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- set_int_change_y
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parent
b6c0560430
commit
8bb4bc55eb
4 changed files with 18 additions and 18 deletions
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@ -1186,7 +1186,7 @@ int SpawnRadiationCloud(DSWActor* actor)
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{
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actorNew->user.Radius = 2000;
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actorNew->user.set_int_change_x((MOVEx(actorNew->spr.xvel>>2, actorNew->int_ang())));
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actorNew->user.change.Y = (MOVEy(actorNew->spr.xvel>>2, actorNew->int_ang()));
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actorNew->user.set_int_change_y((MOVEy(actorNew->spr.xvel>>2, actorNew->int_ang())));
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actorNew->spr.zvel = Z(1) + RANDOM_P2(Z(2));
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}
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else
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@ -857,7 +857,7 @@ void SectorExp(DSWActor* actor, sectortype* sectp, double zh)
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exp->spr.xrepeat += (RANDOM_P2(32<<8)>>8) - 16;
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exp->spr.yrepeat += (RANDOM_P2(32<<8)>>8) - 16;
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exp->user.set_int_change_x(MOVEx(92, exp->int_ang()));
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exp->user.change.Y = MOVEy(92, exp->int_ang());
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exp->user.set_int_change_y(MOVEy(92, exp->int_ang()));
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}
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@ -39,7 +39,7 @@ public:
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inline void UpdateChangeXY(DSWActor* actor)
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{
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actor->user.set_int_change_x(MOVEx(actor->spr.xvel, actor->int_ang()));
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actor->user.change.Y = MOVEy(actor->spr.xvel, actor->int_ang());
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actor->user.set_int_change_y(MOVEy(actor->spr.xvel, actor->int_ang()));
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}
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inline void UpdateChange(DSWActor* actor, double zfactor = 1.0)
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@ -7845,13 +7845,13 @@ int VectorMissileSeek(DSWActor* actor, int16_t delay_tics, int16_t turn_speed, i
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oz = actor->user.int_change().Z;
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actor->user.set_int_change_x(Scale(actor->spr.xvel, goal->int_pos().X - actor->int_pos().X, dist));
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actor->user.change.Y = Scale(actor->spr.xvel, goal->int_pos().Y - actor->int_pos().Y, dist);
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actor->user.set_int_change_y(Scale(actor->spr.xvel, goal->int_pos().Y - actor->int_pos().Y, dist));
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actor->user.change.Z = Scale(actor->spr.xvel, zh - actor->int_pos().Z, dist);
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// the large turn_speed is the slower the turn
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actor->user.set_int_change_x((actor->user.change.X + ox*(turn_speed-1))/turn_speed);
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actor->user.change.Y = (actor->user.change.Y + oy*(turn_speed-1))/turn_speed;
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actor->user.set_int_change_y((actor->user.change.Y + oy*(turn_speed-1))/turn_speed);
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actor->user.change.Z = (actor->user.change.Z + oz*(turn_speed-1))/turn_speed;
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SetAngleFromChange(actor);
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@ -7903,11 +7903,11 @@ int VectorWormSeek(DSWActor* actor, int16_t delay_tics, int16_t aware_range1, in
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oz = actor->user.int_change().Z;
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actor->user.set_int_change_x(Scale(actor->spr.xvel, goal->int_pos().X - actor->int_pos().X, dist));
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actor->user.change.Y = Scale(actor->spr.xvel, goal->int_pos().Y - actor->int_pos().Y, dist);
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actor->user.set_int_change_y(Scale(actor->spr.xvel, goal->int_pos().Y - actor->int_pos().Y, dist));
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actor->user.change.Z = Scale(actor->spr.xvel, zh - actor->int_pos().Z, dist);
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actor->user.set_int_change_x((actor->user.change.X + ox*7)/8);
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actor->user.change.Y = (actor->user.change.Y + oy*7)/8;
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actor->user.set_int_change_y((actor->user.change.Y + oy*7)/8);
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actor->user.change.Z = (actor->user.change.Z + oz*7)/8;
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SetAngleFromChange(actor);
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@ -8095,7 +8095,7 @@ int DoEelFire(DSWActor* actor)
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void ScaleSpriteVector(DSWActor* actor, int scalex, int scaley, int scalez)
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{
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actor->user.set_int_change_x(MulScale(actor->user.int_change().X, scalex, 16));
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actor->user.change.Y = MulScale(actor->user.int_change().Y, scaley, 16);
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actor->user.set_int_change_y(MulScale(actor->user.int_change().Y, scaley, 16));
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actor->user.change.Z = MulScale(actor->user.int_change().Z, scalez, 16);
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}
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@ -8119,7 +8119,7 @@ void WallBounce(DSWActor* actor, short ang)
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day = -actor->user.int_change().Y;
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actor->user.set_int_change_x(DMulScale(day, k, dax, l, 14));
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actor->user.change.Y = DMulScale(dax, k, -day, l, 14);
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actor->user.set_int_change_y(DMulScale(dax, k, -day, l, 14));
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old_ang = actor->int_ang();
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SetAngleFromChange(actor);
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@ -8129,7 +8129,7 @@ void WallBounce(DSWActor* actor, short ang)
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if (old_ang == actor->int_ang())
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{
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actor->user.set_int_change_x(-actor->user.int_change().X);
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actor->user.change.Y = -actor->user.int_change().Y;
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actor->user.set_int_change_y(-actor->user.int_change().Y);
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SetAngleFromChange(actor);
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}
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}
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@ -10015,7 +10015,7 @@ void SpawnNuclearSecondaryExp(DSWActor* actor, short ang)
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//ang = RANDOM_P2(2048);
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int32_t const vel = (2048+128) + RandomRange(2048);
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expActor->user.set_int_change_x(MOVEx(vel, ang));
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expActor->user.change.Y = MOVEy(vel, ang);
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expActor->user.set_int_change_y(MOVEy(vel, ang));
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expActor->user.Radius = 200; // was NUKE_RADIUS
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expActor->user.coll = move_missile(expActor, expActor->user.int_change().X, expActor->user.int_change().Y, 0,
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expActor->user.int_ceiling_dist(),expActor->user.int_floor_dist(), CLIPMASK_MISSILE, MISSILEMOVETICS);
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@ -10276,7 +10276,7 @@ void SpawnGrenadeSecondaryExp(DSWActor* actor, int ang)
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//ang = RANDOM_P2(2048);
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vel = (1024+512) + RandomRange(1024);
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expActor->user.set_int_change_x(MOVEx(vel, ang));
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expActor->user.change.Y = MOVEy(vel, ang);
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expActor->user.set_int_change_y(MOVEy(vel, ang));
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expActor->user.coll = move_missile(expActor, expActor->user.int_change().X, expActor->user.int_change().Y, 0,
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expActor->user.int_ceiling_dist(),expActor->user.int_floor_dist(), CLIPMASK_MISSILE, MISSILEMOVETICS);
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@ -10812,7 +10812,7 @@ int DoBloodWorm(DSWActor* actor)
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if (actor->user.coll.type != kHitNone)
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{
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actor->user.set_int_change_x(-actor->user.int_change().X);
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actor->user.change.Y = -actor->user.int_change().Y;
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actor->user.set_int_change_y(-actor->user.int_change().Y);
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actor->user.coll.setNone();
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actor->spr.angle += DAngle180;
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return true;
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@ -11034,7 +11034,7 @@ bool MissileSetPos(DSWActor* actor, ANIMATOR* DoWeapon, int dist)
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// reset values
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actor->user.set_int_change_x(oldxc);
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actor->user.change.Y = oldyc;
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actor->user.set_int_change_y(oldyc);
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actor->user.change.Z = oldzc;
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actor->spr.xvel = oldvel;
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actor->spr.zvel = oldzvel;
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@ -11074,7 +11074,7 @@ bool TestMissileSetPos(DSWActor* actor, ANIMATOR* DoWeapon, int dist, int zvel)
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// reset values
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actor->user.set_int_change_x(oldxc);
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actor->user.change.Y = oldyc;
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actor->user.set_int_change_y(oldyc);
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actor->user.change.Z = oldzc;
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actor->spr.xvel = oldvel;
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actor->spr.zvel = oldzvel;
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@ -14805,7 +14805,7 @@ int InitTracerAutoTurret(DSWActor* actor, int xchange, int ychange, int zchange)
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actorNew->spr.cstat |= (CSTAT_SPRITE_INVISIBLE);
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actorNew->user.set_int_change_x(xchange);
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actorNew->user.change.Y = ychange;
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actorNew->user.set_int_change_y(ychange);
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actorNew->user.change.Z = zchange;
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if (SpriteInUnderwaterArea(actorNew))
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@ -16449,7 +16449,7 @@ int InitEnemyFireball(DSWActor* actor)
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actorNew->set_int_ang(NORM_ANGLE(actorNew->int_ang() - lat_ang[i]));
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actorNew->user.set_int_change_x(xchange);
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actorNew->user.change.Y = ychange;
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actorNew->user.set_int_change_y(ychange);
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MissileSetPos(actorNew, DoFireball, 700);
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@ -18020,7 +18020,7 @@ int DoItemFly(DSWActor* actor)
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else
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{
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actor->user.set_int_change_x(-actor->user.int_change().X);
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actor->user.change.Y = -actor->user.int_change().Y;
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actor->user.set_int_change_y(-actor->user.int_change().Y);
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}
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break;
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