- floatified HackSeqCallback

This commit is contained in:
Christoph Oelckers 2022-09-28 12:03:42 +02:00
parent 8edd0530cb
commit 8dd646a24f

View file

@ -64,16 +64,15 @@ void HackSeqCallback(int, DBloodActor* actor)
auto target = actor->GetTarget();
DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type);
DUDEINFO* pDudeInfoT = getDudeInfo(target->spr.type);
int tx = actor->xspr.int_TargetPos().X - actor->int_pos().X;
int ty = actor->xspr.int_TargetPos().Y - actor->int_pos().Y;
int nAngle = getangle(tx, ty);
int height = (actor->spr.yrepeat * pDudeInfo->eyeHeight) << 2;
int height2 = (target->spr.yrepeat * pDudeInfoT->eyeHeight) << 2;
int dz = height - height2;
int dx = bcos(nAngle);
int dy = bsin(nAngle);
DVector3 dv;
dv.XY() = (actor->xspr.TargetPos.XY() - actor->spr.pos.XY()).Resized(64);
double height = (actor->spr.yrepeat * pDudeInfo->eyeHeight) * REPEAT_SCALE;
double height2 = (target->spr.yrepeat * pDudeInfoT->eyeHeight) * REPEAT_SCALE;
dv.Z = height - height2;
sfxPlay3DSound(actor, 1101, 1, 0);
actFireVector(actor, 0, 0, dx, dy, dz, kVectorAxe);
actFireVector(actor, 0, 0, dv, kVectorAxe);
}
void StandSeqCallback(int, DBloodActor* actor)