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- 8x set_int_ang
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parent
775ac0564c
commit
7804e23ad0
5 changed files with 9 additions and 9 deletions
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@ -488,7 +488,7 @@ static tspritetype* viewAddEffect(tspriteArray& tsprites, int nTSprite, VIEW_EFF
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pNSprite->pos.XY() += gView->actor->spr.angle.ToVector() * 8;
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pNSprite->pos.XY() += gView->actor->spr.angle.ToVector() * 8;
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}
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}
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if ((pPlayer->curWeapon == kWeapLifeLeech) || (pPlayer->curWeapon == kWeapVoodooDoll)) // make lifeleech/voodoo doll always face viewer like sprite
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if ((pPlayer->curWeapon == kWeapLifeLeech) || (pPlayer->curWeapon == kWeapVoodooDoll)) // make lifeleech/voodoo doll always face viewer like sprite
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pNSprite->set_int_ang((pNSprite->int_ang() + 512) & 2047); // offset angle 90 degrees
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pNSprite->angle += DAngle90;
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}
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}
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break;
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break;
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}
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}
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@ -282,7 +282,7 @@ void fxSpawnBlood(DBloodActor* actor, int)
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auto bloodactor = gFX.fxSpawnActor(FX_27, actor->sector(), actor->spr.pos, 0);
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auto bloodactor = gFX.fxSpawnActor(FX_27, actor->sector(), actor->spr.pos, 0);
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if (bloodactor)
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if (bloodactor)
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{
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{
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bloodactor->set_int_ang(1024);
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bloodactor->spr.angle = DAngle180;
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bloodactor->vel.X = Random2F(0x6aaaa);
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bloodactor->vel.X = Random2F(0x6aaaa);
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bloodactor->vel.Y = Random2F(0x6aaaa);
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bloodactor->vel.Y = Random2F(0x6aaaa);
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bloodactor->vel.Z = -Random2F(0x10aaaa) - FixedToFloat(100);
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bloodactor->vel.Z = -Random2F(0x10aaaa) - FixedToFloat(100);
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@ -312,7 +312,7 @@ void fxSpawnPodStuff(DBloodActor* actor, int)
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spawnactor = gFX.fxSpawnActor(FX_54, actor->sector(), actor->spr.pos, 0);
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spawnactor = gFX.fxSpawnActor(FX_54, actor->sector(), actor->spr.pos, 0);
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if (spawnactor)
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if (spawnactor)
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{
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{
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spawnactor->set_int_ang(1024);
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spawnactor->spr.angle = DAngle180;
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spawnactor->vel.X = Random2F(0x6aaaa);
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spawnactor->vel.X = Random2F(0x6aaaa);
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spawnactor->vel.Y = Random2F(0x6aaaa);
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spawnactor->vel.Y = Random2F(0x6aaaa);
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spawnactor->vel.Z = -Random2F(0x10aaaa) - FixedToFloat(100);
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spawnactor->vel.Z = -Random2F(0x10aaaa) - FixedToFloat(100);
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@ -336,7 +336,7 @@ void fxSpawnEjectingBrass(DBloodActor* actor, int z, int a3, int a4)
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if (pBrass)
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if (pBrass)
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{
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{
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if (!VanillaMode())
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if (!VanillaMode())
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pBrass->set_int_ang(Random(2047));
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pBrass->spr.angle = RandomAngle();
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int nDist = (a4 << 18) / 120 + Random2(((a4 / 4) << 18) / 120);
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int nDist = (a4 << 18) / 120 + Random2(((a4 / 4) << 18) / 120);
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int nAngle = actor->int_ang() + Random2(56) + 512;
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int nAngle = actor->int_ang() + Random2(56) + 512;
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pBrass->set_int_bvel_x(MulScale(nDist, Cos(nAngle), 30));
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pBrass->set_int_bvel_x(MulScale(nDist, Cos(nAngle), 30));
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@ -361,7 +361,7 @@ void fxSpawnEjectingShell(DBloodActor* actor, int z, int a3, int a4)
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if (pShell)
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if (pShell)
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{
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{
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if (!VanillaMode())
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if (!VanillaMode())
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pShell->set_int_ang(Random(2047));
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pShell->spr.angle = RandomAngle();
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int nDist = (a4 << 18) / 120 + Random2(((a4 / 4) << 18) / 120);
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int nDist = (a4 << 18) / 120 + Random2(((a4 / 4) << 18) / 120);
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int nAngle = actor->int_ang() + Random2(56) + 512;
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int nAngle = actor->int_ang() + Random2(56) + 512;
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pShell->set_int_bvel_x(MulScale(nDist, Cos(nAngle), 30));
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pShell->set_int_bvel_x(MulScale(nDist, Cos(nAngle), 30));
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@ -3455,7 +3455,7 @@ void useSectorWindGen(DBloodActor* sourceactor, sectortype* pSector)
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if ((sourceactor->xspr.data1 & 0x0002))
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if ((sourceactor->xspr.data1 & 0x0002))
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{
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{
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while (sourceactor->int_ang() == ang)
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while (sourceactor->int_ang() == ang)
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sourceactor->set_int_ang(nnExtRandom(-kAng360, kAng360) & 2047);
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sourceactor->spr.angle = RandomAngle();
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}
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}
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}
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}
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else if (sourceactor->spr.cstat & CSTAT_SPRITE_MOVE_FORWARD) sourceactor->spr.angle += mapangle(sourceactor->xspr.data4);
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else if (sourceactor->spr.cstat & CSTAT_SPRITE_MOVE_FORWARD) sourceactor->spr.angle += mapangle(sourceactor->xspr.data4);
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@ -1503,7 +1503,7 @@ int ActionScan(PLAYER* pPlayer, HitInfo* out)
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void UpdatePlayerSpriteAngle(PLAYER* pPlayer)
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void UpdatePlayerSpriteAngle(PLAYER* pPlayer)
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{
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{
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pPlayer->actor->set_int_ang(pPlayer->angle.ang.Buildang());
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pPlayer->actor->spr.angle = pPlayer->angle.ang;
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}
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}
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//---------------------------------------------------------------------------
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//---------------------------------------------------------------------------
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@ -1719,7 +1719,7 @@ void ProcessInput(PLAYER* pPlayer)
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auto spawned = actSpawnDude(pactor, kDudeHand, pPlayer->actor->native_clipdist() << 1, 0);
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auto spawned = actSpawnDude(pactor, kDudeHand, pPlayer->actor->native_clipdist() << 1, 0);
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if (spawned)
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if (spawned)
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{
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{
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spawned->set_int_ang((pPlayer->actor->int_ang() + 1024) & 2047);
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spawned->spr.angle += DAngle180;
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int x = bcos(pPlayer->actor->int_ang());
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int x = bcos(pPlayer->actor->int_ang());
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int y = bsin(pPlayer->actor->int_ang());
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int y = bsin(pPlayer->actor->int_ang());
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spawned->set_int_bvel_x(pPlayer->actor->int_vel().X + MulScale(0x155555, x, 14));
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spawned->set_int_bvel_x(pPlayer->actor->int_vel().X + MulScale(0x155555, x, 14));
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@ -1970,7 +1970,7 @@ void FireLifeLeech(int nTrigger, PLAYER* pPlayer)
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if (missileActor)
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if (missileActor)
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{
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{
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missileActor->SetTarget(pPlayer->aimTarget);
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missileActor->SetTarget(pPlayer->aimTarget);
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missileActor->set_int_ang((nTrigger == 2) ? 1024 : 0);
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missileActor->spr.angle = ((nTrigger == 2) ? DAngle180 : nullAngle);
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}
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}
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if (checkAmmo2(pPlayer, 8, 1))
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if (checkAmmo2(pPlayer, 8, 1))
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UseAmmo(pPlayer, 8, 1);
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UseAmmo(pPlayer, 8, 1);
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