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- mainly handling angle literals.
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parent
a85bcebd09
commit
4f9ffc9437
5 changed files with 19 additions and 8 deletions
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@ -463,7 +463,7 @@ void fxBloodBits(DBloodActor* actor, sectortype*) // 14
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int x = actor->int_pos().X + MulScale(nDist, Cos(nAngle), 28);
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int x = actor->int_pos().X + MulScale(nDist, Cos(nAngle), 28);
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int y = actor->int_pos().Y + MulScale(nDist, Sin(nAngle), 28);
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int y = actor->int_pos().Y + MulScale(nDist, Sin(nAngle), 28);
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gFX.fxSpawnActor(FX_48, actor->sector(), x, y, actor->int_pos().Z, 0);
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gFX.fxSpawnActor(FX_48, actor->sector(), x, y, actor->int_pos().Z, 0);
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if (actor->int_ang() == 1024)
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if (actor->spr.angle == DAngle180)
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{
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{
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int nChannel = 28 + (actor->GetIndex() & 2); // this is a little stupid...
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int nChannel = 28 + (actor->GetIndex() & 2); // this is a little stupid...
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sfxPlay3DSound(actor, 385, nChannel, 1);
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sfxPlay3DSound(actor, 385, nChannel, 1);
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@ -649,7 +649,7 @@ void fxPodBloodSplat(DBloodActor* actor, sectortype*) // 19
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int nDist = Random(16) << 4;
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int nDist = Random(16) << 4;
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int x = actor->int_pos().X + MulScale(nDist, Cos(nAngle), 28);
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int x = actor->int_pos().X + MulScale(nDist, Cos(nAngle), 28);
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int y = actor->int_pos().Y + MulScale(nDist, Sin(nAngle), 28);
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int y = actor->int_pos().Y + MulScale(nDist, Sin(nAngle), 28);
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if (actor->int_ang() == 1024 && actor->spr.type == 53)
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if (actor->spr.angle == DAngle180 && actor->spr.type == 53)
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{
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{
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int nChannel = 28 + (actor->GetIndex() & 2);
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int nChannel = 28 + (actor->GetIndex() & 2);
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assert(nChannel < 32);
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assert(nChannel < 32);
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@ -29,6 +29,7 @@ Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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#include "v_text.h"
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#include "v_text.h"
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#include "seqcb.h"
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#include "seqcb.h"
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#include "coreactor.h"
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#include "coreactor.h"
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#include "vectors.h"
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BEGIN_BLD_NS
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BEGIN_BLD_NS
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@ -541,6 +542,11 @@ inline unsigned int Random(int a1)
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return MulScale(wrand(), a1, 15);
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return MulScale(wrand(), a1, 15);
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}
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}
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inline DAngle RandomAngle(int base = 2048)
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{
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return DAngle::fromBuild(MulScale(wrand(), base, 15));
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}
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inline int Random2(int a1)
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inline int Random2(int a1)
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{
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{
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return MulScale(wrand(), a1, 14) - a1;
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return MulScale(wrand(), a1, 14) - a1;
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@ -1119,7 +1119,7 @@ void movetouchplate(DDukeActor* actor, int plate)
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if (actor->temp_data[5] == 1) return;
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if (actor->temp_data[5] == 1) return;
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p = checkcursectnums(actor->sector());
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p = checkcursectnums(actor->sector());
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if (p >= 0 && (ps[p].on_ground || actor->int_ang() == 512))
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if (p >= 0 && (ps[p].on_ground || actor->spr.angle == DAngle90))
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{
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{
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if (actor->temp_data[0] == 0 && !check_activator_motion(actor->spr.lotag))
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if (actor->temp_data[0] == 0 && !check_activator_motion(actor->spr.lotag))
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{
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{
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@ -3639,7 +3639,7 @@ void handle_se13(DDukeActor* actor)
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{
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{
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int j = (actor->spr.yint << 5) | 1;
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int j = (actor->spr.yint << 5) | 1;
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if (actor->int_ang() == 512)
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if (actor->spr.angle == DAngle90)
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{
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{
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if (actor->spriteextra)
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if (actor->spriteextra)
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{
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{
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@ -3671,7 +3671,7 @@ void handle_se13(DDukeActor* actor)
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actor->temp_data[3]++;
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actor->temp_data[3]++;
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sc->ceilingstat ^= CSTAT_SECTOR_SKY;
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sc->ceilingstat ^= CSTAT_SECTOR_SKY;
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if (actor->int_ang() == 512)
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if (actor->spr.angle == DAngle90)
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{
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{
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for (auto& wal : wallsofsector(sc))
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for (auto& wal : wallsofsector(sc))
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wal.shade = actor->spr.shade;
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wal.shade = actor->spr.shade;
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@ -42,6 +42,11 @@ inline int movesprite_ex(DDukeActor* actor, int xchange, int ychange, int zchang
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return f(actor, xchange, ychange, zchange, cliptype, result);
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return f(actor, xchange, ychange, zchange, cliptype, result);
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}
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}
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inline int movesprite_ex(DDukeActor* actor, const DVector3& change, unsigned int cliptype, Collision& result)
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{
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auto f = isRR() ? movesprite_ex_r : movesprite_ex_d;
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return f(actor, change.X * worldtoint, change.Y * worldtoint, change.Z * zworldtoint, cliptype, result);
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}
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END_DUKE_NS
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END_DUKE_NS
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@ -700,7 +700,7 @@ void spawneffector(DDukeActor* actor, TArray<DDukeActor*>* actors)
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bool ceiling = (abs(actor->temp_data[0] - actor->int_pos().Z) < abs(actor->temp_data[1] - actor->int_pos().Z));
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bool ceiling = (abs(actor->temp_data[0] - actor->int_pos().Z) < abs(actor->temp_data[1] - actor->int_pos().Z));
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actor->spriteextra = ceiling;
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actor->spriteextra = ceiling;
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if (actor->int_ang() == 512)
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if (actor->spr.angle == DAngle90)
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{
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{
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if (ceiling)
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if (ceiling)
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sectp->setceilingz(actor->spr.pos.Z);
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sectp->setceilingz(actor->spr.pos.Z);
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@ -718,7 +718,7 @@ void spawneffector(DDukeActor* actor, TArray<DDukeActor*>* actors)
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sectp->ceilingstat ^= CSTAT_SECTOR_SKY;
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sectp->ceilingstat ^= CSTAT_SECTOR_SKY;
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actor->temp_data[3] = 1;
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actor->temp_data[3] = 1;
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if (!ceiling && actor->int_ang() == 512)
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if (!ceiling && actor->spr.angle == DAngle90)
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{
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{
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sectp->ceilingstat ^= CSTAT_SECTOR_SKY;
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sectp->ceilingstat ^= CSTAT_SECTOR_SKY;
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actor->temp_data[3] = 0;
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actor->temp_data[3] = 0;
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@ -727,7 +727,7 @@ void spawneffector(DDukeActor* actor, TArray<DDukeActor*>* actors)
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sectp->ceilingshade =
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sectp->ceilingshade =
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sectp->floorshade;
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sectp->floorshade;
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if (actor->int_ang() == 512)
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if (actor->spr.angle == DAngle90)
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{
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{
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for (auto& wl : wallsofsector(sectp))
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for (auto& wl : wallsofsector(sectp))
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{
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{
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