- target in UpdateAimVector, teslaHit.

This commit is contained in:
Christoph Oelckers 2021-09-05 00:10:28 +02:00
parent 7d1c81626e
commit 7e8fc3fe65
3 changed files with 8 additions and 8 deletions

View file

@ -3943,7 +3943,7 @@ static void actImpactMissile(DBloodActor* missileActor, int hitCode)
break;
case kMissileTeslaAlt:
teslaHit(pMissile, hitCode);
teslaHit(missileActor, hitCode);
switch (hitCode)
{
case 0:

View file

@ -53,7 +53,7 @@ void WeaponLower(PLAYER *pPlayer);
int WeaponUpgrade(PLAYER *pPlayer, int newWeapon);
void WeaponProcess(PLAYER *pPlayer);
void WeaponUpdateState(PLAYER* pPlayer);
void teslaHit(spritetype *pMissile, int a2);
void teslaHit(DBloodActor *pMissile, int a2);
void WeaponPrecache();
struct ZONE {

View file

@ -355,7 +355,7 @@ void UpdateAimVector(PLAYER * pPlayer)
aim.dy = bsin(pPSprite->ang);
aim.dz = pPlayer->slope;
WEAPONTRACK *pWeaponTrack = &gWeaponTrack[pPlayer->curWeapon];
int nTarget = -1;
DBloodActor* targetactor = nullptr;
pPlayer->aimTargetsCount = 0;
int autoaim = Autoaim(pPlayer->nPlayer);
if (autoaim == 1 || (autoaim == 2 && !pWeaponTrack->bIsProjectile) || pPlayer->curWeapon == kWeapVoodooDoll || pPlayer->curWeapon == kWeapLifeLeech)
@ -415,7 +415,7 @@ void UpdateAimVector(PLAYER * pPlayer)
aim.dx = bcos(angle);
aim.dy = bsin(angle);
aim.dz = DivScale(dzCenter, nDist, 10);
nTarget = pSprite->index;
targetactor = actor;
}
}
if (pWeaponTrack->thingAngle > 0)
@ -463,7 +463,7 @@ void UpdateAimVector(PLAYER * pPlayer)
aim.dx = bcos(angle);
aim.dy = bsin(angle);
aim.dz = DivScale(dz, nDist, 10);
nTarget = pSprite->index;
targetactor = actor;
}
}
}
@ -478,7 +478,7 @@ void UpdateAimVector(PLAYER * pPlayer)
pPlayer->aim = pPlayer->relAim;
RotateVector((int*)&pPlayer->aim.dx, (int*)&pPlayer->aim.dy, pPSprite->ang);
pPlayer->aim.dz += pPlayer->slope;
pPlayer->aimTarget = &bloodActors[nTarget];
pPlayer->aimTarget = targetactor;
}
struct t_WeaponModes
@ -2658,9 +2658,9 @@ void WeaponProcess(PLAYER *pPlayer) {
WeaponUpdateState(pPlayer);
}
void teslaHit(spritetype *pMissile, int a2)
void teslaHit(DBloodActor *missileactor, int a2)
{
auto missileactor = &bloodActors[pMissile->index];
auto pMissile = &missileactor->s();
uint8_t sectmap[(kMaxSectors+7)>>3];
int x = pMissile->x;
int y = pMissile->y;