- floatified RR's shootrpg.

This commit is contained in:
Christoph Oelckers 2022-09-13 23:42:09 +02:00
parent 81865969be
commit 83fc7a3116

View file

@ -596,17 +596,17 @@ static void shootstuff(DDukeActor* actor, int p, DVector3 pos, DAngle ang, int a
//
//---------------------------------------------------------------------------
static void shootrpg(DDukeActor* actor, int p, int sx, int sy, int sz, int sa, int atwith)
static void shootrpg(DDukeActor* actor, int p, DVector3 pos, DAngle ang, int atwith)
{
auto sect = actor->sector();
int vel, zvel;
int l, scount;
double vel, zvel;
int scount;
DDukeActor* act90 = nullptr;
if (actor->spr.extra >= 0) actor->spr.shade = -96;
scount = 1;
vel = 644;
vel = 40.25;
DDukeActor* aimed = nullptr;
@ -622,12 +622,15 @@ static void shootrpg(DDukeActor* actor, int p, int sx, int sy, int sz, int sa, i
else
act90 = aimed;
}
int dal = ((aimed->spr.xrepeat * tileHeight(aimed->spr.picnum)) << 1) + (8 << 8);
zvel = ((aimed->int_pos().Z - sz - dal) * vel) / ldist(ps[p].GetActor(), aimed);
double dal = ((aimed->spr.xrepeat * tileHeight(aimed->spr.picnum)) * REPEAT_SCALE * 0.5) + 8;
double dist = (ps[p].GetActor()->spr.pos.XY() - aimed->spr.pos.XY()).Length();
zvel = ((aimed->spr.pos.Z - pos.Z - dal) * vel) / dist;
if (aimed->spr.picnum != RECON)
sa = getangle(aimed->int_pos().X - sx, aimed->int_pos().Y - sy);
ang = VecToAngle(aimed->spr.pos.XY() - pos.XY());
}
else zvel = -MulScale(ps[p].horizon.sum().asq16(), 81, 16);
else
zvel = -ps[p].horizon.sum().asbuildf() * (81 / 256.);
if (atwith == RPG)
S_PlayActorSound(RPG_SHOOT, actor);
else if (isRRRA())
@ -641,36 +644,34 @@ static void shootrpg(DDukeActor* actor, int p, int sx, int sy, int sz, int sa, i
}
else
{
int x;
double x;
int j = findplayer(actor, &x);
sa = getangle(ps[j].player_int_opos().X - sx, ps[j].player_int_opos().Y - sy);
ang = VecToAngle(ps[j].opos.XY() - pos.XY());
if (actor->spr.picnum == BOSS3)
sz -= (32 << 8);
pos.Z -= 32;
else if (actor->spr.picnum == BOSS2)
{
vel += 128;
sz += 24 << 8;
vel += 8;
pos.Z -= 24;
}
l = ldist(ps[j].GetActor(), actor);
zvel = ((ps[j].player_int_opos().Z - sz) * vel) / l;
double dist = (ps[j].GetActor()->spr.pos.XY() - actor->spr.pos.XY()).Length();
zvel = ((ps[j].opos.Z - pos.Z) * vel) / dist;
if (badguy(actor) && (actor->spr.hitag & face_player_smart))
sa = actor->int_ang() + (krand() & 31) - 16;
ang = actor->spr.angle + randomAngle(22.5 / 4) - DAngle22_5 / 8;
}
if (p < 0) aimed = nullptr;
if (isRRRA() && atwith == RRTILE1790)
{
zvel = -(10 << 8);
vel <<= 1;
zvel = -10;
vel *= 2;
}
auto spawned = EGS(sect,
sx + (bcos(sa + 348) / 448),
sy + (bsin(sa + 348) / 448),
sz - (1 << 8), atwith, 0, 14, 14, sa, vel, zvel, actor, 4);
auto offset = (ang + DAngle1 * 61).ToVector() * (1024 / 448.);
auto spawned = CreateActor(sect, pos.plusZ(-1) + offset, atwith, 0, 14, 14, ang.Buildang(), vel * worldtoint, zvel * zworldtoint, actor, 4);
if (!spawned) return;
if (isRRRA())
@ -716,16 +717,18 @@ static void shootrpg(DDukeActor* actor, int p, int sx, int sy, int sz, int sa, i
else if (ps[p].curr_weapon == TIT_WEAPON)
{
spawned->spr.extra >>= 2;
spawned->add_int_ang(16 - (krand() & 31));
spawned->spr.angle += DAngle22_5 / 8 - randomAngle(DAngle22_5 / 4);
spawned->vel.Z += 1 - krandf(2);
if (ps[p].hbomb_hold_delay)
{
spawned->add_int_pos({ -bsin(sa) / 644, bcos(sa) / 644, 0 });
DVector2 spawnofs(ang.Sin() * (1024. / 644.), ang.Cos() * -(1024. / 644.));
spawned->spr.pos += spawnofs;
}
else
{
spawned->add_int_pos({ bsin(sa, -8), -bcos(sa, -8), 0 });
DVector2 spawnofs(ang.Sin() * 4, ang.Cos() * -4);
spawned->spr.pos += spawnofs;
}
spawned->spr.xrepeat >>= 1;
spawned->spr.yrepeat >>= 1;
@ -933,7 +936,7 @@ void shoot_r(DDukeActor* actor, int atwith)
case RPG:
case SHRINKSPARK:
rrra_rpg2:
shootrpg(actor, p, sx, sy, sz, sa, atwith);
shootrpg(actor, p, spos, sang, atwith);
break;
case CHEERBOMB: