- floatified RR's shootstuff

This commit is contained in:
Christoph Oelckers 2022-09-13 23:36:23 +02:00
parent b105897d9f
commit 81865969be

View file

@ -455,10 +455,10 @@ static void shootweapon(DDukeActor* actor, int p, DVector3 pos, DAngle ang, int
//
//---------------------------------------------------------------------------
static void shootstuff(DDukeActor* actor, int p, int sx, int sy, int sz, int sa, int atwith)
static void shootstuff(DDukeActor* actor, int p, DVector3 pos, DAngle ang, int atwith)
{
auto sect = actor->sector();
int vel = 0, zvel;
double vel = 0, zvel;
int scount;
if (isRRRA())
@ -469,9 +469,9 @@ static void shootstuff(DDukeActor* actor, int p, int sx, int sy, int sz, int sa,
if (atwith == SPIT)
{
if (actor->spr.picnum == 8705)
vel = 600;
vel = 37.5;
else
vel = 400;
vel = 25;
}
}
else
@ -479,21 +479,20 @@ static void shootstuff(DDukeActor* actor, int p, int sx, int sy, int sz, int sa,
if (actor->spr.extra >= 0) actor->spr.shade = -96;
scount = 1;
if (atwith == SPIT) vel = 400;
if (atwith == SPIT) vel = 25;
}
if (atwith != SPIT)
{
vel = 840;
sz -= (4 << 7);
vel = 52.5;
pos.Z -= 4;
if (actor->spr.picnum == 4649)
{
sx += bcos(actor->int_ang() + 256, -6);
sy += bsin(actor->int_ang() + 256, -6);
sz += (12 << 8);
pos += (actor->spr.angle + DAngle45).ToVector() * 16;
pos.Z += 12;
}
if (actor->spr.picnum == VIXEN)
{
sz -= (12 << 8);
pos.Z -= 12;
}
}
@ -501,42 +500,44 @@ static void shootstuff(DDukeActor* actor, int p, int sx, int sy, int sz, int sa,
{
auto aimed = aim(actor, AUTO_AIM_ANGLE);
sx += bcos(actor->int_ang() + 160, -7);
sy += bsin(actor->int_ang() + 160, -7);
pos += (actor->spr.angle + DAngle22_5 * 1.25).ToVector() * 16;
if (aimed)
{
int dal = ((aimed->spr.xrepeat * tileHeight(aimed->spr.picnum)) << 1) - (12 << 8);
zvel = ((aimed->int_pos().Z - sz - dal) * vel) / ldist(ps[p].GetActor(), aimed);
sa = getangle(aimed->int_pos().X - sx, aimed->int_pos().Y - sy);
double dal = ((aimed->spr.xrepeat * tileHeight(aimed->spr.picnum)) * REPEAT_SCALE * 0.5) - 12;
double dist = (ps[p].GetActor()->spr.pos.XY() - aimed->spr.pos.XY()).Length();
zvel = ((aimed->spr.pos.Z - pos.Z - dal) * vel) / dist;
ang = VecToAngle(aimed->spr.pos.XY() - pos.XY());
}
else
{
zvel = -MulScale(ps[p].horizon.sum().asq16(), 98, 16);
zvel = -ps[p].horizon.sum().asbuildf() * (98 / 256.);
}
}
else
{
int x;
double x;
int j = findplayer(actor, &x);
// sa = getangle(ps[j].oposx-sx,ps[j].oposy-sy);
if (actor->spr.picnum == HULK)
sa -= (krand() & 31);
ang -= randomAngle(22.5 / 4);
else if (actor->spr.picnum == VIXEN)
sa -= (krand() & 16);
ang -= randomAngle(22.5 / 8);
else if (actor->spr.picnum != UFOBEAM)
sa += 16 - (krand() & 31);
ang += DAngle22_5 / 8. - randomAngle(22.5 / 4);
zvel = (((ps[j].player_int_opos().Z - sz + (3 << 8))) * vel) / ldist(ps[j].GetActor(), actor);
double dist = (ps[j].GetActor()->spr.pos.XY() - actor->spr.pos.XY()).Length();
zvel = ((ps[j].opos.Z - pos.Z + 3) * vel) / dist;
}
int oldzvel = zvel;
double oldzvel = zvel;
int sizx, sizy;
if (atwith == SPIT)
{
sizx = 18; sizy = 18;
if (!isRRRA() || actor->spr.picnum != MAMA) sz -= (10 << 8); else sz -= (20 << 8);
if (!isRRRA() || actor->spr.picnum != MAMA) pos.Z -= 10; else pos.Z -= (20 << 8);
}
else
{
@ -570,19 +571,19 @@ static void shootstuff(DDukeActor* actor, int p, int sx, int sy, int sz, int sa,
while (scount > 0)
{
auto j = EGS(sect, sx, sy, sz, atwith, -127, sizx, sizy, sa, vel, zvel, actor, 4);
if (!j) return;
j->spr.extra += (krand() & 7);
j->spr.cstat = CSTAT_SPRITE_YCENTER;
j->set_const_clipdist(4);
auto spawned = CreateActor(sect, pos, atwith, -127, sizx, sizy, ang.Buildang(), vel * worldtoint, zvel * zworldtoint, actor, 4);
if (!spawned) return;
spawned->spr.extra += (krand() & 7);
spawned->spr.cstat = CSTAT_SPRITE_YCENTER;
spawned->set_const_clipdist(4);
sa = actor->int_ang() + 32 - (krand() & 63);
zvel = oldzvel + 512 - (krand() & 1023);
ang = actor->spr.angle + DAngle22_5 / 4 + randomAngle(22.5 / 2);
zvel = oldzvel + 2 - krandf(4);
if (atwith == FIRELASER)
{
j->spr.xrepeat = 8;
j->spr.yrepeat = 8;
spawned->spr.xrepeat = 8;
spawned->spr.yrepeat = 8;
}
scount--;
@ -919,7 +920,7 @@ void shoot_r(DDukeActor* actor, int atwith)
case FIRELASER:
case SPIT:
case COOLEXPLOSION1:
shootstuff(actor, p, sx, sy, sz, sa, atwith);
shootstuff(actor, p, spos, sang, atwith);
return;
case RPG2: