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https://github.com/ZDoom/Raze.git
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- handle vel from angle assignments
This commit is contained in:
parent
44ff4a19c9
commit
39d8591ffc
6 changed files with 12 additions and 21 deletions
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@ -168,9 +168,7 @@ void AIAnubis::Tick(RunListEvent* ev)
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{
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{
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PlotCourseToSprite(ap, pTarget);
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PlotCourseToSprite(ap, pTarget);
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int nAngle = ap->int_ang() & 0xFFF8;
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ap->vel.XY() = ap->spr.angle.ToVector() * 256;
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ap->set_int_xvel(bcos(nAngle, -2));
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ap->set_int_yvel(bsin(nAngle, -2));
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}
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}
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switch (move.type)
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switch (move.type)
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@ -192,7 +190,7 @@ void AIAnubis::Tick(RunListEvent* ev)
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}
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}
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case kHitWall:
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case kHitWall:
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{
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{
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ap->set_int_ang((ap->int_ang() + 256) & kAngleMask);
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ap->spr.angle += DAngle45;
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ap->VelFromAngle(-2);
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ap->VelFromAngle(-2);
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break;
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break;
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}
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}
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@ -256,8 +254,7 @@ void AIAnubis::Tick(RunListEvent* ev)
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{
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{
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ap->nAction = 1;
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ap->nAction = 1;
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ap->set_int_xvel(bcos(ap->int_ang(), -2));
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ap->vel.XY() = ap->spr.angle.ToVector() * 256;
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ap->set_int_yvel(bsin(ap->int_ang(), -2));
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ap->nFrame = 0;
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ap->nFrame = 0;
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}
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}
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else
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else
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@ -372,8 +372,7 @@ void AIFish::Tick(RunListEvent* ev)
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if (z <= nHeight)
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if (z <= nHeight)
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{
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{
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pActor->set_int_xvel(bcos(pActor->int_ang(), -5) - bcos(pActor->int_ang(), -7));
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pActor->vel.XY() = pActor->spr.angle.ToVector() * (32 - 8);
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pActor->set_int_yvel(bsin(pActor->int_ang(), -5) - bsin(pActor->int_ang(), -7));
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}
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}
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else
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else
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{
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{
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@ -405,8 +405,7 @@ void AILion::Tick(RunListEvent* ev)
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pActor->set_int_ang(nAngle);
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pActor->set_int_ang(nAngle);
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pActor->nAction = 6;
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pActor->nAction = 6;
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pActor->set_int_xvel(bcos(pActor->int_ang()) - bcos(pActor->int_ang(), -3));
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pActor->vel.XY() = pActor->spr.angle.ToVector() * (1024 - 128);
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pActor->set_int_yvel(bsin(pActor->int_ang()) - bsin(pActor->int_ang(), -3));
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D3PlayFX(StaticSound[kSound24], pActor);
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D3PlayFX(StaticSound[kSound24], pActor);
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}
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}
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@ -471,8 +470,7 @@ void AILion::Tick(RunListEvent* ev)
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pActor->set_int_zvel(-1000);
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pActor->set_int_zvel(-1000);
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pActor->nAction = 6;
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pActor->nAction = 6;
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pActor->set_int_xvel(bcos(pActor->int_ang()) - bcos(pActor->int_ang(), -3));
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pActor->vel.XY() = pActor->spr.angle.ToVector() * (1024 - 128);
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pActor->set_int_yvel(bsin(pActor->int_ang()) - bsin(pActor->int_ang(), -3));
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D3PlayFX(StaticSound[kSound24], pActor);
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D3PlayFX(StaticSound[kSound24], pActor);
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}
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}
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@ -444,8 +444,7 @@ void BuildQueenEgg(int nQueen, int nVal)
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{
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{
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pActor2->spr.xrepeat = 30;
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pActor2->spr.xrepeat = 30;
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pActor2->spr.yrepeat = 30;
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pActor2->spr.yrepeat = 30;
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pActor2->set_int_xvel(bcos(pActor2->int_ang()));
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pActor2->vel.XY() = pActor2->spr.angle.ToVector() * 1024;
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pActor2->set_int_yvel(bsin(pActor2->int_ang()));
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pActor2->set_int_zvel(-6000);
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pActor2->set_int_zvel(-6000);
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pActor2->spr.cstat = 0;
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pActor2->spr.cstat = 0;
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}
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}
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@ -837,7 +836,7 @@ void AIQueenHead::Tick(RunListEvent* ev)
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[[fallthrough]];
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[[fallthrough]];
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case 1:
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case 1:
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if ((pTarget->int_pos().Z - 51200) > pActor->int_pos().Z)
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if ((pTarget->spr.pos.Z - 200) > pActor->spr.pos.Z)
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{
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{
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QueenHead.nAction = 4;
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QueenHead.nAction = 4;
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QueenHead.nFrame = 0;
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QueenHead.nFrame = 0;
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@ -91,8 +91,7 @@ void BuildRoach(int nType, DExhumedActor* pActor, const DVector3& pos, sectortyp
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void GoRoach(DExhumedActor* pActor)
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void GoRoach(DExhumedActor* pActor)
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{
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{
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pActor->set_int_xvel(bcos(pActor->int_ang(), -1) - bcos(pActor->int_ang(), -3));
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pActor->vel.XY() = pActor->spr.angle.ToVector() * (512 - 128);
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pActor->set_int_yvel(bsin(pActor->int_ang(), -1) - bsin(pActor->int_ang(), -3));
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}
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}
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void AIRoach::Draw(RunListEvent* ev)
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void AIRoach::Draw(RunListEvent* ev)
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@ -369,9 +369,8 @@ void AIScorp::Tick(RunListEvent* ev)
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int nVel = RandomSize(5) + 1;
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int nVel = RandomSize(5) + 1;
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pSpiderActor->set_int_xvel(bcos(pSpiderActor->int_ang(), -8) * nVel);
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pSpiderActor->vel.XY() = pSpiderActor->spr.angle.ToVector() * 4 * nVel;
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pSpiderActor->set_int_yvel(bsin(pSpiderActor->int_ang(), -8) * nVel);
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pSpiderActor->vel.Z = -(RandomSize(5) + 3);
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pSpiderActor->set_int_zvel((-(RandomSize(5) + 3)) << 8);
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}
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}
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return;
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return;
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