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- floatified most of DoEelMatchPlayerZ
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parent
9ed66acd44
commit
82968f876f
1 changed files with 25 additions and 28 deletions
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@ -364,7 +364,7 @@ void EelCommon(DSWActor* actor)
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actor->user.floor_dist = (16);
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actor->user.ceiling_dist = (20);
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actor->user.pos.Z = actor->int_pos().Z;
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actor->user.pos.Z = actor->spr.pos.Z;
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actor->spr.xrepeat = 35;
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actor->spr.yrepeat = 27;
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@ -414,12 +414,8 @@ int NullEel(DSWActor* actor)
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int DoEelMatchPlayerZ(DSWActor* actor)
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{
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int zdiff,zdist;
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int loz,hiz;
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int dist,a,b,c;
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int bound;
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if (FAF_ConnectArea(actor->sector()))
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{
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if (actor->user.hi_sectp)
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@ -436,11 +432,11 @@ int DoEelMatchPlayerZ(DSWActor* actor)
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// actor does a sine wave about actor->user.sz - this is the z mid point
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zdiff = (int_ActorZOfBottom(actor->user.targetActor) - Z(8)) - actor->user.int_upos().Z;
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double zdiff = ActorZOfBottom(actor->user.targetActor) - 8 - actor->user.pos.Z;
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// check z diff of the player and the sprite
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zdist = Z(20 + RandomRange(64)); // put a random amount
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if (labs(zdiff) > zdist)
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double zdist = 20 + RandomRange(64); // put a random amount
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if (abs(zdiff) > zdist)
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{
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if (zdiff > 0)
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// manipulate the z midpoint
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@ -449,31 +445,32 @@ int DoEelMatchPlayerZ(DSWActor* actor)
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actor->user.pos.Z -= 160 * ACTORMOVETICS * zmaptoworld;
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}
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const int EEL_BOB_AMT = (Z(4));
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const int EEL_BOB_AMT = 4;
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// save off lo and hi z
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loz = actor->user.int_loz();
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hiz = actor->user.int_hiz();
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double loz = actor->user.loz;
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double hiz = actor->user.hiz;
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// adjust loz/hiz for water depth
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if (actor->user.lo_sectp && actor->user.lo_sectp->hasU() && FixedToInt(actor->user.lo_sectp->depth_fixed))
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loz -= Z(FixedToInt(actor->user.lo_sectp->depth_fixed)) - Z(8);
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loz -= FixedToInt(actor->user.lo_sectp->depth_fixed) - 8;
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// lower bound
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double bound;
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if (actor->user.lowActor && actor->user.targetActor == actor->user.highActor) // this doesn't look right...
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{
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DISTANCE(actor->int_pos().X, actor->int_pos().Y, actor->user.lowActor->int_pos().X, actor->user.lowActor->int_pos().Y, dist, a, b, c);
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if (dist <= 300)
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bound = actor->user.int_upos().Z;
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bound = actor->user.pos.Z;
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else
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bound = loz - actor->user.int_floor_dist();
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bound = loz - actor->user.floor_dist;
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}
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else
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bound = loz - actor->user.int_floor_dist() - EEL_BOB_AMT;
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bound = loz - actor->user.floor_dist - EEL_BOB_AMT;
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if (actor->user.int_upos().Z > bound)
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if (actor->user.pos.Z > bound)
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{
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actor->user.pos.Z = bound * zinttoworld;
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actor->user.pos.Z = bound;
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}
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// upper bound
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@ -481,29 +478,29 @@ int DoEelMatchPlayerZ(DSWActor* actor)
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{
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DISTANCE(actor->int_pos().X, actor->int_pos().Y, actor->user.highActor->int_pos().X, actor->user.highActor->int_pos().Y, dist, a, b, c);
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if (dist <= 300)
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bound = actor->user.int_upos().Z;
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bound = actor->user.pos.Z;
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else
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bound = hiz + actor->user.int_ceiling_dist();
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bound = hiz + actor->user.ceiling_dist;
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}
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else
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bound = hiz + actor->user.int_ceiling_dist() + EEL_BOB_AMT;
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bound = hiz + actor->user.ceiling_dist + EEL_BOB_AMT;
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if (actor->user.int_upos().Z < bound)
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if (actor->user.pos.Z < bound)
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{
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actor->user.pos.Z = bound * zinttoworld;
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actor->user.pos.Z = bound;
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}
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actor->user.pos.Z = min(actor->user.int_upos().Z, loz - actor->user.int_floor_dist()) * zinttoworld;
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actor->user.pos.Z = max(actor->user.int_upos().Z, hiz + actor->user.int_ceiling_dist()) * zinttoworld;
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actor->user.pos.Z = min(actor->user.pos.Z, loz - actor->user.floor_dist);
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actor->user.pos.Z = max(actor->user.pos.Z, hiz + actor->user.ceiling_dist);
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actor->user.Counter = (actor->user.Counter + (ACTORMOVETICS << 3) + (ACTORMOVETICS << 1)) & 2047;
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actor->set_int_z(actor->user.int_upos().Z + MulScale(EEL_BOB_AMT, bsin(actor->user.Counter), 14));
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actor->spr.pos.Z = actor->user.pos.Z + EEL_BOB_AMT * DAngle::fromBuild(actor->user.Counter).Sin();
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bound = actor->user.int_hiz() + actor->user.int_ceiling_dist() + EEL_BOB_AMT;
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if (actor->int_pos().Z < bound)
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bound = actor->user.hiz + actor->user.ceiling_dist + EEL_BOB_AMT;
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if (actor->spr.pos.Z < bound)
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{
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// bumped something
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actor->set_int_z(bound + EEL_BOB_AMT);
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actor->spr.pos.Z = bound + EEL_BOB_AMT;
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actor->user.pos.Z = actor->spr.pos.Z;
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}
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