- floatified RR's shootweapon.

Mostly copy/paste from Duke.

* Edited to fix missed `zvel` change within `if (atwith == SHOTSPARK1)`.
This commit is contained in:
Mitchell Richters 2022-09-27 11:45:37 +10:00 committed by Christoph Oelckers
parent b706e6276a
commit 623e0ff30e

View file

@ -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(); auto sectp = actor->sector();
int zvel = 0; double zvel = 0;
HitInfo hit{}; HitInfo hit{};
if (actor->spr.extra >= 0) actor->spr.shade = -96; 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); auto aimed = aim(actor, AUTO_AIM_ANGLE);
if (aimed) if (aimed)
{ {
int dal = ((aimed->spr.xrepeat * tileHeight(aimed->spr.picnum)) << 1) + (5 << 8); double dal = ((aimed->spr.xrepeat * tileHeight(aimed->spr.picnum)) * REPEAT_SCALE * 0.5) + 5;
zvel = ((aimed->int_pos().Z - sz - dal) << 8) / ldist(ps[p].GetActor(), aimed); double dist = (ps[p].GetActor()->spr.pos.XY() - aimed->spr.pos.XY()).Length();
sa = getangle(aimed->int_pos().X - sx, aimed->int_pos().Y - sy); zvel = ((aimed->spr.pos.Z - pos.Z - dal) * 16) / dist;
ang = VecToAngle(aimed->spr.pos - pos);
} }
if (atwith == SHOTSPARK1) if (atwith == SHOTSPARK1)
{ {
if (aimed == nullptr) if (aimed == nullptr)
{ {
sa += 16 - (krand() & 31); ang += DAngle22_5 / 8 - randomAngle(22.5 / 4);
zvel = -ps[p].horizon.sum().asq16() >> 11; zvel = -ps[p].horizon.sum().asbuildf() / 8;
zvel += 128 - (krand() & 255); zvel += 128 - (krand() & 255);
} }
} }
else else
{ {
if (atwith == SHOTGUN) if (atwith == SHOTGUN)
sa += 64 - (krand() & 127); ang += DAngle22_5 / 2 - randomAngle(22.5);
else else
sa += 16 - (krand() & 31); ang += DAngle22_5 / 8 - randomAngle(22.5 / 4);
if (aimed == nullptr) zvel = -ps[p].horizon.sum().asq16() >> 11; if (aimed == nullptr) zvel = -ps[p].horizon.sum().asbuildf() / 8;
zvel += 128 - (krand() & 255); zvel += 0.5 - krandf(1);
} }
sz -= (2 << 8); pos.Z -= 2;
} }
else else
{ {
int x; double x;
int j = findplayer(actor, &x); int j = findplayer(actor, &x);
sz -= (4 << 8); pos.Z -= 4;
zvel = ((ps[j].player_int_pos().Z - sz) << 8) / (ldist(ps[j].GetActor(), actor)); 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) if (actor->spr.picnum != BOSS1)
{ {
zvel += 128 - (krand() & 255); zvel += 0.5 - krandf(1);
sa += 32 - (krand() & 63); ang += DAngle22_5 / 4 - randomAngle(22.5 / 2);
} }
else else
{ {
zvel += 128 - (krand() & 255); zvel += 0.5 - krandf(1);
sa = getangle(ps[j].player_int_pos().X - sx, ps[j].player_int_pos().Y - sy) + 64 - (krand() & 127); ang = VecToAngle(ps[j].pos - pos) + DAngle22_5 / 2 - randomAngle(22.5);
} }
} }
actor->spr.cstat &= ~CSTAT_SPRITE_BLOCK_ALL; 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)) if (isRRRA() && hit.hitSector != nullptr && (((hit.hitSector->lotag == 160 && zvel > 0) || (hit.hitSector->lotag == 161 && zvel < 0))
&& hit.actor() == nullptr && hit.hitWall == nullptr)) && 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; 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); hitscan(npos, effector->GetOwner()->sector(), DVector3(ang.ToVector() * 1024, zvel * 0.25), hit, CLIPMASK1);
break; break;
} }
@ -295,12 +296,12 @@ static void shootweapon(DDukeActor* actor, int p, int sx, int sy, int sz, int sa
return; return;
if ((krand() & 15) == 0 && hit.hitSector->lotag == 2) 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; DDukeActor* spark;
if (p >= 0) 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; if (!spark) return;
spark->spr.extra = ScriptCode[gs.actorinfo[atwith].scriptaddress]; spark->spr.extra = ScriptCode[gs.actorinfo[atwith].scriptaddress];
spark->spr.extra += (krand() % 6); 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); fi.checkhitsprite(hit.actor(), spark);
if (hit.actor()->isPlayer() && (ud.coop != 1 || ud.ffire == 1)) 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; spark->spr.xrepeat = spark->spr.yrepeat = 0;
if (l) if (jib)
{ {
l->spr.pos.Z += 4; jib->spr.pos.Z += 4;
l->vel.X = 1; jib->vel.X = 1;
l->spr.xrepeat = l->spr.yrepeat = 24; jib->spr.xrepeat = jib->spr.yrepeat = 24;
l->add_int_ang(64 - (krand() & 127)); jib->spr.angle += DAngle22_5 / 2 - randomAngle(22.5);
} }
} }
else spawn(spark, SMALLSMOKE); else spawn(spark, SMALLSMOKE);
@ -427,7 +428,7 @@ static void shootweapon(DDukeActor* actor, int p, int sx, int sy, int sz, int sa
} }
else 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; if (!spark) return;
spark->spr.extra = ScriptCode[gs.actorinfo[atwith].scriptaddress]; spark->spr.extra = ScriptCode[gs.actorinfo[atwith].scriptaddress];
@ -885,7 +886,7 @@ void shoot_r(DDukeActor* actor, int atwith)
case SHOTSPARK1: case SHOTSPARK1:
case SHOTGUN: case SHOTGUN:
case CHAINGUN: case CHAINGUN:
shootweapon(actor, p, sx, sy, sz, sa, atwith); shootweapon(actor, p, spos, sang, atwith);
return; return;
case POWDERKEG: case POWDERKEG: