diff --git a/source/games/duke/src/player_r.cpp b/source/games/duke/src/player_r.cpp index 7ac516a35..4a8a03066 100644 --- a/source/games/duke/src/player_r.cpp +++ b/source/games/duke/src/player_r.cpp @@ -200,10 +200,10 @@ static void shootmelee(DDukeActor *actor, int p, DVector3 pos, DAngle ang, int a // //--------------------------------------------------------------------------- -static void shootweapon(DDukeActor* actor, int p, int sx, int sy, int sz, int sa, int atwith) +static void shootweapon(DDukeActor* actor, int p, DVector3 pos, DAngle ang, int atwith) { auto sectp = actor->sector(); - int zvel = 0; + double zvel = 0; HitInfo hit{}; if (actor->spr.extra >= 0) actor->spr.shade = -96; @@ -213,51 +213,53 @@ static void shootweapon(DDukeActor* actor, int p, int sx, int sy, int sz, int sa auto aimed = aim(actor, AUTO_AIM_ANGLE); if (aimed) { - int dal = ((aimed->spr.xrepeat * tileHeight(aimed->spr.picnum)) << 1) + (5 << 8); - zvel = ((aimed->int_pos().Z - sz - dal) << 8) / ldist(ps[p].GetActor(), aimed); - sa = getangle(aimed->int_pos().X - sx, aimed->int_pos().Y - sy); + double dal = ((aimed->spr.xrepeat * tileHeight(aimed->spr.picnum)) * REPEAT_SCALE * 0.5) + 5; + double dist = (ps[p].GetActor()->spr.pos.XY() - aimed->spr.pos.XY()).Length(); + zvel = ((aimed->spr.pos.Z - pos.Z - dal) * 16) / dist; + ang = VecToAngle(aimed->spr.pos - pos); } if (atwith == SHOTSPARK1) { if (aimed == nullptr) { - sa += 16 - (krand() & 31); - zvel = -ps[p].horizon.sum().asq16() >> 11; + ang += DAngle22_5 / 8 - randomAngle(22.5 / 4); + zvel = -ps[p].horizon.sum().asbuildf() / 8; zvel += 128 - (krand() & 255); } } else { if (atwith == SHOTGUN) - sa += 64 - (krand() & 127); + ang += DAngle22_5 / 2 - randomAngle(22.5); else - sa += 16 - (krand() & 31); - if (aimed == nullptr) zvel = -ps[p].horizon.sum().asq16() >> 11; - zvel += 128 - (krand() & 255); + ang += DAngle22_5 / 8 - randomAngle(22.5 / 4); + if (aimed == nullptr) zvel = -ps[p].horizon.sum().asbuildf() / 8; + zvel += 0.5 - krandf(1); } - sz -= (2 << 8); + pos.Z -= 2; } else { - int x; + double x; int j = findplayer(actor, &x); - sz -= (4 << 8); - zvel = ((ps[j].player_int_pos().Z - sz) << 8) / (ldist(ps[j].GetActor(), actor)); + pos.Z -= 4; + double dist = (ps[j].GetActor()->spr.pos.XY() - actor->spr.pos.XY()).Length(); + zvel = ((ps[j].pos.Z - pos.Z) * 16) / dist; if (actor->spr.picnum != BOSS1) { - zvel += 128 - (krand() & 255); - sa += 32 - (krand() & 63); + zvel += 0.5 - krandf(1); + ang += DAngle22_5 / 4 - randomAngle(22.5 / 2); } else { - zvel += 128 - (krand() & 255); - sa = getangle(ps[j].player_int_pos().X - sx, ps[j].player_int_pos().Y - sy) + 64 - (krand() & 127); + zvel += 0.5 - krandf(1); + ang = VecToAngle(ps[j].pos - pos) + DAngle22_5 / 2 - randomAngle(22.5); } } actor->spr.cstat &= ~CSTAT_SPRITE_BLOCK_ALL; - hitscan(vec3_t( sx, sy, sz ), sectp, { bcos(sa), bsin(sa),zvel << 6 }, hit, CLIPMASK1); + hitscan(pos, sectp, DVector3(ang.ToVector() * 1024, zvel * 64), hit, CLIPMASK1); if (isRRRA() && hit.hitSector != nullptr && (((hit.hitSector->lotag == 160 && zvel > 0) || (hit.hitSector->lotag == 161 && zvel < 0)) && hit.actor() == nullptr && hit.hitWall == nullptr)) @@ -278,7 +280,6 @@ static void shootweapon(DDukeActor* actor, int p, int sx, int sy, int sz, int sa { npos.Z = effector->GetOwner()->sector()->ceilingz; } - auto ang = DAngle::fromBuild(sa); hitscan(npos, effector->GetOwner()->sector(), DVector3(ang.ToVector() * 1024, zvel * 0.25), hit, CLIPMASK1); break; } @@ -295,12 +296,12 @@ static void shootweapon(DDukeActor* actor, int p, int sx, int sy, int sz, int sa return; if ((krand() & 15) == 0 && hit.hitSector->lotag == 2) - tracers(hit.int_hitpos().X, hit.int_hitpos().Y, hit.int_hitpos().Z, sx, sy, sz, 8 - (ud.multimode >> 1)); + tracers(hit.int_hitpos().X, hit.int_hitpos().Y, hit.int_hitpos().Z, pos.X * worldtoint, pos.Y * worldtoint, pos.Z * zworldtoint, 8 - (ud.multimode >> 1)); DDukeActor* spark; if (p >= 0) { - spark = CreateActor(hit.hitSector, hit.hitpos, SHOTSPARK1, -15, 10, 10, sa, 0, 0, actor, 4); + spark = CreateActor(hit.hitSector, hit.hitpos, SHOTSPARK1, -15, 10, 10, ang.Buildang(), 0, 0, actor, 4); if (!spark) return; spark->spr.extra = ScriptCode[gs.actorinfo[atwith].scriptaddress]; spark->spr.extra += (krand() % 6); @@ -329,14 +330,14 @@ static void shootweapon(DDukeActor* actor, int p, int sx, int sy, int sz, int sa fi.checkhitsprite(hit.actor(), spark); if (hit.actor()->isPlayer() && (ud.coop != 1 || ud.ffire == 1)) { - auto l = spawn(spark, JIBS6); + auto jib = spawn(spark, JIBS6); spark->spr.xrepeat = spark->spr.yrepeat = 0; - if (l) + if (jib) { - l->spr.pos.Z += 4; - l->vel.X = 1; - l->spr.xrepeat = l->spr.yrepeat = 24; - l->add_int_ang(64 - (krand() & 127)); + jib->spr.pos.Z += 4; + jib->vel.X = 1; + jib->spr.xrepeat = jib->spr.yrepeat = 24; + jib->spr.angle += DAngle22_5 / 2 - randomAngle(22.5); } } else spawn(spark, SMALLSMOKE); @@ -427,7 +428,7 @@ static void shootweapon(DDukeActor* actor, int p, int sx, int sy, int sz, int sa } else { - spark = CreateActor(hit.hitSector, hit.hitpos, SHOTSPARK1, -15, 24, 24, sa, 0, 0, actor, 4); + spark = CreateActor(hit.hitSector, hit.hitpos, SHOTSPARK1, -15, 24, 24, ang.Buildang(), 0, 0, actor, 4); if (!spark) return; spark->spr.extra = ScriptCode[gs.actorinfo[atwith].scriptaddress]; @@ -885,7 +886,7 @@ void shoot_r(DDukeActor* actor, int atwith) case SHOTSPARK1: case SHOTGUN: case CHAINGUN: - shootweapon(actor, p, sx, sy, sz, sa, atwith); + shootweapon(actor, p, spos, sang, atwith); return; case POWDERKEG: