- floatified shootlaser

This commit is contained in:
Christoph Oelckers 2022-09-13 22:39:39 +02:00
parent 9598468c9a
commit 7becce8cb6

View file

@ -847,25 +847,25 @@ static void shootrpg(DDukeActor *actor, int p, DVector3 pos, DAngle ang, int atw
//
//---------------------------------------------------------------------------
static void shootlaser(DDukeActor* actor, int p, int sx, int sy, int sz, int sa)
static void shootlaser(DDukeActor* actor, int p, DVector3 pos, DAngle ang)
{
auto sectp = actor->sector();
int zvel;
double zvel;
int j;
HitInfo hit{};
if (p >= 0)
zvel = -ps[p].horizon.sum().asq16() >> 11;
zvel = -ps[p].horizon.sum().asbuildf() * 0.125;
else zvel = 0;
hitscan(vec3_t( sx, sy, sz - ps[p].pyoff * zworldtoint ), sectp, { bcos(sa), bsin(sa), zvel << 6 }, hit, CLIPMASK1);
hitscan(pos, sectp, DVector3(ang.ToVector() * 1024, zvel * 64), hit, CLIPMASK1);
j = 0;
if (hit.actor()) return;
if (hit.hitWall && hit.hitSector)
{
if (((hit.int_hitpos().X - sx) * (hit.int_hitpos().X - sx) + (hit.int_hitpos().Y - sy) * (hit.int_hitpos().Y - sy)) < (290 * 290))
if ((hit.hitpos.XY() - pos.XY()).LengthSquared() < 18.125 * 18.125)
{
if (hit.hitWall->twoSided())
{
@ -878,7 +878,7 @@ static void shootlaser(DDukeActor* actor, int p, int sx, int sy, int sz, int sa)
if (j == 1)
{
auto bomb = CreateActor(hit.hitSector, hit.hitpos, TRIPBOMB, -16, 4, 5, sa, 0, 0, actor, STAT_STANDABLE);
auto bomb = CreateActor(hit.hitSector, hit.hitpos, TRIPBOMB, -16, 4, 5, ang.Buildang(), 0, 0, actor, STAT_STANDABLE);
if (!bomb) return;
if (isWW2GI())
{
@ -1120,7 +1120,7 @@ void shoot_d(DDukeActor* actor, int atwith)
break;
case HANDHOLDINGLASER:
shootlaser(actor, p, sx, sy, sz, sa);
shootlaser(actor, p, spos, sang);
return;
case BOUNCEMINE: