- InitTurretRail + InitTurretLaser

This commit is contained in:
Christoph Oelckers 2021-11-04 00:42:01 +01:00
parent 9eb1f9963a
commit 6e7892c326

View file

@ -17919,15 +17919,13 @@ InitTurretFireball(short SpriteNum, PLAYERp pp)
return 0;
}
int
InitTurretRail(short SpriteNum, PLAYERp pp)
int InitTurretRail(DSWActor* actor, PLAYERp pp)
{
USERp u = User[SpriteNum].Data();
SPRITEp sp = u->SpriteP;
USERp u = actor->u();
SPRITEp sp = &actor->s();
USERp wu;
SPRITEp wp;
int nx, ny, nz;
short w;
if (SW_SHAREWARE) return false; // JBF: verify
@ -17941,20 +17939,20 @@ InitTurretRail(short SpriteNum, PLAYERp pp)
// Spawn a shot
// Inserting and setting up variables
w = SpawnSprite(STAT_MISSILE, BOLT_THINMAN_R1, &s_Rail[0][0], pp->cursectnum,
auto actorNew = SpawnActor(STAT_MISSILE, BOLT_THINMAN_R1, &s_Rail[0][0], pp->cursectnum,
nx, ny, nz, sp->ang, 1200);
wp = &sprite[w];
wu = User[w].Data();
wu = actorNew->u();
wp = &actorNew->s();
SetOwner(pp->PlayerSprite, w);
SetOwner(pp->Actor(), actorNew);
wp->yrepeat = 52;
wp->xrepeat = 52;
wp->shade = -15;
wp->zvel = -pp->horizon.horiz.asq16() >> 9;
wu->RotNum = 5;
NewStateGroup(&swActors[w], &sg_Rail[0]);
NewStateGroup(actorNew, &sg_Rail[0]);
wu->Radius = 200;
wu->ceiling_dist = Z(1);
@ -17965,7 +17963,7 @@ InitTurretRail(short SpriteNum, PLAYERp pp)
wp->clipdist = 64L>>2;
if (WeaponAutoAim(pp->SpriteP, w, 32, false) == -1)
if (WeaponAutoAim(pp->SpriteP, actorNew->GetSpriteIndex(), 32, false) == -1)
{
wp->ang = NORM_ANGLE(wp->ang);
}
@ -17977,15 +17975,13 @@ InitTurretRail(short SpriteNum, PLAYERp pp)
return 0;
}
int
InitTurretLaser(short SpriteNum, PLAYERp pp)
int InitTurretLaser(DSWActor* actor, PLAYERp pp)
{
USERp u = User[SpriteNum].Data();
SPRITEp sp = u->SpriteP;
USERp u = actor->u();
SPRITEp sp = &actor->s();
USERp wu;
SPRITEp wp;
int nx, ny, nz;
short w;
if (SW_SHAREWARE) return false; // JBF: verify
@ -17999,13 +17995,13 @@ InitTurretLaser(short SpriteNum, PLAYERp pp)
// Spawn a shot
// Inserting and setting up variables
w = SpawnSprite(STAT_MISSILE, BOLT_THINMAN_R0, s_Laser, pp->cursectnum,
auto actorNew = SpawnActor(STAT_MISSILE, BOLT_THINMAN_R0, s_Laser, pp->cursectnum,
nx, ny, nz, sp->ang, 300);
wp = &sprite[w];
wu = User[w].Data();
wu = actorNew->u();
wp = &actorNew->s();
SetOwner(pp->PlayerSprite, w);
SetOwner(pp->Actor(), actorNew);
wp->yrepeat = 52;
wp->xrepeat = 52;
wp->shade = -15;
@ -18021,7 +18017,7 @@ InitTurretLaser(short SpriteNum, PLAYERp pp)
SET(wp->cstat, CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN);
wp->clipdist = 64L>>2;
if (WeaponAutoAim(sp, w, 32, false) == -1)
if (WeaponAutoAim(ac, actorNew->GetSpriteIndex(), 32, false) == -1)
{
wp->ang = NORM_ANGLE(wp->ang);
}
@ -18199,7 +18195,7 @@ int InitSobjGun(PLAYERp pp)
case 2:
if (SW_SHAREWARE) break;
SpawnVis(actor, -1, -1, -1, -1, 32);
InitTurretLaser(actor->GetSpriteIndex(), pp);
InitTurretLaser(actor, pp);
if (!SP_TAG5(sp))
pp->FirePause = 120;
else
@ -18208,7 +18204,7 @@ int InitSobjGun(PLAYERp pp)
case 3:
if (SW_SHAREWARE) break;
SpawnVis(actor, -1, -1, -1, -1, 32);
InitTurretRail(actor->GetSpriteIndex(), pp);
InitTurretRail(actor, pp);
if (!SP_TAG5(sp))
pp->FirePause = 120;
else