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- Blood: Floatify POSTURE::eyeAboveZ
and POSTURE::weaponAboveZ
.
This commit is contained in:
parent
954b394baa
commit
8f0e020e21
3 changed files with 24 additions and 24 deletions
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@ -102,30 +102,30 @@ POSTURE gPostureDefaults[kModeMax][kPostureMax] = {
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// normal human
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{
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{ 0x4000, 0x4000, 0x4000, 14, 17, 24, 16, 32, 80, 0x1600, 0x1200, 0xc00, 0x90, -0xbaaaa, -0x175555 },
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{ 0x1200, 0x1200, 0x1200, 14, 17, 24, 16, 32, 80, 0x1400, 0x1000, -0x600, 0xb0, 0x5b05, 0 },
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{ 0x2000, 0x2000, 0x2000, 22, 28, 24, 16, 16, 40, 0x800, 0x600, -0x600, 0xb0, 0, 0 },
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{ 0x4000, 0x4000, 0x4000, 14, 17, 24, 16, 32, 80, 22, 18, 0xc00, 0x90, -0xbaaaa, -0x175555 },
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{ 0x1200, 0x1200, 0x1200, 14, 17, 24, 16, 32, 80, 20, 16, -0x600, 0xb0, 0x5b05, 0 },
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{ 0x2000, 0x2000, 0x2000, 22, 28, 24, 16, 16, 40, 8, 6, -0x600, 0xb0, 0, 0 },
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},
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// normal beast
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{
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{ 0x4000, 0x4000, 0x4000, 14, 17, 24, 16, 32, 80, 0x1600, 0x1200, 0xc00, 0x90, -0xbaaaa, -0x175555 },
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{ 0x1200, 0x1200, 0x1200, 14, 17, 24, 16, 32, 80, 0x1400, 0x1000, -0x600, 0xb0, 0x5b05, 0 },
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{ 0x2000, 0x2000, 0x2000, 22, 28, 24, 16, 16, 40, 0x800, 0x600, -0x600, 0xb0, 0, 0 },
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{ 0x4000, 0x4000, 0x4000, 14, 17, 24, 16, 32, 80, 22, 18, 0xc00, 0x90, -0xbaaaa, -0x175555 },
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{ 0x1200, 0x1200, 0x1200, 14, 17, 24, 16, 32, 80, 20, 16, -0x600, 0xb0, 0x5b05, 0 },
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{ 0x2000, 0x2000, 0x2000, 22, 28, 24, 16, 16, 40, 8, 6, -0x600, 0xb0, 0, 0 },
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},
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// shrink human
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{
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{ 10384, 10384, 10384, 14, 17, 24, 16, 32, 80, 5632, 4608, 3072, 144, -564586, -1329173 },
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{ 2108, 2108, 2108, 14, 17, 24, 16, 32, 80, 5120, 4096, -1536, 176, 0x5b05, 0 },
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{ 2192, 2192, 2192, 22, 28, 24, 16, 16, 40, 2048, 1536, -1536, 176, 0, 0 },
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{ 10384, 10384, 10384, 14, 17, 24, 16, 32, 80, 22, 18, 3072, 144, -564586, -1329173 },
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{ 2108, 2108, 2108, 14, 17, 24, 16, 32, 80, 20, 16, -1536, 176, 0x5b05, 0 },
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{ 2192, 2192, 2192, 22, 28, 24, 16, 16, 40, 8, 6, -1536, 176, 0, 0 },
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},
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// grown human
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{
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{ 19384, 19384, 19384, 14, 17, 24, 16, 32, 80, 5632, 4608, 3072, 144, -1014586, -1779173 },
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{ 5608, 5608, 5608, 14, 17, 24, 16, 32, 80, 5120, 4096, -1536, 176, 0x5b05, 0 },
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{ 11192, 11192, 11192, 22, 28, 24, 16, 16, 40, 2048, 1536, -1536, 176, 0, 0 },
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{ 19384, 19384, 19384, 14, 17, 24, 16, 32, 80, 22, 18, 3072, 144, -1014586, -1779173 },
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{ 5608, 5608, 5608, 14, 17, 24, 16, 32, 80, 20, 16, -1536, 176, 0x5b05, 0 },
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{ 11192, 11192, 11192, 22, 28, 24, 16, 16, 40, 8, 6, -1536, 176, 0, 0 },
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},
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};
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@ -713,8 +713,8 @@ void playerSetGodMode(PLAYER* pPlayer, bool bGodMode)
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void playerResetInertia(PLAYER* pPlayer)
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{
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POSTURE* pPosture = &pPlayer->pPosture[pPlayer->lifeMode][pPlayer->posture];
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pPlayer->zView = pPlayer->actor->spr.pos.Z - pPosture->eyeAboveZ * zinttoworld;
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pPlayer->zWeapon = pPlayer->actor->spr.pos.Z - pPosture->weaponAboveZ * zinttoworld;
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pPlayer->zView = pPlayer->actor->spr.pos.Z - pPosture->eyeAboveZ;
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pPlayer->zWeapon = pPlayer->actor->spr.pos.Z - pPosture->weaponAboveZ;
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viewBackupView(pPlayer->nPlayer);
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}
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@ -1865,18 +1865,18 @@ void playerProcess(PLAYER* pPlayer)
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ProcessInput(pPlayer);
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int nSpeed = approxDist(actor->int_vel().X, actor->int_vel().Y);
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pPlayer->zViewVel = interpolatedvalue(pPlayer->zViewVel, actor->vel.Z, FixedToFloat(0x7000));
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int dz = pPlayer->actor->int_pos().Z - pPosture->eyeAboveZ - pPlayer->zView * zworldtoint;
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double dz = pPlayer->actor->spr.pos.Z - pPosture->eyeAboveZ - pPlayer->zView;
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if (dz > 0)
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pPlayer->zViewVel += MulScaleF(dz << 8, 0xa000, 16) / 65536;
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pPlayer->zViewVel += dz * FixedToFloat(0xa000);
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else
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pPlayer->zViewVel += MulScaleF(dz << 8, 0x1800, 16) / 65536;
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pPlayer->zViewVel += dz * FixedToFloat(0x1800);
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pPlayer->zView += pPlayer->zViewVel;
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pPlayer->zWeaponVel = interpolatedvalue(pPlayer->zWeaponVel, actor->vel.Z, FixedToFloat(0x5000));
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dz = pPlayer->actor->int_pos().Z - pPosture->weaponAboveZ - pPlayer->zWeapon * zworldtoint;
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dz = pPlayer->actor->spr.pos.Z - pPosture->weaponAboveZ - pPlayer->zWeapon;
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if (dz > 0)
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pPlayer->zWeaponVel += MulScaleF(dz << 8, 0x8000, 16) / 65536;
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pPlayer->zWeaponVel += dz * FixedToFloat(0x8000);
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else
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pPlayer->zWeaponVel += MulScaleF(dz << 8, 0xc00, 16) / 65536;
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pPlayer->zWeaponVel += dz * FixedToFloat(0xc00);
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pPlayer->zWeapon += pPlayer->zWeaponVel;
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pPlayer->bobPhase = ClipLow(pPlayer->bobPhase - 4, 0);
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nSpeed >>= FRACBITS;
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@ -68,8 +68,8 @@ struct POSTURE
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int bobH;
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int swayV;
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int swayH;
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int eyeAboveZ;
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int weaponAboveZ;
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double eyeAboveZ;
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double weaponAboveZ;
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int xOffset;
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int zOffset;
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int normalJumpZ;
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@ -247,7 +247,7 @@ static bool checkAmmo2(const PLAYER* pPlayer, int ammotype, int amount)
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void SpawnBulletEject(PLAYER* pPlayer, int a2, int a3)
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{
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POSTURE* pPosture = &pPlayer->pPosture[pPlayer->lifeMode][pPlayer->posture];
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pPlayer->zView = pPlayer->actor->spr.pos.Z - pPosture->eyeAboveZ * zinttoworld;
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pPlayer->zView = pPlayer->actor->spr.pos.Z - pPosture->eyeAboveZ;
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double dz = pPlayer->zWeapon - (pPlayer->zWeapon - pPlayer->zView) * 0.5;
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fxSpawnEjectingBrassf(pPlayer->actor, dz, a2, a3);
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}
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@ -255,7 +255,7 @@ void SpawnBulletEject(PLAYER* pPlayer, int a2, int a3)
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void SpawnShellEject(PLAYER* pPlayer, int a2, int a3)
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{
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POSTURE* pPosture = &pPlayer->pPosture[pPlayer->lifeMode][pPlayer->posture];
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pPlayer->zView = pPlayer->actor->spr.pos.Z - pPosture->eyeAboveZ * zinttoworld;
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pPlayer->zView = pPlayer->actor->spr.pos.Z - pPosture->eyeAboveZ;
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double t = pPlayer->zWeapon - pPlayer->zView;
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double dz = pPlayer->zWeapon - t + (t * 0.25);
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fxSpawnEjectingShellf(pPlayer->actor, dz, a2, a3);
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