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- floatified actFireMissile
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commit
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2 changed files with 30 additions and 19 deletions
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@ -6444,35 +6444,31 @@ void actBuildMissile(DBloodActor* spawned, DBloodActor* actor)
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//
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//---------------------------------------------------------------------------
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DBloodActor* actFireMissile(DBloodActor* actor, int xyoff, int zoff, int dx, int dy, int dz, int nType)
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DBloodActor* actFireMissile(DBloodActor* actor, double xyoff, double zoff, const DVector3& dv, int nType)
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{
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assert(nType >= kMissileBase && nType < kMissileMax);
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bool impact = false;
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const MissileType* pMissileInfo = &missileInfo[nType - kMissileBase];
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int x = actor->int_pos().X + MulScale(xyoff, Cos(actor->int_ang() + 512), 30);
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int y = actor->int_pos().Y + MulScale(xyoff, Sin(actor->int_ang() + 512), 30);
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int z = actor->int_pos().Z + zoff;
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int clipdist = pMissileInfo->clipDist + actor->native_clipdist();
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x += MulScale(clipdist, Cos(actor->int_ang()), 28);
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y += MulScale(clipdist, Sin(actor->int_ang()), 28);
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int hit = HitScan(actor, z, x - actor->int_pos().X, y - actor->int_pos().Y, 0, CLIPMASK0, clipdist);
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auto vect = actor->spr.pos.plusZ(zoff) + (actor->spr.angle + DAngle90).ToVector() * xyoff;
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double clipdist = pMissileInfo->fClipDist() + actor->fClipdist();
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vect += actor->spr.angle.ToVector() * clipdist;
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int hit = HitScan(actor, vect.Z, DVector3(vect.XY() - actor->spr.pos.XY(), 0), CLIPMASK0, int(clipdist * 4));
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if (hit != -1)
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{
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if (hit == 3 || hit == 0)
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{
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impact = true;
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x = gHitInfo.int_hitpos().X - MulScale(Cos(actor->int_ang()), 16, 30);
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y = gHitInfo.int_hitpos().Y - MulScale(Sin(actor->int_ang()), 16, 30);
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vect.XY() = gHitInfo.hitpos.XY() - actor->spr.angle.ToVector() * 1;
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}
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else
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{
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x = gHitInfo.int_hitpos().X - MulScale(pMissileInfo->clipDist << 1, Cos(actor->int_ang()), 28);
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y = gHitInfo.int_hitpos().Y - MulScale(pMissileInfo->clipDist << 1, Sin(actor->int_ang()), 28);
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vect.XY() = gHitInfo.hitpos.XY() - actor->spr.angle.ToVector() * pMissileInfo->fClipDist() * 2;
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}
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}
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DVector3 pos(x * inttoworld, y * inttoworld, z * zinttoworld);
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auto spawned = actSpawnSprite(actor->sector(), pos, 5, 1);
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auto spawned = actSpawnSprite(actor->sector(), vect, 5, 1);
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spawned->spr.cstat2 |= CSTAT2_SPRITE_MAPPED;
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spawned->spr.type = nType;
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@ -6484,9 +6480,7 @@ DBloodActor* actFireMissile(DBloodActor* actor, int xyoff, int zoff, int dx, int
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spawned->spr.yrepeat = pMissileInfo->yrepeat;
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spawned->spr.picnum = pMissileInfo->picnum;
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spawned->spr.angle = actor->spr.angle += DAngle::fromBuild(pMissileInfo->angleOfs);
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spawned->set_int_bvel_x(MulScale(pMissileInfo->velocity, dx, 14));
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spawned->set_int_bvel_y(MulScale(pMissileInfo->velocity, dy, 14));
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spawned->set_int_bvel_z(MulScale(pMissileInfo->velocity, dz, 14));
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spawned->vel = dv * pMissileInfo->fVelocity();
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spawned->SetOwner(actor);
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spawned->spr.cstat |= CSTAT_SPRITE_BLOCK;
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spawned->SetTarget(nullptr);
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@ -127,6 +127,15 @@ struct MissileType
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uint8_t yrepeat;
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int8_t shade;
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uint8_t clipDist;
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double fClipDist() const
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{
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return clipDist * 0.25;
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}
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double fVelocity() const
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{
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return FixedToFloat(velocity);
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}
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};
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struct EXPLOSION
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@ -241,7 +250,15 @@ inline DBloodActor* actFireThing(DBloodActor* actor, int xyoff_, int zoff_, int
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return actFireThing(actor, xyoff, zoff, zvel, thingType, nSpeed);
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}
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DBloodActor* actFireMissile(DBloodActor* actor, int xyoff, int zoff, int dx, int dy, int dz, int nType);
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DBloodActor* actFireMissile(DBloodActor* actor, double xyoff, double zoff, const DVector3& dc, int nType);
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inline DBloodActor* actFireMissile(DBloodActor* actor, int xyoff_, int zoff_, int dx, int dy, int dz, int nType)
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{
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double xyoff = xyoff_ * inttoworld;
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double zoff = zoff_ * zinttoworld;
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DVector3 dv(FixedToFloat<14>(dx), FixedToFloat<14>(dy), FixedToFloat<14>(dz));
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return actFireMissile(actor, xyoff, zoff, dv, nType);
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}
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void actBurnSprite(DBloodActor* pSource, DBloodActor* pTarget, int nTime);
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