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- floatified genDudeAdjustSlope's dist.
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parent
77d712dbc4
commit
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1 changed files with 4 additions and 4 deletions
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@ -128,7 +128,7 @@ static void forcePunch(DBloodActor* actor)
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//
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//
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//---------------------------------------------------------------------------
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//---------------------------------------------------------------------------
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static bool genDudeAdjustSlope(DBloodActor* actor, int dist, int weaponType, int by = 64)
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static bool genDudeAdjustSlope(DBloodActor* actor, double dist, int weaponType, int by = 64)
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{
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{
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if (actor->GetTarget() != nullptr)
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if (actor->GetTarget() != nullptr)
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{
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{
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@ -140,7 +140,7 @@ static bool genDudeAdjustSlope(DBloodActor* actor, int dist, int weaponType, int
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for (int i = -8191; i < 8192; i += by)
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for (int i = -8191; i < 8192; i += by)
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{
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{
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double ii = i / 16384.;
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double ii = i / 16384.;
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HitScan(actor, actor->spr.pos.Z, DVector3(actor->spr.angle.ToVector(), ii), clipMask, dist);
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HitScan(actor, actor->spr.pos.Z, DVector3(actor->spr.angle.ToVector(), ii), clipMask, dist * 16); // this originally passed a badly scaled 'dist'.
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if (!fStart && actor->GetTarget() == gHitInfo.actor()) fStart = ii;
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if (!fStart && actor->GetTarget() == gHitInfo.actor()) fStart = ii;
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else if (fStart && actor->GetTarget() != gHitInfo.actor())
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else if (fStart && actor->GetTarget() != gHitInfo.actor())
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{
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{
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@ -787,7 +787,7 @@ static void unicultThinkChase(DBloodActor* actor)
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case 0:
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case 0:
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case 1:
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case 1:
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case 2:
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case 2:
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if (weaponType != kGenDudeWeaponMissile && genDudeAdjustSlope(actor, dist * worldtoint, weaponType)
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if (weaponType != kGenDudeWeaponMissile && genDudeAdjustSlope(actor, dist, weaponType)
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&& dist < (375 + RandomF(2000, 4)) && pExtra->baseDispersion < kGenDudeMaxDispersion >> 1) break;
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&& dist < (375 + RandomF(2000, 4)) && pExtra->baseDispersion < kGenDudeMaxDispersion >> 1) break;
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else if (spriteIsUnderwater(actor)) aiGenDudeNewState(actor, &genDudeChaseW);
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else if (spriteIsUnderwater(actor)) aiGenDudeNewState(actor, &genDudeChaseW);
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@ -861,7 +861,7 @@ static void unicultThinkChase(DBloodActor* actor)
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}
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}
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else if (weaponType == kGenDudeWeaponHitscan && hscn)
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else if (weaponType == kGenDudeWeaponHitscan && hscn)
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{
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{
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if (genDudeAdjustSlope(actor, dist * worldtoint, weaponType)) break;
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if (genDudeAdjustSlope(actor, dist, weaponType)) break;
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VectorScan(actor, 0, 0, DVector3(actor->spr.angle.ToVector(), actor->dudeSlope), dist, 1);
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VectorScan(actor, 0, 0, DVector3(actor->spr.angle.ToVector(), actor->dudeSlope), dist, 1);
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if (actor == gHitInfo.actor()) break;
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if (actor == gHitInfo.actor()) break;
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