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- Blood: clean up some variable mess in actFireVector
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parent
1d091ae395
commit
7205319853
1 changed files with 20 additions and 20 deletions
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@ -6743,14 +6743,14 @@ void actFireVector(DBloodActor* shooter, int a2, int a3, int a4, int a5, int a6,
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nSurf = surfType[pWall->picnum];
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if (actCanSplatWall(pWall))
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{
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x = gHitInfo.hitpos.X - MulScale(a4, 16, 14);
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y = gHitInfo.hitpos.Y - MulScale(a5, 16, 14);
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z = gHitInfo.hitpos.Z - MulScale(a6, 256, 14);
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nSurf = surfType[pWall->picnum];
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assert(nSurf < kSurfMax);
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if (pVectorData->surfHit[nSurf].fx1 >= 0)
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int xx = gHitInfo.hitpos.X - MulScale(a4, 16, 14);
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int yy = gHitInfo.hitpos.Y - MulScale(a5, 16, 14);
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int zz = gHitInfo.hitpos.Z - MulScale(a6, 256, 14);
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int nnSurf = surfType[pWall->picnum];
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assert(nnSurf < kSurfMax);
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if (pVectorData->surfHit[nnSurf].fx1 >= 0)
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{
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auto pFX = gFX.fxSpawnActor(pVectorData->surfHit[nSurf].fx1, pSector, x, y, z, 0);
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auto pFX = gFX.fxSpawnActor(pVectorData->surfHit[nnSurf].fx1, pSector, xx, yy, zz, 0);
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if (pFX)
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{
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pFX->spr.ang = (GetWallAngle(pWall) + 512) & 2047;
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@ -6831,29 +6831,29 @@ void actFireVector(DBloodActor* shooter, int a2, int a3, int a4, int a5, int a6,
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}
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if (Chance(pVectorData->fxChance))
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{
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t = gVectorData[19].maxDist;
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int tt = gVectorData[19].maxDist;
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a4 += Random3(4000);
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a5 += Random3(4000);
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a6 += Random3(4000);
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if (HitScan(actor, gHitInfo.hitpos.Z, a4, a5, a6, CLIPMASK1, t) == 0)
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if (HitScan(actor, gHitInfo.hitpos.Z, a4, a5, a6, CLIPMASK1, tt) == 0)
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{
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if (approxDist(gHitInfo.hitpos.X - actor->spr.pos.X, gHitInfo.hitpos.Y - actor->spr.pos.Y) <= t)
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if (approxDist(gHitInfo.hitpos.X - actor->spr.pos.X, gHitInfo.hitpos.Y - actor->spr.pos.Y) <= tt)
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{
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auto pWall = gHitInfo.hitWall;
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pSector = gHitInfo.hitSector;
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auto pSector1 = gHitInfo.hitSector;
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if (actCanSplatWall(pWall))
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{
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x = gHitInfo.hitpos.X - MulScale(a4, 16, 14);
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y = gHitInfo.hitpos.Y - MulScale(a5, 16, 14);
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z = gHitInfo.hitpos.Z - MulScale(a6, 16 << 4, 14);
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nSurf = surfType[pWall->picnum];
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pVectorData = &gVectorData[19];
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FX_ID t2 = pVectorData->surfHit[nSurf].fx2;
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FX_ID t3 = pVectorData->surfHit[nSurf].fx3;
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int xx = gHitInfo.hitpos.X - MulScale(a4, 16, 14);
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int yy = gHitInfo.hitpos.Y - MulScale(a5, 16, 14);
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int zz = gHitInfo.hitpos.Z - MulScale(a6, 16 << 4, 14);
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int nnSurf = surfType[pWall->picnum];
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const VECTORDATA* pVectorData1 = &gVectorData[19];
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FX_ID t2 = pVectorData1->surfHit[nnSurf].fx2;
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FX_ID t3 = pVectorData1->surfHit[nnSurf].fx3;
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DBloodActor* pFX = nullptr;
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if (t2 > FX_NONE && (t3 == FX_NONE || Chance(0x4000))) pFX = gFX.fxSpawnActor(t2, pSector, x, y, z, 0);
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else if (t3 > FX_NONE) pFX = gFX.fxSpawnActor(t3, pSector, x, y, z, 0);
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if (t2 > FX_NONE && (t3 == FX_NONE || Chance(0x4000))) pFX = gFX.fxSpawnActor(t2, pSector1, xx, yy, zz, 0);
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else if (t3 > FX_NONE) pFX = gFX.fxSpawnActor(t3, pSector1, xx, yy, zz, 0);
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if (pFX)
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{
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pFX->vel.Z = 0x2222;
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