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Blood: fixed vector math in spider attacks.
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parent
0ad7e198d8
commit
3dbc67150d
4 changed files with 6 additions and 6 deletions
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@ -745,7 +745,7 @@ double checkSectorPlaneHit(sectortype* sec, const DVector3& start, const DVector
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//
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//==========================================================================
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int hitscan(const DVector3& start, const sectortype* startsect, const DVector3& vect, HitInfoBase& hitinfo, unsigned cliptype, double maxrange)
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int hitscan(const DVector3& start, const sectortype* startsect, const DVector3& vect, HitInfoBase& hitinfo, unsigned cliptype, double maxrange, bool rangeisxy)
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{
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double hitfactor = DBL_MAX;
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@ -758,7 +758,7 @@ int hitscan(const DVector3& start, const sectortype* startsect, const DVector3&
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if (maxrange > 0)
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{
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hitfactor = maxrange / vect.Length();
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hitfactor = maxrange / (rangeisxy? vect.XY().Length() : vect.Length());
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hitinfo.hitpos = start + hitfactor * vect;
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}
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else hitinfo.hitpos.X = hitinfo.hitpos.Y = DBL_MAX;
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@ -215,7 +215,7 @@ double checkWallHit(walltype* wal, EWallFlags flagmask, const DVector3& start, c
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double checkSectorPlaneHit(sectortype* sec, const DVector3& start, const DVector3& direction, DVector3& result, double maxfactor);
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void neartag(const DVector3& start, sectortype* sect, DAngle angle, HitInfoBase& result, double neartagrange, int tagsearch);
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int testpointinquad(const DVector2& pt, const DVector2* quad);
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int hitscan(const DVector3& start, const sectortype* startsect, const DVector3& vect, HitInfoBase& hitinfo, unsigned cliptype, double maxrange = -1);
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int hitscan(const DVector3& start, const sectortype* startsect, const DVector3& vect, HitInfoBase& hitinfo, unsigned cliptype, double maxrange = -1, bool rangeisxy = false);
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bool checkRangeOfWall(walltype* wal, EWallFlags flagmask, const DVector3& pos, double maxdist, double* theZs);
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bool checkRangeOfFaceSprite(DCoreActor* itActor, const DVector3& pos, double maxdist, double* theZs);
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@ -73,7 +73,7 @@ void SpidBiteSeqCallback(int, DBloodActor* actor)
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int hit = HitScan(actor, actor->spr.pos.Z, DVector3(vec.XY(), 0), CLIPMASK1, 0);
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if (hit == 3 && gHitInfo.actor()->IsPlayerActor())
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{
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vec.Z += target->spr.pos.Z - actor->spr.pos.Z;
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vec.Z += (target->spr.pos.Z - actor->spr.pos.Z) / (target->spr.pos.XY() - actor->spr.pos.XY()).Length();
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DBloodPlayer* pPlayer = getPlayer(target->spr.type - kDudePlayer1);
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switch (actor->spr.type)
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{
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@ -219,7 +219,7 @@ int HitScan(DBloodActor* actor, double z, const DVector3& vect, unsigned int nMa
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gHitInfo.clearObj();
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auto bakCstat = actor->spr.cstat;
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actor->spr.cstat &= ~CSTAT_SPRITE_BLOCK_HITSCAN;
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hitscan(DVector3(actor->spr.pos.XY(), z), actor->sector(), vect, gHitInfo, nMask, nRange);
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hitscan(DVector3(actor->spr.pos.XY(), z), actor->sector(), vect, gHitInfo, nMask, nRange, true);
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actor->spr.cstat = bakCstat;
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if (gHitInfo.actor() != nullptr)
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@ -257,7 +257,7 @@ int VectorScan(DBloodActor* actor, double nOffset, double nZOffset, const DVecto
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auto bakCstat = actor->spr.cstat;
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actor->spr.cstat &= ~CSTAT_SPRITE_BLOCK_HITSCAN;
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hitscan(pos, actor->sector(), vel, gHitInfo, CLIPMASK1, nRange);
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hitscan(pos, actor->sector(), vel, gHitInfo, CLIPMASK1, nRange, true);
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actor->spr.cstat = bakCstat;
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while (nNum--)
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