
|
||||
else
|
||||
{
|
||||
spark = CreateActor(hit.hitSector, hit.hitpos, SHOTSPARK1, -15, 24, 24, ang, 0., 0., actor, 4);
|
||||
spark = CreateActor(hit.hitSector, hit.hitpos, SHOTSPARK1, -15, DVector2(0.375, 0.375), ang, 0., 0., actor, 4);
|
||||
if (!spark) return;
|
||||
spark->spr.extra = ScriptCode[gs.actorinfo[atwith].scriptaddress];
|
||||
|
||||
|
@ -530,46 +530,16 @@ static void shootstuff(DDukeActor* actor, int p, DVector3 pos, DAngle ang, int a
|
|||
}
|
||||
|
||||
double oldzvel = zvel;
|
||||
int sizx, sizy;
|
||||
double scale = p >= 0? 0.109375 : atwith == COOLEXPLOSION1? 0.125 : 0.28125;
|
||||
|
||||
if (atwith == SPIT)
|
||||
{
|
||||
sizx = 18; sizy = 18;
|
||||
if (!isRRRA() || actor->spr.picnum != MAMA) pos.Z -= 10; else pos.Z -= (20 << 8);
|
||||
}
|
||||
else
|
||||
{
|
||||
if (atwith == COOLEXPLOSION1)
|
||||
{
|
||||
sizx = 8;
|
||||
sizy = 8;
|
||||
}
|
||||
else if (atwith == FIRELASER)
|
||||
{
|
||||
if (p >= 0)
|
||||
{
|
||||
|
||||
sizx = 34;
|
||||
sizy = 34;
|
||||
}
|
||||
else
|
||||
{
|
||||
sizx = 18;
|
||||
sizy = 18;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
sizx = 18;
|
||||
sizy = 18;
|
||||
}
|
||||
}
|
||||
|
||||
if (p >= 0) sizx = 7, sizy = 7;
|
||||
|
||||
while (scount > 0)
|
||||
{
|
||||
auto spawned = CreateActor(sect, pos, atwith, -127, sizx, sizy, ang, vel, zvel, actor, 4);
|
||||
auto spawned = CreateActor(sect, pos, atwith, -127, DVector2(scale, scale), ang, vel, zvel, actor, 4);
|
||||
if (!spawned) return;
|
||||
spawned->spr.extra += (krand() & 7);
|
||||
spawned->spr.cstat = CSTAT_SPRITE_YCENTER;
|
||||
|
@ -668,7 +638,7 @@ static void shootrpg(DDukeActor* actor, int p, DVector3 pos, DAngle ang, int atw
|
|||
}
|
||||
|
||||
auto offset = (ang + DAngle1 * 61).ToVector() * (1024 / 448.);
|
||||
auto spawned = CreateActor(sect, pos.plusZ(-1) + offset, atwith, 0, 14, 14, ang, vel, zvel, actor, 4);
|
||||
auto spawned = CreateActor(sect, pos.plusZ(-1) + offset, atwith, 0, DVector2(0.21875, 0.21875), ang, vel, zvel, actor, 4);
|
||||
|
||||
if (!spawned) return;
|
||||
if (isRRRA())
|
||||
|
@ -793,15 +763,11 @@ static void shootwhip(DDukeActor* actor, int p, DVector3 pos, DAngle ang, int at
|
|||
}
|
||||
|
||||
double oldzvel = zvel;
|
||||
int sizx = 18;
|
||||
int sizy = 18;
|
||||
|
||||
if (p >= 0) sizx = 7, sizy = 7;
|
||||
else sizx = 8, sizy = 8;
|
||||
double scale = p >= 0? 0.109375 : 0.125;
|
||||
|
||||
while (scount > 0)
|
||||
{
|
||||
auto spawned = CreateActor(sect, pos, atwith, -127, sizx, sizy, ang, vel, zvel, actor, 4);
|
||||
auto spawned = CreateActor(sect, pos, atwith, -127, DVector2(scale,scale), ang, vel, zvel, actor, 4);
|
||||
if (!spawned) return;
|
||||
spawned->spr.extra += (krand() & 7);
|
||||
spawned->spr.cstat = CSTAT_SPRITE_YCENTER;
|
||||
|
@ -837,9 +803,9 @@ static void shootmortar(DDukeActor* actor, int p, const DVector3& pos, DAngle an
|
|||
|
||||
ang += DAngle90;
|
||||
|
||||
int size = atwith == CHEERBOMB ? 16 : 32;
|
||||
double size = atwith == CHEERBOMB ? 0.25 : 0.5;
|
||||
|
||||
CreateActor(sect, pos.plusZ(-6) + ang.ToVector() * 4, atwith, -64, size, size, ang, vel, zvel, actor, 1);
|
||||
CreateActor(sect, pos.plusZ(-6) + ang.ToVector() * 4, atwith, -64, DVector2(size, size), ang, vel, zvel, actor, 1);
|
||||
}
|
||||
|
||||
//---------------------------------------------------------------------------
|
||||
|
@ -2746,7 +2712,7 @@ static void operateweapon(int snum, ESyncBits actions, sectortype* psectp)
|
|||
zvel = -4 + p->horizon.sum().Tan() * 10.;
|
||||
}
|
||||
|
||||
auto spawned = CreateActor(p->cursector, p->pos + p->angle.ang.ToVector() * 16, HEAVYHBOMB, -16, 9, 9,
|
||||
auto spawned = CreateActor(p->cursector, p->pos + p->angle.ang.ToVector() * 16, HEAVYHBOMB, -16, DVector2(0.140625, 0.140625),
|
||||
p->angle.ang, vel + p->hbomb_hold_delay * 2, zvel, pact, 1);
|
||||
|
||||
if (spawned)
|
||||
|
@ -3153,7 +3119,7 @@ static void operateweapon(int snum, ESyncBits actions, sectortype* psectp)
|
|||
zvel = -4 + p->horizon.sum().Tan() * 10.;
|
||||
}
|
||||
|
||||
CreateActor(p->cursector, p->pos + p->angle.ang.ToVector() * 16, POWDERKEG, -16, 9, 9, p->angle.ang, vel * 2, zvel, pact, 1);
|
||||
CreateActor(p->cursector, p->pos + p->angle.ang.ToVector() * 16, POWDERKEG, -16, DVector2(0.140625, 0.140625), p->angle.ang, vel * 2, zvel, pact, 1);
|
||||
}
|
||||
p->kickback_pic++;
|
||||
if (p->kickback_pic > 20)
|
||||
|
|
|
@ -341,7 +341,7 @@ void operateweapon_ww(int snum, ESyncBits actions)
|
|||
zvel = -4 + p->horizon.sum().Tan() * 10.;
|
||||
}
|
||||
|
||||
auto spawned = CreateActor(p->cursector, p->pos + p->angle.ang.ToVector() * 16, HEAVYHBOMB, -16, 9, 9,
|
||||
auto spawned = CreateActor(p->cursector, p->pos + p->angle.ang.ToVector() * 16, HEAVYHBOMB, -16, DVector2(0.140625, 0.140625),
|
||||
p->angle.ang, vel + p->hbomb_hold_delay * 2, zvel, pact, 1);
|
||||
|
||||
if (spawned)
|
||||
|
|
|
@ -50,7 +50,7 @@ BEGIN_DUKE_NS
|
|||
//
|
||||
//---------------------------------------------------------------------------
|
||||
|
||||
DDukeActor* CreateActor(sectortype* whatsectp, const DVector3& pos, int s_pn, int8_t s_shd, int8_t s_xr, int8_t s_yr, DAngle s_ang, double s_vel, double s_zvel, DDukeActor* s_ow, int8_t s_stat)
|
||||
DDukeActor* CreateActor(sectortype* whatsectp, const DVector3& pos, int s_pn, int8_t s_shd, const DVector2& scale, DAngle s_ang, double s_vel, double s_zvel, DDukeActor* s_ow, int8_t s_stat)
|
||||
{
|
||||
// sector pointer must be strictly validated here or the engine will crash.
|
||||
if (whatsectp == nullptr || !validSectorIndex(sectnum(whatsectp))) return nullptr;
|
||||
|
@ -65,8 +65,7 @@ DDukeActor* CreateActor(sectortype* whatsectp, const DVector3& pos, int s_pn, in
|
|||
act->spr.pos = pos;
|
||||
act->spr.picnum = s_pn;
|
||||
act->spr.shade = s_shd;
|
||||
act->spr.xrepeat = s_xr;
|
||||
act->spr.yrepeat = s_yr;
|
||||
act->spr.SetScale(scale.X, scale.Y);
|
||||
|
||||
act->spr.angle = s_ang;
|
||||
act->vel.X = s_vel;
|
||||
|
|
Loading…
Reference in a new issue