- Blood: Floatified GibFX().

This commit is contained in:
Mitchell Richters 2022-09-24 23:42:19 +10:00 committed by Christoph Oelckers
parent 3d16b76c9a
commit 2e202a022c

View file

@ -277,21 +277,19 @@ void GibFX(DBloodActor* actor, GIBFX* pGFX, DVector3* pPos, DVector3* pVel)
auto gPos = pPos? *pPos : actor->spr.pos;
int32_t ceilZ, floorZ;
double ceilZ, floorZ;
getzsofslopeptr(pSector, gPos.XY(), &ceilZ, &floorZ);
int nCount = ChanceToCount(pGFX->chance, pGFX->at9);
int dz1 = floorZ - gPos.Z * worldtoint;
int dz2 = gPos.Z * worldtoint - ceilZ;
double dz1 = floorZ - gPos.Z;
double dz2 = gPos.Z - ceilZ;
double top, bottom;
GetActorExtents(actor, &top, &bottom);
for (int i = 0; i < nCount; i++)
{
if (!pPos && (actor->spr.cstat & CSTAT_SPRITE_ALIGNMENT_MASK) == 0)
{
int nAngle = Random(2048);
gPos.X = actor->spr.pos.X + MulScale(actor->int_clipdist(), Cos(nAngle), 30) * inttoworld;
gPos.Y = actor->spr.pos.Y + MulScale(actor->int_clipdist(), Sin(nAngle), 30) * inttoworld;
gPos.Z = bottom - Random(bottom - top);
DAngle nAngle = RandomAngle();
gPos = DVector3(actor->spr.pos.XY() + actor->fClipdist() * nAngle.ToVector(), bottom - RandomD(bottom - top, 8));
}
auto pFX = gFX.fxSpawnActor(pGFX->fxId, pSector, gPos, 0);
if (pFX)
@ -312,11 +310,11 @@ void GibFX(DBloodActor* actor, GIBFX* pGFX, DVector3* pPos, DVector3* pVel)
pFX->vel.Z = Random2F((pGFX->at11 << 18) / 120);
break;
default:
if (dz2 < dz1 && dz2 < 0x4000)
if (dz2 < dz1 && dz2 < 0x400)
{
pFX->set_int_bvel_z(0);
}
else if (dz2 > dz1 && dz1 < 0x4000)
else if (dz2 > dz1 && dz1 < 0x400)
{
pFX->vel.Z = -Random2F((abs(pGFX->at11) << 18) / 120);
}