- Blood: Replace DBloodActor zvel with vel.Z calls.

This commit is contained in:
Mitchell Richters 2021-12-30 21:17:28 +11:00
parent ce08fd4304
commit 22275a16f6
23 changed files with 186 additions and 187 deletions

View file

@ -2387,7 +2387,7 @@ static void actInitThings()
act->spr.flags = thingInfo[nType].flags; act->spr.flags = thingInfo[nType].flags;
if (act->spr.flags & kPhysGravity) act->spr.flags |= kPhysFalling; if (act->spr.flags & kPhysGravity) act->spr.flags |= kPhysFalling;
act->vel.X = act->vel.Y = act->zvel = 0; act->vel.X = act->vel.Y = act->vel.Z = 0;
switch (act->spr.type) switch (act->spr.type)
{ {
@ -2486,7 +2486,7 @@ static void actInitDudes()
act->spr.cstat |= CSTAT_SPRITE_BLOOD_BIT1 | CSTAT_SPRITE_BLOCK_ALL; act->spr.cstat |= CSTAT_SPRITE_BLOOD_BIT1 | CSTAT_SPRITE_BLOCK_ALL;
#endif #endif
act->vel.X = act->vel.Y = act->zvel = 0; act->vel.X = act->vel.Y = act->vel.Z = 0;
#ifdef NOONE_EXTENSIONS #ifdef NOONE_EXTENSIONS
// add a way to set custom hp for every enemy - should work only if map just started and not loaded. // add a way to set custom hp for every enemy - should work only if map just started and not loaded.
@ -2576,7 +2576,7 @@ static void ConcussSprite(DBloodActor* source, DBloodActor* actor, int x, int y,
int t = Scale(damage, size, mass); int t = Scale(damage, size, mass);
actor->vel.X += MulScale(t, dx, 16); actor->vel.X += MulScale(t, dx, 16);
actor->vel.Y += MulScale(t, dy, 16); actor->vel.Y += MulScale(t, dy, 16);
actor->zvel += MulScale(t, dz, 16); actor->vel.Z += MulScale(t, dz, 16);
} }
} }
actDamageSprite(source, actor, kDamageExplode, damage); actDamageSprite(source, actor, kDamageExplode, damage);
@ -2724,7 +2724,7 @@ static void actNapalmMove(DBloodActor* actor)
int ang = actor->spr.ang; int ang = actor->spr.ang;
actor->vel.X = 0; actor->vel.X = 0;
actor->vel.Y = 0; actor->vel.Y = 0;
actor->zvel = 0; actor->vel.Z = 0;
for (int i = 0; i < 2; i++) for (int i = 0; i < 2; i++)
{ {
int t1 = Random(0x33333) + 0x33333; int t1 = Random(0x33333) + 0x33333;
@ -4100,7 +4100,7 @@ static void actKickObject(DBloodActor* kicker, DBloodActor* kicked)
int nSpeed = ClipLow(approxDist(kicker->vel.X, kicker->vel.Y) * 2, 0xaaaaa); int nSpeed = ClipLow(approxDist(kicker->vel.X, kicker->vel.Y) * 2, 0xaaaaa);
kicked->vel.X = MulScale(nSpeed, Cos(kicker->spr.ang + Random2(85)), 30); kicked->vel.X = MulScale(nSpeed, Cos(kicker->spr.ang + Random2(85)), 30);
kicked->vel.Y = MulScale(nSpeed, Sin(kicker->spr.ang + Random2(85)), 30); kicked->vel.Y = MulScale(nSpeed, Sin(kicker->spr.ang + Random2(85)), 30);
kicked->zvel = MulScale(nSpeed, -0x2000, 14); kicked->vel.Z = MulScale(nSpeed, -0x2000, 14);
kicked->spr.flags = 7; kicked->spr.flags = 7;
} }
@ -4156,7 +4156,7 @@ static void checkCeilHit(DBloodActor* actor)
auto actor2 = coll.actor(); auto actor2 = coll.actor();
if (actor2 && actor2->hasX()) if (actor2 && actor2->hasX())
{ {
if ((actor2->spr.statnum == kStatThing || actor2->spr.statnum == kStatDude) && (actor->vel.X != 0 || actor->vel.Y != 0 || actor->zvel != 0)) if ((actor2->spr.statnum == kStatThing || actor2->spr.statnum == kStatDude) && (actor->vel.X != 0 || actor->vel.Y != 0 || actor->vel.Z != 0))
{ {
if (actor2->spr.statnum == kStatThing) if (actor2->spr.statnum == kStatThing)
{ {
@ -4516,7 +4516,7 @@ void actAirDrag(DBloodActor* actor, int a2)
} }
actor->vel.X += MulScale(wind_x - actor->vel.X, a2, 16); actor->vel.X += MulScale(wind_x - actor->vel.X, a2, 16);
actor->vel.Y += MulScale(wind_y - actor->vel.Y, a2, 16); actor->vel.Y += MulScale(wind_y - actor->vel.Y, a2, 16);
actor->zvel -= MulScale(actor->zvel, a2, 16); actor->vel.Z -= MulScale(actor->vel.Z, a2, 16);
} }
//--------------------------------------------------------------------------- //---------------------------------------------------------------------------
@ -4578,7 +4578,7 @@ static Collision MoveThing(DBloodActor* actor)
FindSector(actor->spr.pos.X, actor->spr.pos.Y, actor->spr.pos.Z, &pSector); FindSector(actor->spr.pos.X, actor->spr.pos.Y, actor->spr.pos.Z, &pSector);
} }
actor->spr.pos.Z += actor->zvel >> 8; actor->spr.pos.Z += actor->vel.Z >> 8;
int ceilZ, floorZ; int ceilZ, floorZ;
Collision ceilColl, floorColl; Collision ceilColl, floorColl;
@ -4588,7 +4588,7 @@ static Collision MoveThing(DBloodActor* actor)
if ((actor->spr.flags & 2) && bottom < floorZ) if ((actor->spr.flags & 2) && bottom < floorZ)
{ {
actor->spr.pos.Z += 455; actor->spr.pos.Z += 455;
actor->zvel += 58254; actor->vel.Z += 58254;
if (actor->spr.type == kThingZombieHead) if (actor->spr.type == kThingZombieHead)
{ {
auto* fxActor = gFX.fxSpawnActor(FX_27, actor->spr.sector(), actor->spr.pos.X, actor->spr.pos.Y, actor->spr.pos.Z, 0); auto* fxActor = gFX.fxSpawnActor(FX_27, actor->spr.sector(), actor->spr.pos.X, actor->spr.pos.Y, actor->spr.pos.Z, 0);
@ -4605,7 +4605,7 @@ static Collision MoveThing(DBloodActor* actor)
RotateVector(&v28, &v24, v34); RotateVector(&v28, &v24, v34);
fxActor->vel.X = actor->vel.X + v2c; fxActor->vel.X = actor->vel.X + v2c;
fxActor->vel.Y = actor->vel.Y + v28; fxActor->vel.Y = actor->vel.Y + v28;
fxActor->zvel = actor->zvel + v24; fxActor->vel.Z = actor->vel.Z + v24;
} }
} }
} }
@ -4618,7 +4618,7 @@ static Collision MoveThing(DBloodActor* actor)
actor->hit.florhit = floorColl; actor->hit.florhit = floorColl;
actor->spr.pos.Z += floorZ - bottom; actor->spr.pos.Z += floorZ - bottom;
int v20 = actor->zvel - actor->spr.sector()->velFloor; int v20 = actor->vel.Z - actor->spr.sector()->velFloor;
if (v20 > 0) if (v20 > 0)
{ {
@ -4627,21 +4627,21 @@ static Collision MoveThing(DBloodActor* actor)
int nDamage = MulScale(vax, vax, 30) - pThingInfo->dmgResist; int nDamage = MulScale(vax, vax, 30) - pThingInfo->dmgResist;
if (nDamage > 0) actDamageSprite(actor, actor, kDamageFall, nDamage); if (nDamage > 0) actDamageSprite(actor, actor, kDamageFall, nDamage);
actor->zvel = v20; actor->vel.Z = v20;
if (actor->spr.sector()->velFloor == 0 && abs(actor->zvel) < 0x10000) if (actor->spr.sector()->velFloor == 0 && abs(actor->vel.Z) < 0x10000)
{ {
actor->zvel = 0; actor->vel.Z = 0;
actor->spr.flags &= ~4; actor->spr.flags &= ~4;
} }
switch (actor->spr.type) switch (actor->spr.type)
{ {
case kThingNapalmBall: case kThingNapalmBall:
if (actor->zvel == 0 || Chance(0xA000)) actNapalmMove(actor); if (actor->vel.Z == 0 || Chance(0xA000)) actNapalmMove(actor);
break; break;
case kThingZombieHead: case kThingZombieHead:
if (abs(actor->zvel) > 0x80000) if (abs(actor->vel.Z) > 0x80000)
{ {
sfxPlay3DSound(actor, 607, 0, 0); sfxPlay3DSound(actor, 607, 0, 0);
actDamageSprite(nullptr, actor, kDamageFall, 80); actDamageSprite(nullptr, actor, kDamageFall, 80);
@ -4649,14 +4649,14 @@ static Collision MoveThing(DBloodActor* actor)
break; break;
case kThingKickablePail: case kThingKickablePail:
if (abs(actor->zvel) > 0x80000) if (abs(actor->vel.Z) > 0x80000)
sfxPlay3DSound(actor, 374, 0, 0); sfxPlay3DSound(actor, 374, 0, 0);
break; break;
} }
lhit.setSector(pSector); lhit.setSector(pSector);
} }
else if (actor->zvel == 0) else if (actor->vel.Z == 0)
actor->spr.flags &= ~4; actor->spr.flags &= ~4;
} }
@ -4672,16 +4672,16 @@ static Collision MoveThing(DBloodActor* actor)
{ {
actor->hit.ceilhit = ceilColl; actor->hit.ceilhit = ceilColl;
actor->spr.pos.Z += ClipLow(ceilZ - top, 0); actor->spr.pos.Z += ClipLow(ceilZ - top, 0);
if (actor->zvel < 0) if (actor->vel.Z < 0)
{ {
actor->vel.X = MulScale(actor->vel.X, 0xc000, 16); actor->vel.X = MulScale(actor->vel.X, 0xc000, 16);
actor->vel.Y = MulScale(actor->vel.Y, 0xc000, 16); actor->vel.Y = MulScale(actor->vel.Y, 0xc000, 16);
actor->zvel = MulScale(-actor->zvel, 0x4000, 16); actor->vel.Z = MulScale(-actor->vel.Z, 0x4000, 16);
switch (actor->spr.type) switch (actor->spr.type)
{ {
case kThingZombieHead: case kThingZombieHead:
if (abs(actor->zvel) > 0x80000) if (abs(actor->vel.Z) > 0x80000)
{ {
sfxPlay3DSound(actor, 607, 0, 0); sfxPlay3DSound(actor, 607, 0, 0);
actDamageSprite(nullptr, actor, kDamageFall, 80); actDamageSprite(nullptr, actor, kDamageFall, 80);
@ -4689,7 +4689,7 @@ static Collision MoveThing(DBloodActor* actor)
break; break;
case kThingKickablePail: case kThingKickablePail:
if (abs(actor->zvel) > 0x80000) if (abs(actor->vel.Z) > 0x80000)
sfxPlay3DSound(actor, 374, 0, 0); sfxPlay3DSound(actor, 374, 0, 0);
break; break;
} }
@ -4878,7 +4878,7 @@ void MoveDude(DBloodActor* actor)
if (pUpperLink && (pUpperLink->spr.type == kMarkerUpWater || pUpperLink->spr.type == kMarkerUpGoo)) bDepth = 1; if (pUpperLink && (pUpperLink->spr.type == kMarkerUpWater || pUpperLink->spr.type == kMarkerUpGoo)) bDepth = 1;
if (pLowerLink && (pLowerLink->spr.type == kMarkerLowWater || pLowerLink->spr.type == kMarkerLowGoo)) bDepth = 1; if (pLowerLink && (pLowerLink->spr.type == kMarkerLowWater || pLowerLink->spr.type == kMarkerLowGoo)) bDepth = 1;
if (pPlayer) wd += 16; if (pPlayer) wd += 16;
if (actor->zvel) actor->spr.pos.Z += actor->zvel >> 8; if (actor->vel.Z) actor->spr.pos.Z += actor->vel.Z >> 8;
int ceilZ, floorZ; int ceilZ, floorZ;
Collision ceilColl, floorColl; Collision ceilColl, floorColl;
@ -4915,10 +4915,10 @@ void MoveDude(DBloodActor* actor)
if (vc) if (vc)
{ {
actor->spr.pos.Z += ((vc * 4) / 2) >> 8; actor->spr.pos.Z += ((vc * 4) / 2) >> 8;
actor->zvel += vc; actor->vel.Z += vc;
} }
} }
if (pPlayer && actor->zvel > 0x155555 && !pPlayer->fallScream && actor->xspr.height > 0) if (pPlayer && actor->vel.Z > 0x155555 && !pPlayer->fallScream && actor->xspr.height > 0)
{ {
const bool playerAlive = (actor->xspr.health > 0) || VanillaMode(); // only trigger falling scream if player is alive or vanilla mode const bool playerAlive = (actor->xspr.health > 0) || VanillaMode(); // only trigger falling scream if player is alive or vanilla mode
if (playerAlive) if (playerAlive)
@ -4953,7 +4953,7 @@ void MoveDude(DBloodActor* actor)
pPlayer->bubbleTime = 0; pPlayer->bubbleTime = 0;
if (!pPlayer->cantJump && (pPlayer->input.actions & SB_JUMP)) if (!pPlayer->cantJump && (pPlayer->input.actions & SB_JUMP))
{ {
actor->zvel = -0x6aaaa; actor->vel.Z = -0x6aaaa;
pPlayer->cantJump = 1; pPlayer->cantJump = 1;
} }
sfxPlay3DSound(actor, 721, -1, 0); sfxPlay3DSound(actor, 721, -1, 0);
@ -5006,7 +5006,7 @@ void MoveDude(DBloodActor* actor)
pPlayer->posture = 1; pPlayer->posture = 1;
actor->xspr.burnTime = 0; actor->xspr.burnTime = 0;
pPlayer->bubbleTime = abs(actor->zvel) >> 12; pPlayer->bubbleTime = abs(actor->vel.Z) >> 12;
evPostActor(actor, 0, kCallbackPlayerBubble); evPostActor(actor, 0, kCallbackPlayerBubble);
sfxPlay3DSound(actor, 720, -1, 0); sfxPlay3DSound(actor, 720, -1, 0);
} }
@ -5106,7 +5106,7 @@ void MoveDude(DBloodActor* actor)
{ {
actor->hit.florhit = floorColl; actor->hit.florhit = floorColl;
actor->spr.pos.Z += floorZ - bottom; actor->spr.pos.Z += floorZ - bottom;
int v30 = actor->zvel - actor->spr.sector()->velFloor; int v30 = actor->vel.Z - actor->spr.sector()->velFloor;
if (v30 > 0) if (v30 > 0)
{ {
int vax = actFloorBounceVector((int*)&actor->vel.X, (int*)&actor->vel.Y, (int*)&v30, actor->spr.sector(), 0); int vax = actFloorBounceVector((int*)&actor->vel.X, (int*)&actor->vel.Y, (int*)&v30, actor->spr.sector(), 0);
@ -5123,10 +5123,10 @@ void MoveDude(DBloodActor* actor)
nDamage -= 100 << 4; nDamage -= 100 << 4;
if (nDamage > 0) if (nDamage > 0)
actDamageSprite(actor, actor, kDamageFall, nDamage); actDamageSprite(actor, actor, kDamageFall, nDamage);
actor->zvel = v30; actor->vel.Z = v30;
if (abs(actor->zvel) < 0x10000) if (abs(actor->vel.Z) < 0x10000)
{ {
actor->zvel = actor->spr.sector()->velFloor; actor->vel.Z = actor->spr.sector()->velFloor;
actor->spr.flags &= ~4; actor->spr.flags &= ~4;
} }
else else
@ -5149,7 +5149,7 @@ void MoveDude(DBloodActor* actor)
{ {
pFX2->vel.X = Random2(0x6aaaa); pFX2->vel.X = Random2(0x6aaaa);
pFX2->vel.Y = Random2(0x6aaaa); pFX2->vel.Y = Random2(0x6aaaa);
pFX2->zvel = -(int)Random(0xd5555); pFX2->vel.Z = -(int)Random(0xd5555);
} }
} }
} }
@ -5157,7 +5157,7 @@ void MoveDude(DBloodActor* actor)
} }
} }
} }
else if (actor->zvel == 0) else if (actor->vel.Z == 0)
actor->spr.flags &= ~4; actor->spr.flags &= ~4;
} }
@ -5173,8 +5173,8 @@ void MoveDude(DBloodActor* actor)
actor->hit.ceilhit = ceilColl; actor->hit.ceilhit = ceilColl;
actor->spr.pos.Z += ClipLow(ceilZ - top, 0); actor->spr.pos.Z += ClipLow(ceilZ - top, 0);
if (actor->zvel <= 0 && (actor->spr.flags & 4)) if (actor->vel.Z <= 0 && (actor->spr.flags & 4))
actor->zvel = MulScale(-actor->zvel, 0x2000, 16); actor->vel.Z = MulScale(-actor->vel.Z, 0x2000, 16);
} }
else else
actor->hit.ceilhit.setNone(); actor->hit.ceilhit.setNone();
@ -5228,7 +5228,7 @@ int MoveMissile(DBloodActor* actor)
gHitInfo.clearObj(); gHitInfo.clearObj();
if (actor->spr.type == kMissileFlameSpray) actAirDrag(actor, 0x1000); if (actor->spr.type == kMissileFlameSpray) actAirDrag(actor, 0x1000);
if (actor->GetTarget() != nullptr && (actor->vel.X || actor->vel.Y || actor->zvel)) if (actor->GetTarget() != nullptr && (actor->vel.X || actor->vel.Y || actor->vel.Z))
{ {
auto target = actor->GetTarget(); auto target = actor->GetTarget();
@ -5244,12 +5244,12 @@ int MoveMissile(DBloodActor* actor)
int deltaz = dz / 10; int deltaz = dz / 10;
if (target->spr.pos.Z < actor->spr.pos.Z) deltaz = -deltaz; if (target->spr.pos.Z < actor->spr.pos.Z) deltaz = -deltaz;
actor->zvel += deltaz; actor->vel.Z += deltaz;
} }
} }
int vx = actor->vel.X >> 12; int vx = actor->vel.X >> 12;
int vy = actor->vel.Y >> 12; int vy = actor->vel.Y >> 12;
int vz = actor->zvel >> 8; int vz = actor->vel.Z >> 8;
int top, bottom; int top, bottom;
GetActorExtents(actor, &top, &bottom); GetActorExtents(actor, &top, &bottom);
int i = 1; int i = 1;
@ -5318,7 +5318,7 @@ int MoveMissile(DBloodActor* actor)
pos.X -= MulScale(Cos(nAngle), 16, 30); pos.X -= MulScale(Cos(nAngle), 16, 30);
pos.Y -= MulScale(Sin(nAngle), 16, 30); pos.Y -= MulScale(Sin(nAngle), 16, 30);
int nVel = approxDist(actor->vel.X, actor->vel.Y); int nVel = approxDist(actor->vel.X, actor->vel.Y);
vz -= Scale(0x100, actor->zvel, nVel); vz -= Scale(0x100, actor->vel.Z, nVel);
updatesector(pos.X, pos.Y, &pSector); updatesector(pos.X, pos.Y, &pSector);
pSector2 = pSector; pSector2 = pSector;
} }
@ -5499,7 +5499,7 @@ void actExplodeSprite(DBloodActor* actor)
GibSprite(actor, GIBTYPE_5, nullptr, nullptr); GibSprite(actor, GIBTYPE_5, nullptr, nullptr);
break; break;
} }
actor->vel.X = actor->vel.Y = actor->zvel = 0; actor->vel.X = actor->vel.Y = actor->vel.Z = 0;
actPostSprite(actor, kStatExplosion); actPostSprite(actor, kStatExplosion);
actor->spr.xrepeat = actor->spr.yrepeat = explodeInfo[nType].repeat; actor->spr.xrepeat = actor->spr.yrepeat = explodeInfo[nType].repeat;
@ -5691,7 +5691,7 @@ static void actCheckThings()
actAirDrag(actor, 128); actAirDrag(actor, 128);
if (((actor->GetIndex() >> 8) & 15) == (gFrameCount & 15) && (actor->spr.flags & 2)) actor->spr.flags |= 4; if (((actor->GetIndex() >> 8) & 15) == (gFrameCount & 15) && (actor->spr.flags & 2)) actor->spr.flags |= 4;
if ((actor->spr.flags & 4) || actor->vel.X || actor->vel.Y || actor->zvel || actor->spr.sector()->velFloor || actor->spr.sector()->velCeil) if ((actor->spr.flags & 4) || actor->vel.X || actor->vel.Y || actor->vel.Z || actor->spr.sector()->velFloor || actor->spr.sector()->velCeil)
{ {
Collision hit = MoveThing(actor); Collision hit = MoveThing(actor);
if (hit.type) if (hit.type)
@ -5959,7 +5959,7 @@ static void actCheckTraps()
{ {
pFX->vel.X = dx + Random2(0x8888); pFX->vel.X = dx + Random2(0x8888);
pFX->vel.Y = dy + Random2(0x8888); pFX->vel.Y = dy + Random2(0x8888);
pFX->zvel = Random2(0x8888); pFX->vel.Z = Random2(0x8888);
} }
x += (dx / 2) >> 12; x += (dx / 2) >> 12;
y += (dy / 2) >> 12; y += (dy / 2) >> 12;
@ -6118,7 +6118,7 @@ static void actCheckDudes()
if (pXSector && pXSector->Underwater) actAirDrag(actor, 5376); if (pXSector && pXSector->Underwater) actAirDrag(actor, 5376);
else actAirDrag(actor, 128); else actAirDrag(actor, 128);
if ((actor->spr.flags & 4) || actor->vel.X || actor->vel.Y || actor->zvel || actor->spr.sector()->velFloor || actor->spr.sector()->velCeil) if ((actor->spr.flags & 4) || actor->vel.X || actor->vel.Y || actor->vel.Z || actor->spr.sector()->velFloor || actor->spr.sector()->velCeil)
MoveDude(actor); MoveDude(actor);
} }
} }
@ -6154,7 +6154,7 @@ void actCheckFlares()
SetActor(actor, &pos); SetActor(actor, &pos);
actor->vel.X = target->vel.X; actor->vel.X = target->vel.X;
actor->vel.Y = target->vel.Y; actor->vel.Y = target->vel.Y;
actor->zvel = target->zvel; actor->vel.Z = target->vel.Z;
} }
else else
{ {
@ -6225,7 +6225,7 @@ DBloodActor* actSpawnSprite(DBloodActor* source, int nStat)
actor->spr.pos.Z = source->spr.pos.Z; actor->spr.pos.Z = source->spr.pos.Z;
actor->vel.X = source->vel.X; actor->vel.X = source->vel.X;
actor->vel.Y = source->vel.Y; actor->vel.Y = source->vel.Y;
actor->zvel = source->zvel; actor->vel.Z = source->vel.Z;
actor->spr.flags = 0; actor->spr.flags = 0;
actor->addX(); actor->addX();
actor->hit.florhit.setNone(); actor->hit.florhit.setNone();
@ -6421,10 +6421,10 @@ DBloodActor* actFireThing(DBloodActor* actor, int a2, int a3, int a4, int thingT
fired->spr.ang = actor->spr.ang; fired->spr.ang = actor->spr.ang;
fired->vel.X = MulScale(a6, Cos(fired->spr.ang), 30); fired->vel.X = MulScale(a6, Cos(fired->spr.ang), 30);
fired->vel.Y = MulScale(a6, Sin(fired->spr.ang), 30); fired->vel.Y = MulScale(a6, Sin(fired->spr.ang), 30);
fired->zvel = MulScale(a6, a4, 14); fired->vel.Z = MulScale(a6, a4, 14);
fired->vel.X += actor->vel.X / 2; fired->vel.X += actor->vel.X / 2;
fired->vel.Y += actor->vel.Y / 2; fired->vel.Y += actor->vel.Y / 2;
fired->zvel += actor->zvel / 2; fired->vel.Z += actor->vel.Z / 2;
return fired; return fired;
} }
@ -6469,7 +6469,7 @@ void actBuildMissile(DBloodActor* spawned, DBloodActor* actor)
seqSpawn(27, spawned, -1); seqSpawn(27, spawned, -1);
spawned->vel.X += actor->vel.X / 2 + Random2(0x11111); spawned->vel.X += actor->vel.X / 2 + Random2(0x11111);
spawned->vel.Y += actor->vel.Y / 2 + Random2(0x11111); spawned->vel.Y += actor->vel.Y / 2 + Random2(0x11111);
spawned->zvel += actor->zvel / 2 + Random2(0x11111); spawned->vel.Z += actor->vel.Z / 2 + Random2(0x11111);
break; break;
case kMissileFireballCerberus: case kMissileFireballCerberus:
seqSpawn(61, spawned, dword_2192E0); seqSpawn(61, spawned, dword_2192E0);
@ -6479,14 +6479,14 @@ void actBuildMissile(DBloodActor* spawned, DBloodActor* actor)
seqSpawn(23, spawned, dword_2192D8); seqSpawn(23, spawned, dword_2192D8);
spawned->vel.X += actor->vel.X / 2 + Random2(0x11111); spawned->vel.X += actor->vel.X / 2 + Random2(0x11111);
spawned->vel.Y += actor->vel.Y / 2 + Random2(0x11111); spawned->vel.Y += actor->vel.Y / 2 + Random2(0x11111);
spawned->zvel += actor->zvel / 2 + Random2(0x11111); spawned->vel.Z += actor->vel.Z / 2 + Random2(0x11111);
break; break;
case kMissileFlameSpray: case kMissileFlameSpray:
if (Chance(0x8000)) seqSpawn(0, spawned, -1); if (Chance(0x8000)) seqSpawn(0, spawned, -1);
else seqSpawn(1, spawned, -1); else seqSpawn(1, spawned, -1);
spawned->vel.X += actor->vel.X / 2 + Random2(0x11111); spawned->vel.X += actor->vel.X / 2 + Random2(0x11111);
spawned->vel.Y += actor->vel.Y / 2 + Random2(0x11111); spawned->vel.Y += actor->vel.Y / 2 + Random2(0x11111);
spawned->zvel += actor->zvel / 2 + Random2(0x11111); spawned->vel.Z += actor->vel.Z / 2 + Random2(0x11111);
break; break;
case kMissileFlareAlt: case kMissileFlareAlt:
evPostActor(spawned, 30, kCallbackFXFlareBurst); evPostActor(spawned, 30, kCallbackFXFlareBurst);
@ -6553,7 +6553,7 @@ DBloodActor* actFireMissile(DBloodActor* actor, int a2, int a3, int a4, int a5,
spawned->spr.ang = (actor->spr.ang + pMissileInfo->angleOfs) & 2047; spawned->spr.ang = (actor->spr.ang + pMissileInfo->angleOfs) & 2047;
spawned->vel.X = MulScale(pMissileInfo->velocity, a4, 14); spawned->vel.X = MulScale(pMissileInfo->velocity, a4, 14);
spawned->vel.Y = MulScale(pMissileInfo->velocity, a5, 14); spawned->vel.Y = MulScale(pMissileInfo->velocity, a5, 14);
spawned->zvel = MulScale(pMissileInfo->velocity, a6, 14); spawned->vel.Z = MulScale(pMissileInfo->velocity, a6, 14);
spawned->SetOwner(actor); spawned->SetOwner(actor);
spawned->spr.cstat |= CSTAT_SPRITE_BLOCK; spawned->spr.cstat |= CSTAT_SPRITE_BLOCK;
spawned->SetTarget(nullptr); spawned->SetTarget(nullptr);
@ -6789,7 +6789,7 @@ void actFireVector(DBloodActor* shooter, int a2, int a3, int a4, int a5, int a6,
int t2 = DivScale(pVectorData->impulse, t, 8); int t2 = DivScale(pVectorData->impulse, t, 8);
actor->vel.X += MulScale(a4, t2, 16); actor->vel.X += MulScale(a4, t2, 16);
actor->vel.Y += MulScale(a5, t2, 16); actor->vel.Y += MulScale(a5, t2, 16);
actor->zvel += MulScale(a6, t2, 16); actor->vel.Z += MulScale(a6, t2, 16);
} }
if (pVectorData->burnTime) if (pVectorData->burnTime)
{ {
@ -6819,7 +6819,7 @@ void actFireVector(DBloodActor* shooter, int a2, int a3, int a4, int a5, int a6,
int t2 = DivScale(pVectorData->impulse, t, 8); int t2 = DivScale(pVectorData->impulse, t, 8);
actor->vel.X += MulScale(a4, t2, 16); actor->vel.X += MulScale(a4, t2, 16);
actor->vel.Y += MulScale(a5, t2, 16); actor->vel.Y += MulScale(a5, t2, 16);
actor->zvel += MulScale(a6, t2, 16); actor->vel.Z += MulScale(a6, t2, 16);
} }
if (pVectorData->burnTime) if (pVectorData->burnTime)
{ {
@ -6853,7 +6853,7 @@ void actFireVector(DBloodActor* shooter, int a2, int a3, int a4, int a5, int a6,
else if (t3 > FX_NONE) pFX = gFX.fxSpawnActor(t3, pSector, x, y, z, 0); else if (t3 > FX_NONE) pFX = gFX.fxSpawnActor(t3, pSector, x, y, z, 0);
if (pFX) if (pFX)
{ {
pFX->zvel = 0x2222; pFX->vel.Z = 0x2222;
pFX->spr.ang = (GetWallAngle(pWall) + 512) & 2047; pFX->spr.ang = (GetWallAngle(pWall) + 512) & 2047;
pFX->spr.cstat |= CSTAT_SPRITE_ALIGNMENT_WALL; pFX->spr.cstat |= CSTAT_SPRITE_ALIGNMENT_WALL;
} }
@ -6877,7 +6877,7 @@ void actFireVector(DBloodActor* shooter, int a2, int a3, int a4, int a5, int a6,
int impulse = DivScale(pVectorData->impulse, ClipLow(actor->spriteMass.mass, 10), 6); int impulse = DivScale(pVectorData->impulse, ClipLow(actor->spriteMass.mass, 10), 6);
actor->vel.X += MulScale(a4, impulse, 16); actor->vel.X += MulScale(a4, impulse, 16);
actor->vel.Y += MulScale(a5, impulse, 16); actor->vel.Y += MulScale(a5, impulse, 16);
actor->zvel += MulScale(a6, impulse, 16); actor->vel.Z += MulScale(a6, impulse, 16);
if (pVectorData->burnTime != 0) { if (pVectorData->burnTime != 0) {
if (!actor->xspr.burnTime) evPostActor(actor, 0, kCallbackFXFlameLick); if (!actor->xspr.burnTime) evPostActor(actor, 0, kCallbackFXFlameLick);
@ -6946,7 +6946,7 @@ void FireballSeqCallback(int, DBloodActor* actor)
{ {
pFX->vel.X = actor->vel.X; pFX->vel.X = actor->vel.X;
pFX->vel.Y = actor->vel.Y; pFX->vel.Y = actor->vel.Y;
pFX->zvel = actor->zvel; pFX->vel.Z = actor->vel.Z;
} }
} }
@ -6957,7 +6957,7 @@ void NapalmSeqCallback(int, DBloodActor* actor)
{ {
pFX->vel.X = actor->vel.X; pFX->vel.X = actor->vel.X;
pFX->vel.Y = actor->vel.Y; pFX->vel.Y = actor->vel.Y;
pFX->zvel = actor->zvel; pFX->vel.Z = actor->vel.Z;
} }
} }
@ -6968,7 +6968,7 @@ void Fx32Callback(int, DBloodActor* actor)
{ {
pFX->vel.X = actor->vel.X; pFX->vel.X = actor->vel.X;
pFX->vel.Y = actor->vel.Y; pFX->vel.Y = actor->vel.Y;
pFX->zvel = actor->zvel; pFX->vel.Z = actor->vel.Z;
} }
} }
@ -6979,7 +6979,7 @@ void Fx33Callback(int, DBloodActor* actor)
{ {
pFX->vel.X = actor->vel.X; pFX->vel.X = actor->vel.X;
pFX->vel.Y = actor->vel.Y; pFX->vel.Y = actor->vel.Y;
pFX->zvel = actor->zvel; pFX->vel.Z = actor->vel.Z;
} }
} }

View file

@ -220,7 +220,7 @@ static void batMoveDodgeUp(DBloodActor* actor)
actor->vel.X = DMulScale(t1, nCos, t2, nSin, 30); actor->vel.X = DMulScale(t1, nCos, t2, nSin, 30);
actor->vel.Y = DMulScale(t1, nSin, -t2, nCos, 30); actor->vel.Y = DMulScale(t1, nSin, -t2, nCos, 30);
actor->zvel = -0x52aaa; actor->vel.Z = -0x52aaa;
} }
static void batMoveDodgeDown(DBloodActor* actor) static void batMoveDodgeDown(DBloodActor* actor)
@ -245,7 +245,7 @@ static void batMoveDodgeDown(DBloodActor* actor)
actor->vel.X = DMulScale(t1, nCos, t2, nSin, 30); actor->vel.X = DMulScale(t1, nCos, t2, nSin, 30);
actor->vel.Y = DMulScale(t1, nSin, -t2, nCos, 30); actor->vel.Y = DMulScale(t1, nSin, -t2, nCos, 30);
actor->zvel = 0x44444; actor->vel.Z = 0x44444;
} }
static void batThinkChase(DBloodActor* actor) static void batThinkChase(DBloodActor* actor)
@ -365,7 +365,7 @@ static void batMoveSwoop(DBloodActor* actor)
t1 += nAccel >> 1; t1 += nAccel >> 1;
actor->vel.X = DMulScale(t1, nCos, t2, nSin, 30); actor->vel.X = DMulScale(t1, nCos, t2, nSin, 30);
actor->vel.Y = DMulScale(t1, nSin, -t2, nCos, 30); actor->vel.Y = DMulScale(t1, nSin, -t2, nCos, 30);
actor->zvel = 0x44444; actor->vel.Z = 0x44444;
} }
static void batMoveFly(DBloodActor* actor) static void batMoveFly(DBloodActor* actor)
@ -395,7 +395,7 @@ static void batMoveFly(DBloodActor* actor)
t1 += nAccel >> 1; t1 += nAccel >> 1;
actor->vel.X = DMulScale(t1, nCos, t2, nSin, 30); actor->vel.X = DMulScale(t1, nCos, t2, nSin, 30);
actor->vel.Y = DMulScale(t1, nSin, -t2, nCos, 30); actor->vel.Y = DMulScale(t1, nSin, -t2, nCos, 30);
actor->zvel = -0x2d555; actor->vel.Z = -0x2d555;
} }
void batMoveToCeil(DBloodActor* actor) void batMoveToCeil(DBloodActor* actor)

View file

@ -475,7 +475,7 @@ static void sub_62AE0(DBloodActor* actor)
t1 += nAccel; t1 += nAccel;
actor->vel.X = DMulScale(t1, nCos, t2, nSin, 30); actor->vel.X = DMulScale(t1, nCos, t2, nSin, 30);
actor->vel.Y = DMulScale(t1, nSin, -t2, nCos, 30); actor->vel.Y = DMulScale(t1, nSin, -t2, nCos, 30);
actor->zvel = -dz; actor->vel.Z = -dz;
} }
static void sub_62D7C(DBloodActor* actor) static void sub_62D7C(DBloodActor* actor)
@ -510,7 +510,7 @@ static void sub_62D7C(DBloodActor* actor)
t1 += nAccel >> 1; t1 += nAccel >> 1;
actor->vel.X = DMulScale(t1, nCos, t2, nSin, 30); actor->vel.X = DMulScale(t1, nCos, t2, nSin, 30);
actor->vel.Y = DMulScale(t1, nSin, -t2, nCos, 30); actor->vel.Y = DMulScale(t1, nSin, -t2, nCos, 30);
actor->zvel = dz; actor->vel.Z = dz;
} }
END_BLD_NS END_BLD_NS

View file

@ -234,7 +234,7 @@ static void eelMoveDodgeUp(DBloodActor* actor)
actor->vel.X = DMulScale(t1, nCos, t2, nSin, 30); actor->vel.X = DMulScale(t1, nCos, t2, nSin, 30);
actor->vel.Y = DMulScale(t1, nSin, -t2, nCos, 30); actor->vel.Y = DMulScale(t1, nSin, -t2, nCos, 30);
actor->zvel = -0x8000; actor->vel.Z = -0x8000;
} }
static void eelMoveDodgeDown(DBloodActor* actor) static void eelMoveDodgeDown(DBloodActor* actor)
@ -259,7 +259,7 @@ static void eelMoveDodgeDown(DBloodActor* actor)
actor->vel.X = DMulScale(t1, nCos, t2, nSin, 30); actor->vel.X = DMulScale(t1, nCos, t2, nSin, 30);
actor->vel.Y = DMulScale(t1, nSin, -t2, nCos, 30); actor->vel.Y = DMulScale(t1, nSin, -t2, nCos, 30);
actor->zvel = 0x44444; actor->vel.Z = 0x44444;
} }
static void eelThinkChase(DBloodActor* actor) static void eelThinkChase(DBloodActor* actor)
@ -372,7 +372,7 @@ static void eelMoveSwoop(DBloodActor* actor)
t1 += nAccel >> 1; t1 += nAccel >> 1;
actor->vel.X = DMulScale(t1, nCos, t2, nSin, 30); actor->vel.X = DMulScale(t1, nCos, t2, nSin, 30);
actor->vel.Y = DMulScale(t1, nSin, -t2, nCos, 30); actor->vel.Y = DMulScale(t1, nSin, -t2, nCos, 30);
actor->zvel = 0x22222; actor->vel.Z = 0x22222;
} }
static void eelMoveAscend(DBloodActor* actor) static void eelMoveAscend(DBloodActor* actor)
@ -399,7 +399,7 @@ static void eelMoveAscend(DBloodActor* actor)
t1 += nAccel >> 1; t1 += nAccel >> 1;
actor->vel.X = DMulScale(t1, nCos, t2, nSin, 30); actor->vel.X = DMulScale(t1, nCos, t2, nSin, 30);
actor->vel.Y = DMulScale(t1, nSin, -t2, nCos, 30); actor->vel.Y = DMulScale(t1, nSin, -t2, nCos, 30);
actor->zvel = -0x8000; actor->vel.Z = -0x8000;
} }
void eelMoveToCeil(DBloodActor* actor) void eelMoveToCeil(DBloodActor* actor)

View file

@ -334,7 +334,7 @@ static void sub_65F44(DBloodActor* actor)
t1 += nAccel; t1 += nAccel;
actor->vel.X = DMulScale(t1, nCos, t2, nSin, 30); actor->vel.X = DMulScale(t1, nCos, t2, nSin, 30);
actor->vel.Y = DMulScale(t1, nSin, -t2, nCos, 30); actor->vel.Y = DMulScale(t1, nSin, -t2, nCos, 30);
actor->zvel = -dz; actor->vel.Z = -dz;
} }
static void sub_661E0(DBloodActor* actor) static void sub_661E0(DBloodActor* actor)
@ -370,7 +370,7 @@ static void sub_661E0(DBloodActor* actor)
t1 += nAccel >> 1; t1 += nAccel >> 1;
actor->vel.X = DMulScale(t1, nCos, t2, nSin, 30); actor->vel.X = DMulScale(t1, nCos, t2, nSin, 30);
actor->vel.Y = DMulScale(t1, nSin, -t2, nCos, 30); actor->vel.Y = DMulScale(t1, nSin, -t2, nCos, 30);
actor->zvel = dz; actor->vel.Z = dz;
} }
END_BLD_NS END_BLD_NS

View file

@ -102,7 +102,7 @@ void cerberusBurnSeqCallback(int, DBloodActor* actor)
int t = DivScale(nDist, tt1.at10, 12); int t = DivScale(nDist, tt1.at10, 12);
x2 += (actor2->vel.X * t) >> 12; x2 += (actor2->vel.X * t) >> 12;
y2 += (actor2->vel.Y * t) >> 12; y2 += (actor2->vel.Y * t) >> 12;
z2 += (actor2->zvel * t) >> 8; z2 += (actor2->vel.Z * t) >> 8;
} }
int tx = x + MulScale(Cos(actor->spr.ang), nDist, 30); int tx = x + MulScale(Cos(actor->spr.ang), nDist, 30);
int ty = y + MulScale(Sin(actor->spr.ang), nDist, 30); int ty = y + MulScale(Sin(actor->spr.ang), nDist, 30);
@ -179,7 +179,7 @@ void cerberusBurnSeqCallback2(int, DBloodActor* actor)
int t = DivScale(nDist, tt1.at10, 12); int t = DivScale(nDist, tt1.at10, 12);
x2 += (actor->vel.X * t) >> 12; x2 += (actor->vel.X * t) >> 12;
y2 += (actor->vel.Y * t) >> 12; y2 += (actor->vel.Y * t) >> 12;
z2 += (actor->zvel * t) >> 8; z2 += (actor->vel.Z * t) >> 8;
} }
int tx = x + MulScale(Cos(actor->spr.ang), nDist, 30); int tx = x + MulScale(Cos(actor->spr.ang), nDist, 30);
int ty = y + MulScale(Sin(actor->spr.ang), nDist, 30); int ty = y + MulScale(Sin(actor->spr.ang), nDist, 30);

View file

@ -131,7 +131,7 @@ void BlastSSeqCallback(int, DBloodActor* actor)
int t = DivScale(nDist, tt.at10, 12); int t = DivScale(nDist, tt.at10, 12);
x2 += (actor->vel.X * t) >> 12; x2 += (actor->vel.X * t) >> 12;
y2 += (actor->vel.Y * t) >> 12; y2 += (actor->vel.Y * t) >> 12;
z2 += (actor->zvel * t) >> 8; z2 += (actor->vel.Z * t) >> 8;
} }
int tx = x + MulScale(Cos(actor->spr.ang), nDist, 30); int tx = x + MulScale(Cos(actor->spr.ang), nDist, 30);
int ty = y + MulScale(Sin(actor->spr.ang), nDist, 30); int ty = y + MulScale(Sin(actor->spr.ang), nDist, 30);
@ -296,7 +296,7 @@ static void gargMoveDodgeUp(DBloodActor* actor)
actor->vel.X = DMulScale(t1, nCos, t2, nSin, 30); actor->vel.X = DMulScale(t1, nCos, t2, nSin, 30);
actor->vel.Y = DMulScale(t1, nSin, -t2, nCos, 30); actor->vel.Y = DMulScale(t1, nSin, -t2, nCos, 30);
actor->zvel = -0x1d555; actor->vel.Z = -0x1d555;
} }
static void gargMoveDodgeDown(DBloodActor* actor) static void gargMoveDodgeDown(DBloodActor* actor)
@ -324,7 +324,7 @@ static void gargMoveDodgeDown(DBloodActor* actor)
actor->vel.X = DMulScale(t1, nCos, t2, nSin, 30); actor->vel.X = DMulScale(t1, nCos, t2, nSin, 30);
actor->vel.Y = DMulScale(t1, nSin, -t2, nCos, 30); actor->vel.Y = DMulScale(t1, nSin, -t2, nCos, 30);
actor->zvel = 0x44444; actor->vel.Z = 0x44444;
} }
static void gargThinkChase(DBloodActor* actor) static void gargThinkChase(DBloodActor* actor)
@ -584,10 +584,10 @@ static void gargMoveSlow(DBloodActor* actor)
actor->vel.Y = DMulScale(t1, nSin, -t2, nCos, 30); actor->vel.Y = DMulScale(t1, nSin, -t2, nCos, 30);
switch (actor->spr.type) { switch (actor->spr.type) {
case kDudeGargoyleFlesh: case kDudeGargoyleFlesh:
actor->zvel = 0x44444; actor->vel.Z = 0x44444;
break; break;
case kDudeGargoyleStone: case kDudeGargoyleStone:
actor->zvel = 0x35555; actor->vel.Z = 0x35555;
break; break;
} }
} }
@ -624,10 +624,10 @@ static void gargMoveSwoop(DBloodActor* actor)
actor->vel.Y = DMulScale(t1, nSin, -t2, nCos, 30); actor->vel.Y = DMulScale(t1, nSin, -t2, nCos, 30);
switch (actor->spr.type) { switch (actor->spr.type) {
case kDudeGargoyleFlesh: case kDudeGargoyleFlesh:
actor->zvel = t1; actor->vel.Z = t1;
break; break;
case kDudeGargoyleStone: case kDudeGargoyleStone:
actor->zvel = t1; actor->vel.Z = t1;
break; break;
} }
} }
@ -664,10 +664,10 @@ static void gargMoveFly(DBloodActor* actor)
actor->vel.Y = DMulScale(t1, nSin, -t2, nCos, 30); actor->vel.Y = DMulScale(t1, nSin, -t2, nCos, 30);
switch (actor->spr.type) { switch (actor->spr.type) {
case kDudeGargoyleFlesh: case kDudeGargoyleFlesh:
actor->zvel = -t1; actor->vel.Z = -t1;
break; break;
case kDudeGargoyleStone: case kDudeGargoyleStone:
actor->zvel = -t1; actor->vel.Z = -t1;
break; break;
} }
} }

View file

@ -117,7 +117,7 @@ void ghostBlastSeqCallback(int, DBloodActor* actor)
int t = DivScale(nDist, tt.at10, 12); int t = DivScale(nDist, tt.at10, 12);
x2 += (actor->vel.X * t) >> 12; x2 += (actor->vel.X * t) >> 12;
y2 += (actor->vel.Y * t) >> 12; y2 += (actor->vel.Y * t) >> 12;
z2 += (actor->zvel * t) >> 8; z2 += (actor->vel.Z * t) >> 8;
} }
int tx = x + MulScale(Cos(actor->spr.ang), nDist, 30); int tx = x + MulScale(Cos(actor->spr.ang), nDist, 30);
int ty = y + MulScale(Sin(actor->spr.ang), nDist, 30); int ty = y + MulScale(Sin(actor->spr.ang), nDist, 30);
@ -275,7 +275,7 @@ static void ghostMoveDodgeUp(DBloodActor* actor)
actor->vel.X = DMulScale(t1, nCos, t2, nSin, 30); actor->vel.X = DMulScale(t1, nCos, t2, nSin, 30);
actor->vel.Y = DMulScale(t1, nSin, -t2, nCos, 30); actor->vel.Y = DMulScale(t1, nSin, -t2, nCos, 30);
actor->zvel = -0x1d555; actor->vel.Z = -0x1d555;
} }
static void ghostMoveDodgeDown(DBloodActor* actor) static void ghostMoveDodgeDown(DBloodActor* actor)
@ -303,7 +303,7 @@ static void ghostMoveDodgeDown(DBloodActor* actor)
actor->vel.X = DMulScale(t1, nCos, t2, nSin, 30); actor->vel.X = DMulScale(t1, nCos, t2, nSin, 30);
actor->vel.Y = DMulScale(t1, nSin, -t2, nCos, 30); actor->vel.Y = DMulScale(t1, nSin, -t2, nCos, 30);
actor->zvel = 0x44444; actor->vel.Z = 0x44444;
} }
static void ghostThinkChase(DBloodActor* actor) static void ghostThinkChase(DBloodActor* actor)
@ -480,7 +480,7 @@ static void ghostMoveSlow(DBloodActor* actor)
actor->vel.Y = DMulScale(t1, nSin, -t2, nCos, 30); actor->vel.Y = DMulScale(t1, nSin, -t2, nCos, 30);
switch (actor->spr.type) { switch (actor->spr.type) {
case kDudePhantasm: case kDudePhantasm:
actor->zvel = 0x44444; actor->vel.Z = 0x44444;
break; break;
} }
} }
@ -517,7 +517,7 @@ static void ghostMoveSwoop(DBloodActor* actor)
actor->vel.Y = DMulScale(t1, nSin, -t2, nCos, 30); actor->vel.Y = DMulScale(t1, nSin, -t2, nCos, 30);
switch (actor->spr.type) { switch (actor->spr.type) {
case kDudePhantasm: case kDudePhantasm:
actor->zvel = t1; actor->vel.Z = t1;
break; break;
} }
} }
@ -554,7 +554,7 @@ static void ghostMoveFly(DBloodActor* actor)
actor->vel.Y = DMulScale(t1, nSin, -t2, nCos, 30); actor->vel.Y = DMulScale(t1, nSin, -t2, nCos, 30);
switch (actor->spr.type) { switch (actor->spr.type) {
case kDudePhantasm: case kDudePhantasm:
actor->zvel = -t1; actor->vel.Z = -t1;
break; break;
} }
} }

View file

@ -325,7 +325,7 @@ static void sub_6CD74(DBloodActor* actor)
t1 += nAccel; t1 += nAccel;
actor->vel.X = DMulScale(t1, nCos, t2, nSin, 30); actor->vel.X = DMulScale(t1, nCos, t2, nSin, 30);
actor->vel.Y = DMulScale(t1, nSin, -t2, nCos, 30); actor->vel.Y = DMulScale(t1, nSin, -t2, nCos, 30);
actor->zvel = -dz; actor->vel.Z = -dz;
} }
static void sub_6D03C(DBloodActor* actor) static void sub_6D03C(DBloodActor* actor)
@ -360,7 +360,7 @@ static void sub_6D03C(DBloodActor* actor)
t1 += nAccel >> 1; t1 += nAccel >> 1;
actor->vel.X = DMulScale(t1, nCos, t2, nSin, 30); actor->vel.X = DMulScale(t1, nCos, t2, nSin, 30);
actor->vel.Y = DMulScale(t1, nSin, -t2, nCos, 30); actor->vel.Y = DMulScale(t1, nSin, -t2, nCos, 30);
actor->zvel = dz; actor->vel.Z = dz;
} }
END_BLD_NS END_BLD_NS

View file

@ -123,7 +123,7 @@ void SpidJumpSeqCallback(int, DBloodActor* actor)
case kDudeSpiderBlack: case kDudeSpiderBlack:
actor->vel.X = IntToFixed(dx); actor->vel.X = IntToFixed(dx);
actor->vel.Y = IntToFixed(dy); actor->vel.Y = IntToFixed(dy);
actor->zvel = IntToFixed(dz); actor->vel.Z = IntToFixed(dz);
break; break;
} }
} }

View file

@ -86,7 +86,7 @@ void sub_71BD4(int, DBloodActor* actor)
int t = DivScale(nDist, tt.at10, 12); int t = DivScale(nDist, tt.at10, 12);
x2 += (actor->vel.X * t) >> 12; x2 += (actor->vel.X * t) >> 12;
y2 += (actor->vel.Y * t) >> 12; y2 += (actor->vel.Y * t) >> 12;
z2 += (actor->zvel * t) >> 8; z2 += (actor->vel.Z * t) >> 8;
} }
int tx = x + MulScale(Cos(actor->spr.ang), nDist, 30); int tx = x + MulScale(Cos(actor->spr.ang), nDist, 30);
int ty = y + MulScale(Sin(actor->spr.ang), nDist, 30); int ty = y + MulScale(Sin(actor->spr.ang), nDist, 30);
@ -158,7 +158,7 @@ void sub_720AC(int, DBloodActor* actor)
int t = DivScale(nDist, tt.at10, 12); int t = DivScale(nDist, tt.at10, 12);
x2 += (actor->vel.X * t) >> 12; x2 += (actor->vel.X * t) >> 12;
y2 += (actor->vel.Y * t) >> 12; y2 += (actor->vel.Y * t) >> 12;
z2 += (actor->zvel * t) >> 8; z2 += (actor->vel.Z * t) >> 8;
} }
int tx = x + MulScale(Cos(actor->spr.ang), nDist, 30); int tx = x + MulScale(Cos(actor->spr.ang), nDist, 30);
int ty = y + MulScale(Sin(actor->spr.ang), nDist, 30); int ty = y + MulScale(Sin(actor->spr.ang), nDist, 30);

View file

@ -728,7 +728,7 @@ static void unicultThinkChase(DBloodActor* actor)
const EXPLOSION* pExpl = &explodeInfo[nType]; const EXPLOSION* pExpl = &explodeInfo[nType];
if (CheckProximity(actor, target->spr.pos.X, target->spr.pos.Y, target->spr.pos.Z, target->spr.sector(), pExpl->radius >> 1)) if (CheckProximity(actor, target->spr.pos.X, target->spr.pos.Y, target->spr.pos.Z, target->spr.sector(), pExpl->radius >> 1))
{ {
actor->vel.X = actor->vel.Y = actor->zvel = 0; actor->vel.X = actor->vel.Y = actor->vel.Z = 0;
if (doExplosion(actor, nType) && actor->xspr.health > 0) if (doExplosion(actor, nType) && actor->xspr.health > 0)
actDamageSprite(actor, actor, kDamageExplode, 65535); actDamageSprite(actor, actor, kDamageExplode, 65535);
} }

View file

@ -20,7 +20,6 @@ class DBloodActor : public DCoreActor
public: public:
int dudeSlope; int dudeSlope;
vec3_t vel; vec3_t vel;
int zvel;
bool hasx; bool hasx;
XSPRITE xspr; XSPRITE xspr;
SPRITEHIT hit; SPRITEHIT hit;

View file

@ -55,7 +55,7 @@ void fxFlameLick(DBloodActor* actor, sectortype*) // 0
{ {
pFX->vel.X = actor->vel.X + Random2(-dx); pFX->vel.X = actor->vel.X + Random2(-dx);
pFX->vel.Y = actor->vel.Y + Random2(-dy); pFX->vel.Y = actor->vel.Y + Random2(-dy);
pFX->zvel = actor->zvel - Random(0x1aaaa); pFX->vel.Z = actor->vel.Z - Random(0x1aaaa);
} }
} }
if (actor->xspr.burnTime > 0) if (actor->xspr.burnTime > 0)
@ -110,7 +110,7 @@ void FlareBurst(DBloodActor* actor, sectortype*) // 2
RotateVector(&dx, &dy, nAngle); RotateVector(&dx, &dy, nAngle);
spawnedactor->vel.X += dx; spawnedactor->vel.X += dx;
spawnedactor->vel.Y += dy; spawnedactor->vel.Y += dy;
spawnedactor->zvel += dz; spawnedactor->vel.Z += dz;
evPostActor(spawnedactor, 960, kCallbackRemove); evPostActor(spawnedactor, 960, kCallbackRemove);
} }
evPostActor(actor, 0, kCallbackRemove); evPostActor(actor, 0, kCallbackRemove);
@ -130,7 +130,7 @@ void fxFlareSpark(DBloodActor* actor, sectortype*) // 3
{ {
pFX->vel.X = actor->vel.X + Random2(0x1aaaa); pFX->vel.X = actor->vel.X + Random2(0x1aaaa);
pFX->vel.Y = actor->vel.Y + Random2(0x1aaaa); pFX->vel.Y = actor->vel.Y + Random2(0x1aaaa);
pFX->zvel = actor->zvel - Random(0x1aaaa); pFX->vel.Z = actor->vel.Z - Random(0x1aaaa);
} }
evPostActor(actor, 4, kCallbackFXFlareSpark); evPostActor(actor, 4, kCallbackFXFlareSpark);
} }
@ -149,7 +149,7 @@ void fxFlareSparkLite(DBloodActor* actor, sectortype*) // 4
{ {
pFX->vel.X = actor->vel.X + Random2(0x1aaaa); pFX->vel.X = actor->vel.X + Random2(0x1aaaa);
pFX->vel.Y = actor->vel.Y + Random2(0x1aaaa); pFX->vel.Y = actor->vel.Y + Random2(0x1aaaa);
pFX->zvel = actor->zvel - Random(0x1aaaa); pFX->vel.Z = actor->vel.Z - Random(0x1aaaa);
} }
evPostActor(actor, 12, kCallbackFXFlareSparkLite); evPostActor(actor, 12, kCallbackFXFlareSparkLite);
} }
@ -171,7 +171,7 @@ void fxZombieBloodSpurt(DBloodActor* actor, sectortype*) // 5
{ {
pFX->vel.X = actor->vel.X + Random2(0x11111); pFX->vel.X = actor->vel.X + Random2(0x11111);
pFX->vel.Y = actor->vel.Y + Random2(0x11111); pFX->vel.Y = actor->vel.Y + Random2(0x11111);
pFX->zvel = actor->zvel - 0x6aaaa; pFX->vel.Z = actor->vel.Z - 0x6aaaa;
} }
if (actor->xspr.data1 > 0) if (actor->xspr.data1 > 0)
{ {
@ -201,7 +201,7 @@ void fxBloodSpurt(DBloodActor* actor, sectortype*) // 6
pFX->spr.ang = 0; pFX->spr.ang = 0;
pFX->vel.X = actor->vel.X >> 8; pFX->vel.X = actor->vel.X >> 8;
pFX->vel.Y = actor->vel.Y >> 8; pFX->vel.Y = actor->vel.Y >> 8;
pFX->zvel = actor->zvel >> 8; pFX->vel.Z = actor->vel.Z >> 8;
} }
evPostActor(actor, 6, kCallbackFXBloodSpurt); evPostActor(actor, 6, kCallbackFXBloodSpurt);
} }
@ -220,7 +220,7 @@ void fxArcSpark(DBloodActor* actor, sectortype*) // 7
{ {
pFX->vel.X = actor->vel.X + Random2(0x10000); pFX->vel.X = actor->vel.X + Random2(0x10000);
pFX->vel.Y = actor->vel.Y + Random2(0x10000); pFX->vel.Y = actor->vel.Y + Random2(0x10000);
pFX->zvel = actor->zvel - Random(0x1aaaa); pFX->vel.Z = actor->vel.Z - Random(0x1aaaa);
} }
evPostActor(actor, 3, kCallbackFXArcSpark); evPostActor(actor, 3, kCallbackFXArcSpark);
} }
@ -234,7 +234,7 @@ void fxArcSpark(DBloodActor* actor, sectortype*) // 7
void fxDynPuff(DBloodActor* actor, sectortype*) // 8 void fxDynPuff(DBloodActor* actor, sectortype*) // 8
{ {
if (!actor) return; if (!actor) return;
if (actor->zvel) if (actor->vel.Z)
{ {
int nDist = (actor->spr.xrepeat * (tileWidth(actor->spr.picnum) / 2)) >> 2; int nDist = (actor->spr.xrepeat * (tileWidth(actor->spr.picnum) / 2)) >> 2;
int x = actor->spr.pos.X + MulScale(nDist, Cos(actor->spr.ang - 512), 30); int x = actor->spr.pos.X + MulScale(nDist, Cos(actor->spr.ang - 512), 30);
@ -245,7 +245,7 @@ void fxDynPuff(DBloodActor* actor, sectortype*) // 8
{ {
pFX->vel.X = actor->vel.X; pFX->vel.X = actor->vel.X;
pFX->vel.Y = actor->vel.Y; pFX->vel.Y = actor->vel.Y;
pFX->zvel = actor->zvel; pFX->vel.Z = actor->vel.Z;
} }
} }
evPostActor(actor, 12, kCallbackFXDynPuff); evPostActor(actor, 12, kCallbackFXDynPuff);
@ -291,7 +291,7 @@ void Respawn(DBloodActor* actor, sectortype*) // 9
actor->spr.type = actor->spr.inittype; actor->spr.type = actor->spr.inittype;
actor->SetOwner(nullptr); actor->SetOwner(nullptr);
actor->spr.flags &= ~kHitagRespawn; actor->spr.flags &= ~kHitagRespawn;
actor->vel.X = actor->vel.Y = actor->zvel = 0; actor->vel.X = actor->vel.Y = actor->vel.Z = 0;
actor->xspr.respawnPending = 0; actor->xspr.respawnPending = 0;
actor->xspr.burnTime = 0; actor->xspr.burnTime = 0;
actor->xspr.isTriggered = 0; actor->xspr.isTriggered = 0;
@ -369,7 +369,7 @@ void PlayerBubble(DBloodActor* actor, sectortype*) // 10
{ {
pFX->vel.X = actor->vel.X + Random2(0x1aaaa); pFX->vel.X = actor->vel.X + Random2(0x1aaaa);
pFX->vel.Y = actor->vel.Y + Random2(0x1aaaa); pFX->vel.Y = actor->vel.Y + Random2(0x1aaaa);
pFX->zvel = actor->zvel + Random2(0x1aaaa); pFX->vel.Z = actor->vel.Z + Random2(0x1aaaa);
} }
} }
evPostActor(actor, 4, kCallbackPlayerBubble); evPostActor(actor, 4, kCallbackPlayerBubble);
@ -387,7 +387,7 @@ void EnemyBubble(DBloodActor* actor, sectortype*) // 11
if (!actor) return; if (!actor) return;
int top, bottom; int top, bottom;
GetActorExtents(actor, &top, &bottom); GetActorExtents(actor, &top, &bottom);
for (int i = 0; i < (abs(actor->zvel) >> 18); i++) for (int i = 0; i < (abs(actor->vel.Z) >> 18); i++)
{ {
int nDist = (actor->spr.xrepeat * (tileWidth(actor->spr.picnum) / 2)) >> 2; int nDist = (actor->spr.xrepeat * (tileWidth(actor->spr.picnum) / 2)) >> 2;
int nAngle = Random(2048); int nAngle = Random(2048);
@ -399,7 +399,7 @@ void EnemyBubble(DBloodActor* actor, sectortype*) // 11
{ {
pFX->vel.X = actor->vel.X + Random2(0x1aaaa); pFX->vel.X = actor->vel.X + Random2(0x1aaaa);
pFX->vel.Y = actor->vel.Y + Random2(0x1aaaa); pFX->vel.Y = actor->vel.Y + Random2(0x1aaaa);
pFX->zvel = actor->zvel + Random2(0x1aaaa); pFX->vel.Z = actor->vel.Z + Random2(0x1aaaa);
} }
} }
evPostActor(actor, 4, kCallbackEnemeyBubble); evPostActor(actor, 4, kCallbackEnemeyBubble);
@ -496,7 +496,7 @@ void fxTeslaAlt(DBloodActor* actor, sectortype*) // 15
{ {
pFX->vel.X = actor->vel.X + Random2(0x1aaaa); pFX->vel.X = actor->vel.X + Random2(0x1aaaa);
pFX->vel.Y = actor->vel.Y + Random2(0x1aaaa); pFX->vel.Y = actor->vel.Y + Random2(0x1aaaa);
pFX->zvel = actor->zvel - Random(0x1aaaa); pFX->vel.Z = actor->vel.Z - Random(0x1aaaa);
} }
evPostActor(actor, 3, kCallbackFXTeslaAlt); evPostActor(actor, 3, kCallbackFXTeslaAlt);
} }
@ -521,13 +521,13 @@ void fxBouncingSleeve(DBloodActor* actor, sectortype*) // 16
int top, bottom; GetActorExtents(actor, &top, &bottom); int top, bottom; GetActorExtents(actor, &top, &bottom);
actor->spr.pos.Z += floorZ - bottom; actor->spr.pos.Z += floorZ - bottom;
int zv = actor->zvel - actor->spr.sector()->velFloor; int zv = actor->vel.Z - actor->spr.sector()->velFloor;
if (actor->zvel == 0) sleeveStopBouncing(actor); if (actor->vel.Z == 0) sleeveStopBouncing(actor);
else if (zv > 0) { else if (zv > 0) {
actFloorBounceVector((int*)&actor->vel.X, (int*)&actor->vel.Y, &zv, actor->spr.sector(), 0x9000); actFloorBounceVector((int*)&actor->vel.X, (int*)&actor->vel.Y, &zv, actor->spr.sector(), 0x9000);
actor->zvel = zv; actor->vel.Z = zv;
if (actor->spr.sector()->velFloor == 0 && abs(actor->zvel) < 0x20000) { if (actor->spr.sector()->velFloor == 0 && abs(actor->vel.Z) < 0x20000) {
sleeveStopBouncing(actor); sleeveStopBouncing(actor);
return; return;
} }
@ -556,7 +556,7 @@ void fxBouncingSleeve(DBloodActor* actor, sectortype*) // 16
void sleeveStopBouncing(DBloodActor* actor) void sleeveStopBouncing(DBloodActor* actor)
{ {
actor->vel.X = actor->vel.Y = actor->zvel = 0; actor->vel.X = actor->vel.Y = actor->vel.Z = 0;
if (actor->hasX()) seqKill(actor); if (actor->hasX()) seqKill(actor);
sfxKill3DSound(actor, -1, -1); sfxKill3DSound(actor, -1, -1);
@ -628,7 +628,7 @@ void fxPodBloodSpray(DBloodActor* actor, sectortype*) // 18
pFX->spr.ang = 0; pFX->spr.ang = 0;
pFX->vel.X = actor->vel.X >> 8; pFX->vel.X = actor->vel.X >> 8;
pFX->vel.Y = actor->vel.Y >> 8; pFX->vel.Y = actor->vel.Y >> 8;
pFX->zvel = actor->zvel >> 8; pFX->vel.Z = actor->vel.Z >> 8;
} }
evPostActor(actor, 6, kCallbackFXPodBloodSpray); evPostActor(actor, 6, kCallbackFXPodBloodSpray);
} }
@ -714,7 +714,7 @@ void sub_76A08(DBloodActor* actor, DBloodActor* actor2, PLAYER* pPlayer) // ???
actor->spr.ang = actor2->spr.ang; actor->spr.ang = actor2->spr.ang;
ChangeActorSect(actor, actor2->spr.sector()); ChangeActorSect(actor, actor2->spr.sector());
sfxPlay3DSound(actor2, 201, -1, 0); sfxPlay3DSound(actor2, 201, -1, 0);
actor->vel.X = actor->vel.Y = actor->zvel = 0; actor->vel.X = actor->vel.Y = actor->vel.Z = 0;
viewBackupSpriteLoc(actor); viewBackupSpriteLoc(actor);
if (pPlayer) if (pPlayer)
{ {

View file

@ -210,7 +210,7 @@ void CFX::fxProcess(void)
actAirDrag(actor, pFXData->drag); actAirDrag(actor, pFXData->drag);
actor->spr.pos.X += actor->vel.X >> 12; actor->spr.pos.X += actor->vel.X >> 12;
actor->spr.pos.Y += actor->vel.Y >> 12; actor->spr.pos.Y += actor->vel.Y >> 12;
actor->spr.pos.Z += actor->zvel >> 8; actor->spr.pos.Z += actor->vel.Z >> 8;
// Weird... // Weird...
if (actor->vel.X || (actor->vel.Y && actor->spr.pos.Z >= actor->spr.sector()->floorz)) if (actor->vel.X || (actor->vel.Y && actor->spr.pos.Z >= actor->spr.sector()->floorz))
{ {
@ -236,7 +236,7 @@ void CFX::fxProcess(void)
ChangeActorSect(actor, pSector); ChangeActorSect(actor, pSector);
} }
} }
if (actor->vel.X || actor->vel.Y || actor->zvel) if (actor->vel.X || actor->vel.Y || actor->vel.Z)
{ {
int32_t floorZ, ceilZ; int32_t floorZ, ceilZ;
getzsofslopeptr(pSector, actor->spr.pos.X, actor->spr.pos.Y, &ceilZ, &floorZ); getzsofslopeptr(pSector, actor->spr.pos.X, actor->spr.pos.Y, &ceilZ, &floorZ);
@ -256,7 +256,7 @@ void CFX::fxProcess(void)
continue; continue;
} }
} }
actor->zvel += pFXData->gravity; actor->vel.Z += pFXData->gravity;
} }
} }
@ -281,7 +281,7 @@ void fxSpawnBlood(DBloodActor* actor, int)
bloodactor->spr.ang = 1024; bloodactor->spr.ang = 1024;
bloodactor->vel.X = Random2(0x6aaaa); bloodactor->vel.X = Random2(0x6aaaa);
bloodactor->vel.Y = Random2(0x6aaaa); bloodactor->vel.Y = Random2(0x6aaaa);
bloodactor->zvel = -(int)Random(0x10aaaa) - 100; bloodactor->vel.Z = -(int)Random(0x10aaaa) - 100;
evPostActor(bloodactor, 8, kCallbackFXBloodSpurt); evPostActor(bloodactor, 8, kCallbackFXBloodSpurt);
} }
} }
@ -311,7 +311,7 @@ void fxSpawnPodStuff(DBloodActor* actor, int)
spawnactor->spr.ang = 1024; spawnactor->spr.ang = 1024;
spawnactor->vel.X = Random2(0x6aaaa); spawnactor->vel.X = Random2(0x6aaaa);
spawnactor->vel.Y = Random2(0x6aaaa); spawnactor->vel.Y = Random2(0x6aaaa);
spawnactor->zvel = -(int)Random(0x10aaaa) - 100; spawnactor->vel.Z = -(int)Random(0x10aaaa) - 100;
evPostActor(spawnactor, 8, kCallbackFXPodBloodSpray); evPostActor(spawnactor, 8, kCallbackFXPodBloodSpray);
} }
} }
@ -337,7 +337,7 @@ void fxSpawnEjectingBrass(DBloodActor* actor, int z, int a3, int a4)
int nAngle = actor->spr.ang + Random2(56) + 512; int nAngle = actor->spr.ang + Random2(56) + 512;
pBrass->vel.X = MulScale(nDist, Cos(nAngle), 30); pBrass->vel.X = MulScale(nDist, Cos(nAngle), 30);
pBrass->vel.Y = MulScale(nDist, Sin(nAngle), 30); pBrass->vel.Y = MulScale(nDist, Sin(nAngle), 30);
pBrass->zvel = actor->zvel - (0x20000 + (Random2(40) << 18) / 120); pBrass->vel.Z = actor->vel.Z - (0x20000 + (Random2(40) << 18) / 120);
} }
} }
@ -362,7 +362,7 @@ void fxSpawnEjectingShell(DBloodActor* actor, int z, int a3, int a4)
int nAngle = actor->spr.ang + Random2(56) + 512; int nAngle = actor->spr.ang + Random2(56) + 512;
pShell->vel.X = MulScale(nDist, Cos(nAngle), 30); pShell->vel.X = MulScale(nDist, Cos(nAngle), 30);
pShell->vel.Y = MulScale(nDist, Sin(nAngle), 30); pShell->vel.Y = MulScale(nDist, Sin(nAngle), 30);
pShell->zvel = actor->zvel - (0x20000 + (Random2(20) << 18) / 120); pShell->vel.Z = actor->vel.Z - (0x20000 + (Random2(20) << 18) / 120);
} }
} }

View file

@ -302,7 +302,7 @@ void GibFX(DBloodActor* actor, GIBFX* pGFX, CGibPosition* pPos, CGibVelocity* pV
{ {
pFX->vel.X = pVel->vx + Random2(pGFX->atd); pFX->vel.X = pVel->vx + Random2(pGFX->atd);
pFX->vel.Y = pVel->vy + Random2(pGFX->atd); pFX->vel.Y = pVel->vy + Random2(pGFX->atd);
pFX->zvel = pVel->vz - Random(pGFX->at11); pFX->vel.Z = pVel->vz - Random(pGFX->at11);
} }
else else
{ {
@ -311,23 +311,23 @@ void GibFX(DBloodActor* actor, GIBFX* pGFX, CGibPosition* pPos, CGibVelocity* pV
switch (actor->spr.cstat & CSTAT_SPRITE_ALIGNMENT_MASK) switch (actor->spr.cstat & CSTAT_SPRITE_ALIGNMENT_MASK)
{ {
case 16: case 16:
pFX->zvel = Random2((pGFX->at11 << 18) / 120); pFX->vel.Z = Random2((pGFX->at11 << 18) / 120);
break; break;
default: default:
if (dz2 < dz1 && dz2 < 0x4000) if (dz2 < dz1 && dz2 < 0x4000)
{ {
pFX->zvel = 0; pFX->vel.Z = 0;
} }
else if (dz2 > dz1 && dz1 < 0x4000) else if (dz2 > dz1 && dz1 < 0x4000)
{ {
pFX->zvel = -(int)Random((abs(pGFX->at11) << 18) / 120); pFX->vel.Z = -(int)Random((abs(pGFX->at11) << 18) / 120);
} }
else else
{ {
if ((pGFX->at11 << 18) / 120 < 0) if ((pGFX->at11 << 18) / 120 < 0)
pFX->zvel = -(int)Random((abs(pGFX->at11) << 18) / 120); pFX->vel.Z = -(int)Random((abs(pGFX->at11) << 18) / 120);
else else
pFX->zvel = Random2((pGFX->at11 << 18) / 120); pFX->vel.Z = Random2((pGFX->at11 << 18) / 120);
} }
break; break;
} }
@ -383,7 +383,7 @@ void GibThing(DBloodActor* actor, GIBTHING* pGThing, CGibPosition* pPos, CGibVel
{ {
gibactor->vel.X = pVel->vx + Random2(pGThing->atc); gibactor->vel.X = pVel->vx + Random2(pGThing->atc);
gibactor->vel.Y = pVel->vy + Random2(pGThing->atc); gibactor->vel.Y = pVel->vy + Random2(pGThing->atc);
gibactor->zvel = pVel->vz - Random(pGThing->at10); gibactor->vel.Z = pVel->vz - Random(pGThing->at10);
} }
else else
{ {
@ -392,20 +392,20 @@ void GibThing(DBloodActor* actor, GIBTHING* pGThing, CGibPosition* pPos, CGibVel
switch (actor->spr.cstat & CSTAT_SPRITE_ALIGNMENT_MASK) switch (actor->spr.cstat & CSTAT_SPRITE_ALIGNMENT_MASK)
{ {
case 16: case 16:
gibactor->zvel = Random2((pGThing->at10 << 18) / 120); gibactor->vel.Z = Random2((pGThing->at10 << 18) / 120);
break; break;
default: default:
if (dz2 < dz1 && dz2 < 0x4000) if (dz2 < dz1 && dz2 < 0x4000)
{ {
gibactor->zvel = 0; gibactor->vel.Z = 0;
} }
else if (dz2 > dz1 && dz1 < 0x4000) else if (dz2 > dz1 && dz1 < 0x4000)
{ {
gibactor->zvel = -(int)Random((pGThing->at10 << 18) / 120); gibactor->vel.Z = -(int)Random((pGThing->at10 << 18) / 120);
} }
else else
{ {
gibactor->zvel = Random2((pGThing->at10 << 18) / 120); gibactor->vel.Z = Random2((pGThing->at10 << 18) / 120);
} }
break; break;
} }
@ -466,13 +466,13 @@ void GibFX(walltype* pWall, GIBFX* pGFX, int a3, int a4, int a5, int a6, CGibVel
{ {
pGib->vel.X = Random2((pGFX->atd << 18) / 120); pGib->vel.X = Random2((pGFX->atd << 18) / 120);
pGib->vel.Y = Random2((pGFX->atd << 18) / 120); pGib->vel.Y = Random2((pGFX->atd << 18) / 120);
pGib->zvel = -(int)Random((pGFX->at11 << 18) / 120); pGib->vel.Z = -(int)Random((pGFX->at11 << 18) / 120);
} }
else else
{ {
pGib->vel.X = Random2((pVel->vx << 18) / 120); pGib->vel.X = Random2((pVel->vx << 18) / 120);
pGib->vel.Y = Random2((pVel->vy << 18) / 120); pGib->vel.Y = Random2((pVel->vy << 18) / 120);
pGib->zvel = -(int)Random((pVel->vz << 18) / 120); pGib->vel.Z = -(int)Random((pVel->vz << 18) / 120);
} }
} }
} }

View file

@ -473,7 +473,7 @@ void DBloodActor::Serialize(FSerializer& arc)
Super::Serialize(arc); Super::Serialize(arc);
arc("xvel", vel.X) arc("xvel", vel.X)
("yvel", vel.Y) ("yvel", vel.Y)
("zvel", zvel) ("zvel", vel.Z)
("hasx", hasx); ("hasx", hasx);
// The rest is only relevant if the actor has an xsprite. // The rest is only relevant if the actor has an xsprite.

View file

@ -1014,7 +1014,7 @@ static void windGenDoVerticalWind(int factor, sectortype* pSector)
case kStatFree: case kStatFree:
continue; continue;
case kStatFX: case kStatFX:
if (actor->zvel) break; if (actor->vel.Z) break;
continue; continue;
case kStatThing: case kStatThing:
case kStatDude: case kStatDude:
@ -1028,16 +1028,16 @@ static void windGenDoVerticalWind(int factor, sectortype* pSector)
if (maxZfound && actor->spr.pos.Z <= maxZ) if (maxZfound && actor->spr.pos.Z <= maxZ)
{ {
zdiff = actor->spr.pos.Z - maxZ; zdiff = actor->spr.pos.Z - maxZ;
if (actor->zvel < 0) actor->zvel += MulScale(actor->zvel >> 4, zdiff, 16); if (actor->vel.Z < 0) actor->vel.Z += MulScale(actor->vel.Z >> 4, zdiff, 16);
continue; continue;
} }
val = -MulScale(factor * 64, 0x10000, 16); val = -MulScale(factor * 64, 0x10000, 16);
if (actor->zvel >= 0) actor->zvel += val; if (actor->vel.Z >= 0) actor->vel.Z += val;
else actor->zvel = val; else actor->vel.Z = val;
actor->spr.pos.Z += actor->zvel >> 12; actor->spr.pos.Z += actor->vel.Z >> 12;
} }
@ -1322,7 +1322,7 @@ void nnExtProcessSuperSprites()
} }
if (debrisactor->xspr.physAttr & kPhysGravity) debrisactor->xspr.physAttr |= kPhysFalling; if (debrisactor->xspr.physAttr & kPhysGravity) debrisactor->xspr.physAttr |= kPhysFalling;
if ((debrisactor->xspr.physAttr & kPhysFalling) || debrisactor->vel.X || debrisactor->vel.Y || debrisactor->zvel || debrisactor->spr.sector()->velFloor || debrisactor->spr.sector()->velCeil) if ((debrisactor->xspr.physAttr & kPhysFalling) || debrisactor->vel.X || debrisactor->vel.Y || debrisactor->vel.Z || debrisactor->spr.sector()->velFloor || debrisactor->spr.sector()->velCeil)
debrisMove(i); debrisMove(i);
if (debrisactor->vel.X || debrisactor->vel.Y) if (debrisactor->vel.X || debrisactor->vel.Y)
@ -1332,7 +1332,7 @@ void nnExtProcessSuperSprites()
if ((uwater = spriteIsUnderwater(debrisactor)) == false) evKillActor(debrisactor, kCallbackEnemeyBubble); if ((uwater = spriteIsUnderwater(debrisactor)) == false) evKillActor(debrisactor, kCallbackEnemeyBubble);
else if (Chance(0x1000 - mass)) else if (Chance(0x1000 - mass))
{ {
if (debrisactor->zvel > 0x100) debrisBubble(debrisactor); if (debrisactor->vel.Z > 0x100) debrisBubble(debrisactor);
if (ang == debrisactor->xspr.goalAng) if (ang == debrisactor->xspr.goalAng)
{ {
debrisactor->xspr.goalAng = (debrisactor->spr.ang + Random3(kAng60)) & 2047; debrisactor->xspr.goalAng = (debrisactor->spr.ang + Random3(kAng60)) & 2047;
@ -1562,7 +1562,7 @@ void debrisConcuss(DBloodActor* owneractor, int listIndex, int x, int y, int z,
actor->vel.X += MulScale(t, dx, 16); actor->vel.X += MulScale(t, dx, 16);
actor->vel.Y += MulScale(t, dy, 16); actor->vel.Y += MulScale(t, dy, 16);
actor->zvel += MulScale(t, dz, 16); actor->vel.Z += MulScale(t, dz, 16);
} }
if (thing) if (thing)
@ -1597,7 +1597,7 @@ void debrisBubble(DBloodActor* actor)
if (pFX) { if (pFX) {
pFX->vel.X = actor->vel.X + Random2(0x1aaaa); pFX->vel.X = actor->vel.X + Random2(0x1aaaa);
pFX->vel.Y = actor->vel.Y + Random2(0x1aaaa); pFX->vel.Y = actor->vel.Y + Random2(0x1aaaa);
pFX->zvel = actor->zvel + Random2(0x1aaaa); pFX->vel.Z = actor->vel.Z + Random2(0x1aaaa);
} }
} }
@ -1687,8 +1687,8 @@ void debrisMove(int listIndex)
if (pSector->hasX()) if (pSector->hasX())
uwater = pSector->xs().Underwater; uwater = pSector->xs().Underwater;
if (actor->zvel) if (actor->vel.Z)
actor->spr.pos.Z += actor->zvel >> 8; actor->spr.pos.Z += actor->vel.Z >> 8;
int ceilZ, floorZ; int ceilZ, floorZ;
Collision ceilColl, floorColl; Collision ceilColl, floorColl;
@ -1704,7 +1704,7 @@ void debrisMove(int listIndex)
if (pSector->lowerLink) cz += (cz < 0) ? 0x500 : -0x500; if (pSector->lowerLink) cz += (cz < 0) ? 0x500 : -0x500;
if (top > cz && (!(actor->xspr.physAttr & kPhysDebrisFloat) || fz <= bottom << 2)) if (top > cz && (!(actor->xspr.physAttr & kPhysDebrisFloat) || fz <= bottom << 2))
actor->zvel -= DivScale((bottom - ceilZ) >> 6, mass, 8); actor->vel.Z -= DivScale((bottom - ceilZ) >> 6, mass, 8);
if (fz < bottom) if (fz < bottom)
vc = 58254 + ((bottom - fz) * -80099) / div; vc = 58254 + ((bottom - fz) * -80099) / div;
@ -1712,14 +1712,14 @@ void debrisMove(int listIndex)
if (vc) if (vc)
{ {
actor->spr.pos.Z += ((vc << 2) >> 1) >> 8; actor->spr.pos.Z += ((vc << 2) >> 1) >> 8;
actor->zvel += vc; actor->vel.Z += vc;
} }
} }
else if ((actor->xspr.physAttr & kPhysGravity) && bottom < floorZ) else if ((actor->xspr.physAttr & kPhysGravity) && bottom < floorZ)
{ {
actor->spr.pos.Z += 455; actor->spr.pos.Z += 455;
actor->zvel += 58254; actor->vel.Z += 58254;
} }
@ -1758,17 +1758,17 @@ void debrisMove(int listIndex)
if (floorZ <= bottom) { if (floorZ <= bottom) {
actor->hit.florhit = floorColl; actor->hit.florhit = floorColl;
int v30 = actor->zvel - actor->spr.sector()->velFloor; int v30 = actor->vel.Z - actor->spr.sector()->velFloor;
if (v30 > 0) if (v30 > 0)
{ {
actor->xspr.physAttr |= kPhysFalling; actor->xspr.physAttr |= kPhysFalling;
actFloorBounceVector(&actor->vel.X, &actor->vel.Y, &v30, actor->spr.sector(), tmpFraction); actFloorBounceVector(&actor->vel.X, &actor->vel.Y, &v30, actor->spr.sector(), tmpFraction);
actor->zvel = v30; actor->vel.Z = v30;
if (abs(actor->zvel) < 0x10000) if (abs(actor->vel.Z) < 0x10000)
{ {
actor->zvel = actor->spr.sector()->velFloor; actor->vel.Z = actor->spr.sector()->velFloor;
actor->xspr.physAttr &= ~kPhysFalling; actor->xspr.physAttr &= ~kPhysFalling;
} }
@ -1783,7 +1783,7 @@ void debrisMove(int listIndex)
if ((pFX2 = gFX.fxSpawnActor(FX_14, pFX->spr.sector(), pFX->spr.pos.X, pFX->spr.pos.Y, pFX->spr.pos.Z, 0)) == NULL) continue; if ((pFX2 = gFX.fxSpawnActor(FX_14, pFX->spr.sector(), pFX->spr.pos.X, pFX->spr.pos.Y, pFX->spr.pos.Z, 0)) == NULL) continue;
pFX2->vel.X = Random2(0x6aaaa); pFX2->vel.X = Random2(0x6aaaa);
pFX2->vel.Y = Random2(0x6aaaa); pFX2->vel.Y = Random2(0x6aaaa);
pFX2->zvel = -(int)Random(0xd5555); pFX2->vel.Z = -(int)Random(0xd5555);
} }
break; break;
case kSurfWater: case kSurfWater:
@ -1792,7 +1792,7 @@ void debrisMove(int listIndex)
} }
} }
else if (actor->zvel == 0) else if (actor->vel.Z == 0)
{ {
actor->xspr.physAttr &= ~kPhysFalling; actor->xspr.physAttr &= ~kPhysFalling;
} }
@ -1808,8 +1808,8 @@ void debrisMove(int listIndex)
{ {
actor->hit.ceilhit = moveHit = ceilColl; actor->hit.ceilhit = moveHit = ceilColl;
actor->spr.pos.Z += ClipLow(ceilZ - top, 0); actor->spr.pos.Z += ClipLow(ceilZ - top, 0);
if (actor->zvel <= 0 && (actor->xspr.physAttr & kPhysFalling)) if (actor->vel.Z <= 0 && (actor->xspr.physAttr & kPhysFalling))
actor->zvel = MulScale(-actor->zvel, 0x2000, 16); actor->vel.Z = MulScale(-actor->vel.Z, 0x2000, 16);
} }
else else
@ -2594,7 +2594,7 @@ void usePropertiesChanger(DBloodActor* sourceactor, int objType, sectortype* pSe
else flags &= ~(kPhysGravity | kPhysFalling); else flags &= ~(kPhysGravity | kPhysFalling);
targetactor->spr.flags &= ~(kPhysMove | kPhysGravity | kPhysFalling); targetactor->spr.flags &= ~(kPhysMove | kPhysGravity | kPhysFalling);
targetactor->vel.X = targetactor->vel.Y = targetactor->zvel = 0; targetactor->vel.X = targetactor->vel.Y = targetactor->vel.Z = 0;
targetactor->xspr.restState = targetactor->xspr.state; targetactor->xspr.restState = targetactor->xspr.state;
} }
@ -2707,7 +2707,7 @@ void usePropertiesChanger(DBloodActor* sourceactor, int objType, sectortype* pSe
{ {
if (oldFlags == 0) if (oldFlags == 0)
targetactor->vel.X = targetactor->vel.Y = targetactor->zvel = 0; targetactor->vel.X = targetactor->vel.Y = targetactor->vel.Z = 0;
if (nIndex != -1) if (nIndex != -1)
{ {
@ -2725,7 +2725,7 @@ void usePropertiesChanger(DBloodActor* sourceactor, int objType, sectortype* pSe
if (targetactor->spr.statnum == kStatThing) ChangeActorStat(targetactor, 0); if (targetactor->spr.statnum == kStatThing) ChangeActorStat(targetactor, 0);
// set random goal ang for swimming so they start turning // set random goal ang for swimming so they start turning
if ((flags & kPhysDebrisSwim) && !targetactor->vel.X && !targetactor->vel.Y && !targetactor->zvel) if ((flags & kPhysDebrisSwim) && !targetactor->vel.X && !targetactor->vel.Y && !targetactor->vel.Z)
targetactor->xspr.goalAng = (targetactor->spr.ang + Random3(kAng45)) & 2047; targetactor->xspr.goalAng = (targetactor->spr.ang + Random3(kAng45)) & 2047;
if (targetactor->xspr.physAttr & kPhysDebrisVector) if (targetactor->xspr.physAttr & kPhysDebrisVector)
@ -2743,7 +2743,7 @@ void usePropertiesChanger(DBloodActor* sourceactor, int objType, sectortype* pSe
{ {
targetactor->xspr.physAttr = flags; targetactor->xspr.physAttr = flags;
targetactor->vel.X = targetactor->vel.Y = targetactor->zvel = 0; targetactor->vel.X = targetactor->vel.Y = targetactor->vel.Z = 0;
if (targetactor->spr.lotag >= kThingBase && targetactor->spr.lotag < kThingMax) if (targetactor->spr.lotag >= kThingBase && targetactor->spr.lotag < kThingMax)
ChangeActorStat(targetactor, kStatThing); // if it was a thing - restore statnum ChangeActorStat(targetactor, kStatThing); // if it was a thing - restore statnum
} }
@ -3037,7 +3037,7 @@ void useTeleportTarget(DBloodActor* sourceactor, DBloodActor* actor)
} }
if (sourceactor->xspr.data3 == 1) if (sourceactor->xspr.data3 == 1)
actor->vel.X = actor->vel.Y = actor->zvel = 0; actor->vel.X = actor->vel.Y = actor->vel.Z = 0;
viewBackupSpriteLoc(actor); viewBackupSpriteLoc(actor);
@ -4329,10 +4329,10 @@ bool condCheckSprite(DBloodActor* aCond, int cmpOp, bool PUSH)
case 25: case 25:
switch (arg1) switch (arg1)
{ {
case 0: return (objActor->vel.X || objActor->vel.Y || objActor->zvel); case 0: return (objActor->vel.X || objActor->vel.Y || objActor->vel.Z);
case 1: return (objActor->vel.X); case 1: return (objActor->vel.X);
case 2: return (objActor->vel.Y); case 2: return (objActor->vel.Y);
case 3: return (objActor->zvel); case 3: return (objActor->vel.Z);
} }
break; break;
case 30: case 30:
@ -6216,7 +6216,7 @@ void useUniMissileGen(DBloodActor* sourceactor, DBloodActor* actor)
int velocity = sourceactor->xspr.data2 << 12; int velocity = sourceactor->xspr.data2 << 12;
missileactor->vel.X = MulScale(velocity, dx, 14); missileactor->vel.X = MulScale(velocity, dx, 14);
missileactor->vel.Y = MulScale(velocity, dy, 14); missileactor->vel.Y = MulScale(velocity, dy, 14);
missileactor->zvel = MulScale(velocity, dz, 14); missileactor->vel.Z = MulScale(velocity, dz, 14);
} }
// add bursting for missiles // add bursting for missiles
@ -6442,12 +6442,12 @@ void useSlopeChanger(DBloodActor* sourceactor, int objType, sectortype* pSect, D
if (iactor->hasX() && iactor->xspr.physAttr > 0) if (iactor->hasX() && iactor->xspr.physAttr > 0)
{ {
iactor->xspr.physAttr |= kPhysFalling; iactor->xspr.physAttr |= kPhysFalling;
iactor->zvel++; iactor->vel.Z++;
} }
else if ((iactor->spr.statnum == kStatThing || iactor->spr.statnum == kStatDude) && (iactor->spr.flags & kPhysGravity)) else if ((iactor->spr.statnum == kStatThing || iactor->spr.statnum == kStatDude) && (iactor->spr.flags & kPhysGravity))
{ {
iactor->spr.flags |= kPhysFalling; iactor->spr.flags |= kPhysFalling;
iactor->zvel++; iactor->vel.Z++;
} }
} }
} }
@ -7795,7 +7795,7 @@ void aiPatrolMove(DBloodActor* actor)
if (pExtra->flying || spriteIsUnderwater(actor)) if (pExtra->flying || spriteIsUnderwater(actor))
{ {
goalAng >>= 1; goalAng >>= 1;
actor->zvel = dz; actor->vel.Z = dz;
if (actor->spr.flags & kPhysGravity) if (actor->spr.flags & kPhysGravity)
actor->spr.flags &= ~kPhysGravity; actor->spr.flags &= ~kPhysGravity;
} }
@ -8176,8 +8176,8 @@ DBloodActor* aiPatrolSearchTargets(DBloodActor* actor)
{ {
DBloodActor* act = pPlayer->actor; DBloodActor* act = pPlayer->actor;
itCanHear = (!deaf && (nDist < hearDist || hearChance > 0)); itCanHear = (!deaf && (nDist < hearDist || hearChance > 0));
if (act && itCanHear && nDist < feelDist && (act->vel.X || act->vel.Y || act->zvel)) if (act && itCanHear && nDist < feelDist && (act->vel.X || act->vel.Y || act->vel.Z))
hearChance += ClipLow(mulscale8(1, ClipLow(((feelDist - nDist) + (abs(act->vel.X) + abs(act->vel.Y) + abs(act->zvel))) >> 6, 0)), 0); hearChance += ClipLow(mulscale8(1, ClipLow(((feelDist - nDist) + (abs(act->vel.X) + abs(act->vel.Y) + abs(act->vel.Z))) >> 6, 0)), 0);
} }
if (seeDist) if (seeDist)
@ -8416,7 +8416,7 @@ void aiPatrolThink(DBloodActor* actor)
if (actor->xspr.stateTimer > 0 || markeractor->xspr.data1 == markeractor->xspr.data2) if (actor->xspr.stateTimer > 0 || markeractor->xspr.data1 == markeractor->xspr.data2)
{ {
if (pExtra->flying) if (pExtra->flying)
actor->zvel = Random2(0x8000); actor->vel.Z = Random2(0x8000);
// turn while waiting // turn while waiting
if (markeractor->spr.flags & kModernTypeFlag16) if (markeractor->spr.flags & kModernTypeFlag16)
@ -8832,7 +8832,7 @@ void callbackUniMissileBurst(DBloodActor* actor, sectortype*) // 22
RotateVector(&dx, &dy, nAngle); RotateVector(&dx, &dy, nAngle);
burstactor->vel.X += dx; burstactor->vel.X += dx;
burstactor->vel.Y += dy; burstactor->vel.Y += dy;
burstactor->zvel += dz; burstactor->vel.Z += dz;
evPostActor(burstactor, 960, kCallbackRemove); evPostActor(burstactor, 960, kCallbackRemove);
} }
evPostActor(actor, 0, kCallbackRemove); evPostActor(actor, 0, kCallbackRemove);

View file

@ -846,7 +846,7 @@ void playerStart(int nPlayer, int bNewLevel)
pPlayer->throwPower = 0; pPlayer->throwPower = 0;
pPlayer->deathTime = 0; pPlayer->deathTime = 0;
pPlayer->nextWeapon = kWeapNone; pPlayer->nextWeapon = kWeapNone;
actor->vel.X = actor->vel.Y = actor->zvel = 0; actor->vel.X = actor->vel.Y = actor->vel.Z = 0;
pInput->avel = 0; pInput->avel = 0;
pInput->actions = 0; pInput->actions = 0;
pInput->fvel = 0; pInput->fvel = 0;
@ -1446,7 +1446,7 @@ int ActionScan(PLAYER* pPlayer, HitInfo* out)
int t2 = DivScale(0xccccc, nMass, 8); int t2 = DivScale(0xccccc, nMass, 8);
hitactor->vel.X += MulScale(x, t2, 16); hitactor->vel.X += MulScale(x, t2, 16);
hitactor->vel.Y += MulScale(y, t2, 16); hitactor->vel.Y += MulScale(y, t2, 16);
hitactor->zvel += MulScale(z, t2, 16); hitactor->vel.Z += MulScale(z, t2, 16);
} }
if (hitactor->xspr.Push && !hitactor->xspr.state && !hitactor->xspr.isTriggered) if (hitactor->xspr.Push && !hitactor->xspr.state && !hitactor->xspr.isTriggered)
trTriggerSprite(hitactor, kCmdSpritePush); trTriggerSprite(hitactor, kCmdSpritePush);
@ -1649,9 +1649,9 @@ void ProcessInput(PLAYER* pPlayer)
switch (pPlayer->posture) { switch (pPlayer->posture) {
case 1: case 1:
if (pInput->actions & SB_JUMP) if (pInput->actions & SB_JUMP)
actor->zvel -= pPosture->normalJumpZ;//0x5b05; actor->vel.Z -= pPosture->normalJumpZ;//0x5b05;
if (pInput->actions & SB_CROUCH) if (pInput->actions & SB_CROUCH)
actor->zvel += pPosture->normalJumpZ;//0x5b05; actor->vel.Z += pPosture->normalJumpZ;//0x5b05;
break; break;
case 2: case 2:
if (!(pInput->actions & SB_CROUCH)) if (!(pInput->actions & SB_CROUCH))
@ -1664,8 +1664,8 @@ void ProcessInput(PLAYER* pPlayer)
#endif #endif
sfxPlay3DSound(actor, 700, 0, 0); sfxPlay3DSound(actor, 700, 0, 0);
if (packItemActive(pPlayer, 4)) actor->zvel = pPosture->pwupJumpZ; //-0x175555; if (packItemActive(pPlayer, 4)) actor->vel.Z = pPosture->pwupJumpZ; //-0x175555;
else actor->zvel = pPosture->normalJumpZ; //-0xbaaaa; else actor->vel.Z = pPosture->normalJumpZ; //-0xbaaaa;
pPlayer->cantJump = 1; pPlayer->cantJump = 1;
} }
@ -1759,7 +1759,7 @@ void ProcessInput(PLAYER* pPlayer)
int y = bsin(pPlayer->actor->spr.ang); int y = bsin(pPlayer->actor->spr.ang);
spawned->vel.X = pPlayer->actor->vel.X + MulScale(0x155555, x, 14); spawned->vel.X = pPlayer->actor->vel.X + MulScale(0x155555, x, 14);
spawned->vel.Y = pPlayer->actor->vel.Y + MulScale(0x155555, y, 14); spawned->vel.Y = pPlayer->actor->vel.Y + MulScale(0x155555, y, 14);
spawned->zvel = pPlayer->actor->zvel; spawned->vel.Z = pPlayer->actor->vel.Z;
} }
pPlayer->hand = 0; pPlayer->hand = 0;
} }
@ -1858,14 +1858,14 @@ void playerProcess(PLAYER* pPlayer)
} }
ProcessInput(pPlayer); ProcessInput(pPlayer);
int nSpeed = approxDist(actor->vel.X, actor->vel.Y); int nSpeed = approxDist(actor->vel.X, actor->vel.Y);
pPlayer->zViewVel = interpolatedvalue(pPlayer->zViewVel, actor->zvel, 0x7000); pPlayer->zViewVel = interpolatedvalue(pPlayer->zViewVel, actor->vel.Z, 0x7000);
int dz = pPlayer->actor->spr.pos.Z - pPosture->eyeAboveZ - pPlayer->zView; int dz = pPlayer->actor->spr.pos.Z - pPosture->eyeAboveZ - pPlayer->zView;
if (dz > 0) if (dz > 0)
pPlayer->zViewVel += MulScale(dz << 8, 0xa000, 16); pPlayer->zViewVel += MulScale(dz << 8, 0xa000, 16);
else else
pPlayer->zViewVel += MulScale(dz << 8, 0x1800, 16); pPlayer->zViewVel += MulScale(dz << 8, 0x1800, 16);
pPlayer->zView += pPlayer->zViewVel >> 8; pPlayer->zView += pPlayer->zViewVel >> 8;
pPlayer->zWeaponVel = interpolatedvalue(pPlayer->zWeaponVel, actor->zvel, 0x5000); pPlayer->zWeaponVel = interpolatedvalue(pPlayer->zWeaponVel, actor->vel.Z, 0x5000);
dz = pPlayer->actor->spr.pos.Z - pPosture->weaponAboveZ - pPlayer->zWeapon; dz = pPlayer->actor->spr.pos.Z - pPosture->weaponAboveZ - pPlayer->zWeapon;
if (dz > 0) if (dz > 0)
pPlayer->zWeaponVel += MulScale(dz << 8, 0x8000, 16); pPlayer->zWeaponVel += MulScale(dz << 8, 0x8000, 16);

View file

@ -348,7 +348,7 @@ void SEQINST::Update()
// by NoOne: add surfaceSound trigger feature // by NoOne: add surfaceSound trigger feature
if (!VanillaMode() && pSequence->frames[frameIndex].surfaceSound && actor->zvel == 0 && actor->vel.X != 0) { if (!VanillaMode() && pSequence->frames[frameIndex].surfaceSound && actor->vel.Z == 0 && actor->vel.X != 0) {
if (actor->spr.sector()->upperLink) break; // don't play surface sound for stacked sectors if (actor->spr.sector()->upperLink) break; // don't play surface sound for stacked sectors
int surf = tileGetSurfType(actor->spr.sector()->floorpicnum); int surf = tileGetSurfType(actor->spr.sector()->floorpicnum);

View file

@ -92,7 +92,7 @@ void BloodSoundEngine::CalcPosVel(int type, const void* source, const float pt[3
auto actor = (DBloodActor*)source; auto actor = (DBloodActor*)source;
// Engine expects velocity in units per second, not units per tic. // Engine expects velocity in units per second, not units per tic.
if (vel) *vel = { actor->vel.X * (30 / 65536.f), actor->zvel * (-30 / 65536.f), actor->vel.Y * (-30 / 65536.f) }; if (vel) *vel = { actor->vel.X * (30 / 65536.f), actor->vel.Z * (-30 / 65536.f), actor->vel.Y * (-30 / 65536.f) };
*pos = GetSoundPos(&actor->spr.pos); *pos = GetSoundPos(&actor->spr.pos);
} }
else if (type == SOURCE_Ambient) else if (type == SOURCE_Ambient)

View file

@ -1547,7 +1547,7 @@ void OperateTeleport(sectortype* pSector)
actor->spr.ang = destactor->spr.ang; actor->spr.ang = destactor->spr.ang;
ChangeActorSect(actor, destactor->spr.sector()); ChangeActorSect(actor, destactor->spr.sector());
sfxPlay3DSound(destactor, 201, -1, 0); sfxPlay3DSound(destactor, 201, -1, 0);
actor->vel.X = actor->vel.Y = actor->zvel = 0; actor->vel.X = actor->vel.Y = actor->vel.Z = 0;
actor->interpolated = false; actor->interpolated = false;
viewBackupSpriteLoc(actor); viewBackupSpriteLoc(actor);
if (pPlayer) if (pPlayer)

View file

@ -459,7 +459,7 @@ void UpdateAimVector(PLAYER* pPlayer)
int t = DivScale(nDist, pWeaponTrack->seeker, 12); int t = DivScale(nDist, pWeaponTrack->seeker, 12);
x2 += (actor->vel.X * t) >> 12; x2 += (actor->vel.X * t) >> 12;
y2 += (actor->vel.Y * t) >> 12; y2 += (actor->vel.Y * t) >> 12;
z2 += (actor->zvel * t) >> 8; z2 += (actor->vel.Z * t) >> 8;
} }
int lx = x + MulScale(Cos(plActor->spr.ang), nDist, 30); int lx = x + MulScale(Cos(plActor->spr.ang), nDist, 30);
int ly = y + MulScale(Sin(plActor->spr.ang), nDist, 30); int ly = y + MulScale(Sin(plActor->spr.ang), nDist, 30);