- Init(Zilla)Rail

This commit is contained in:
Christoph Oelckers 2021-11-04 22:28:33 +01:00
parent 35d6f7efd5
commit 3b49b053d7

View file

@ -14731,14 +14731,13 @@ InitLaser(PLAYERp pp)
int
InitRail(PLAYERp pp)
int InitRail(PLAYERp pp)
{
USERp u = User[pp->PlayerSprite].Data();
USERp u = pp->Actor()->u();
auto sp = &pp->Actor()->s();
USERp wu;
SPRITEp wp;
int nx, ny, nz;
short w;
int zvel;
if (SW_SHAREWARE) return false; // JBF: verify
@ -14763,106 +14762,20 @@ InitRail(PLAYERp pp)
// Spawn a shot
// Inserting and setting up variables
w = SpawnSprite(STAT_MISSILE, BOLT_THINMAN_R1, &s_Rail[0][0], pp->cursectnum,
auto actorNew = SpawnActor(STAT_MISSILE, BOLT_THINMAN_R1, &s_Rail[0][0], pp->cursectnum,
nx, ny, nz, pp->angle.ang.asbuild(), 1200);
wp = &sprite[w];
wu = User[w].Data();
wp = &actorNew->s();
wu = actorNew->u();
SetOwner(pp->PlayerSprite, w);
SetOwner(pp->Actor(), actorNew);
wp->yrepeat = 52;
wp->xrepeat = 52;
wp->shade = -15;
zvel = -MulScale(pp->horizon.horiz.asq16(), HORIZ_MULT + 17, 16);
wu->RotNum = 5;
NewStateGroup(&swActors[w], &sg_Rail[0]);
wu->WeaponNum = u->WeaponNum;
wu->Radius = RAIL_RADIUS;
wu->ceiling_dist = Z(1);
wu->floor_dist = Z(1);
SET(wp->cstat, CSTAT_SPRITE_YCENTER|CSTAT_SPRITE_INVISIBLE);
SET(wp->cstat, CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN);
// at certain angles the clipping box was big enough to block the
// initial positioning
auto oclipdist = pp->SpriteP->clipdist;
pp->SpriteP->clipdist = 0;
wp->clipdist = 32L>>2;
wp->ang = NORM_ANGLE(wp->ang + 512);
HelpMissileLateral(w, 700);
wp->ang = NORM_ANGLE(wp->ang - 512);
if (TEST(pp->Flags, PF_DIVING) || SpriteInUnderwaterArea(wp))
SET(wu->Flags, SPR_UNDERWATER);
if (TestMissileSetPos(w, DoRailStart, 1200, zvel))
{
pp->SpriteP->clipdist = oclipdist;
KillSprite(w);
return 0;
}
pp->SpriteP->clipdist = oclipdist;
wp->zvel = zvel >> 1;
if (WeaponAutoAim(pp->SpriteP, w, 32, false) == -1)
{
wp->ang = NORM_ANGLE(wp->ang - 4);
}
else
zvel = wp->zvel; // Let autoaiming set zvel now
wu->xchange = MOVEx(wp->xvel, wp->ang);
wu->ychange = MOVEy(wp->xvel, wp->ang);
wu->zchange = zvel;
return 0;
}
int
InitZillaRail(DSWActor* actor)
{
USER* u = actor->u();
int SpriteNum = u->SpriteNum;
SPRITEp sp = &sprite[SpriteNum];
USERp wu;
SPRITEp wp;
int nx, ny, nz;
short w;
int zvel;
if (SW_SHAREWARE) return false; // JBF: verify
PlaySound(DIGI_RAILFIRE, sp, v3df_dontpan|v3df_doppler);
// Make sprite shade brighter
u->Vis = 128;
nx = sp->x;
ny = sp->y;
nz = SPRITEp_TOS(sp);
// Spawn a shot
// Inserting and setting up variables
w = SpawnSprite(STAT_MISSILE, BOLT_THINMAN_R1, &s_Rail[0][0], sp->sectnum,
nx, ny, nz, sp->ang, 1200);
wp = &sprite[w];
wu = User[w].Data();
SetOwner(SpriteNum, w);
wp->yrepeat = 52;
wp->xrepeat = 52;
wp->shade = -15;
zvel = (100 * (HORIZ_MULT+17));
wu->RotNum = 5;
NewStateGroup(&swActors[w], &sg_Rail[0]);
NewStateGroup(actorNew, &sg_Rail[0]);
wu->WeaponNum = u->WeaponNum;
wu->Radius = RAIL_RADIUS;
@ -14878,23 +14791,23 @@ InitZillaRail(DSWActor* actor)
wp->clipdist = 32L>>2;
wp->ang = NORM_ANGLE(wp->ang + 512);
HelpMissileLateral(w, 700);
HelpMissileLateral(actorNew->GetSpriteIndex(), 700);
wp->ang = NORM_ANGLE(wp->ang - 512);
if (SpriteInUnderwaterArea(wp))
if (TEST(pp->Flags, PF_DIVING) || SpriteInUnderwaterArea(wp))
SET(wu->Flags, SPR_UNDERWATER);
if (TestMissileSetPos(w, DoRailStart, 1200, zvel))
if (TestMissileSetPos(actorNew->GetSpriteIndex(), DoRailStart, 1200, zvel))
{
sp->clipdist = oclipdist;
KillSprite(w);
KillActor(actorNew);
return 0;
}
sp->clipdist = oclipdist;
wp->zvel = zvel >> 1;
if (WeaponAutoAim(sp, w, 32, false) == -1)
if (WeaponAutoAim(sp, actorNew->GetSpriteIndex(), 32, false) == -1)
{
wp->ang = NORM_ANGLE(wp->ang - 4);
}
@ -14908,8 +14821,90 @@ InitZillaRail(DSWActor* actor)
return 0;
}
int
InitRocket(PLAYERp pp)
int InitZillaRail(DSWActor* actor)
{
USER* u = actor->u();
SPRITEp sp = &actor->s();
USERp wu;
SPRITEp wp;
int nx, ny, nz;
int zvel;
if (SW_SHAREWARE) return false; // JBF: verify
PlaySound(DIGI_RAILFIRE, actor, v3df_dontpan|v3df_doppler);
// Make sprite shade brighter
u->Vis = 128;
nx = sp->x;
ny = sp->y;
nz = SPRITEp_TOS(sp);
// Spawn a shot
// Inserting and setting up variables
auto actorNew = SpawnActor(STAT_MISSILE, BOLT_THINMAN_R1, &s_Rail[0][0], sp->sectnum,
nx, ny, nz, sp->ang, 1200);
wp = &actorNew->s();
wu = actorNew->u();
SetOwner(actor, actorNew);
wp->yrepeat = 52;
wp->xrepeat = 52;
wp->shade = -15;
zvel = (100 * (HORIZ_MULT+17));
wu->RotNum = 5;
NewStateGroup(actorNew, &sg_Rail[0]);
wu->WeaponNum = u->WeaponNum;
wu->Radius = RAIL_RADIUS;
wu->ceiling_dist = Z(1);
wu->floor_dist = Z(1);
SET(wp->cstat, CSTAT_SPRITE_YCENTER|CSTAT_SPRITE_INVISIBLE);
SET(wp->cstat, CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN);
// at certain angles the clipping box was big enough to block the
// initial positioning
auto oclipdist = sp->clipdist;
sp->clipdist = 0;
wp->clipdist = 32L>>2;
wp->ang = NORM_ANGLE(wp->ang + 512);
HelpMissileLateral(actorNew->GetSpriteIndex(), 700);
wp->ang = NORM_ANGLE(wp->ang - 512);
if (SpriteInUnderwaterArea(wp))
SET(wu->Flags, SPR_UNDERWATER);
if (TestMissileSetPos(actorNew->GetSpriteIndex(), DoRailStart, 1200, zvel))
{
sp->clipdist = oclipdist;
KillActor(actorNew);
return 0;
}
sp->clipdist = oclipdist;
wp->zvel = zvel >> 1;
if (WeaponAutoAim(sp, actorNew->GetSpriteIndex(), 32, false) == -1)
{
wp->ang = NORM_ANGLE(wp->ang - 4);
}
else
zvel = wp->zvel; // Let autoaiming set zvel now
wu->xchange = MOVEx(wp->xvel, wp->ang);
wu->ychange = MOVEy(wp->xvel, wp->ang);
wu->zchange = zvel;
return 0;
}
int InitRocket(PLAYERp pp)
{
USERp u = User[pp->PlayerSprite].Data();
USERp wu;