vel assignment with fixed point constants

This commit is contained in:
Christoph Oelckers 2022-09-03 11:58:35 +02:00
parent 010fedd049
commit 96297c95aa
5 changed files with 17 additions and 17 deletions

View file

@ -4948,7 +4948,7 @@ void MoveDude(DBloodActor* actor)
pPlayer->bubbleTime = 0;
if (!pPlayer->cantJump && (pPlayer->input.actions & SB_JUMP))
{
actor->set_int_bvel_z(-0x6aaaa);
actor->vel.Z = FixedToFloat(-0x6aaaa);
pPlayer->cantJump = 1;
}
sfxPlay3DSound(actor, 721, -1, 0);
@ -6844,7 +6844,7 @@ void actFireVector(DBloodActor* shooter, int a2, int a3, int a4, int a5, int a6,
else if (t3 > FX_NONE) pFX = gFX.fxSpawnActor(t3, pSector1, xx, yy, zz, 0);
if (pFX)
{
pFX->set_int_bvel_z(0x2222);
pFX->vel.Z = FixedToFloat(0x2222);
pFX->set_int_ang((GetWallAngle(pWall) + 512) & 2047);
pFX->spr.cstat |= CSTAT_SPRITE_ALIGNMENT_WALL;
}

View file

@ -210,7 +210,7 @@ static void batMoveDodgeUp(DBloodActor* actor)
t2 -= pDudeInfo->sideSpeed;
});
actor->set_int_bvel_z(-0x52aaa);
actor->vel.Z = FixedToFloat(-0x52aaa);
}
static void batMoveDodgeDown(DBloodActor* actor)
@ -229,7 +229,7 @@ static void batMoveDodgeDown(DBloodActor* actor)
t2 -= FixedToFloat(pDudeInfo->sideSpeed);
});
actor->set_int_bvel_z(0x44444);
actor->vel.Z = FixedToFloat(0x44444);
}
static void batThinkChase(DBloodActor* actor)
@ -337,7 +337,7 @@ static void batMoveSwoop(DBloodActor* actor)
AdjustVelocity(actor, ADJUSTER{
t1 += FixedToFloat(nAccel) * 0.5;
});
actor->set_int_bvel_z(0x44444);
actor->vel.Z = FixedToFloat(0x44444);
}
static void batMoveFly(DBloodActor* actor)
@ -360,7 +360,7 @@ static void batMoveFly(DBloodActor* actor)
AdjustVelocity(actor, ADJUSTER{
t1 += FixedToFloat(nAccel) * 0.5;
});
actor->set_int_bvel_z(-0x2d555);
actor->vel.Z = FixedToFloat(-0x2d555);
}
void batMoveToCeil(DBloodActor* actor)

View file

@ -225,7 +225,7 @@ static void eelMoveDodgeUp(DBloodActor* actor)
t2 -= FixedToFloat(pDudeInfo->sideSpeed);
});
actor->set_int_bvel_z(-0x8000);
actor->vel.Z = -0.5;
}
static void eelMoveDodgeDown(DBloodActor* actor)
@ -244,7 +244,7 @@ static void eelMoveDodgeDown(DBloodActor* actor)
t2 -= FixedToFloat(pDudeInfo->sideSpeed);
});
actor->set_int_bvel_z(0x44444);
actor->vel.Z = FixedToFloat(0x44444);
}
static void eelThinkChase(DBloodActor* actor)
@ -346,7 +346,7 @@ static void eelMoveSwoop(DBloodActor* actor)
t1 += FixedToFloat(nAccel * 0.5);
});
actor->set_int_bvel_z(0x22222);
actor->vel.Z = FixedToFloat(0x22222);
}
static void eelMoveAscend(DBloodActor* actor)
@ -367,7 +367,7 @@ static void eelMoveAscend(DBloodActor* actor)
t1 += FixedToFloat(nAccel * 0.5);
});
actor->set_int_bvel_z(-0x8000);
actor->vel.Z = FixedToFloat(-0x8000);
}
void eelMoveToCeil(DBloodActor* actor)

View file

@ -286,7 +286,7 @@ static void gargMoveDodgeUp(DBloodActor* actor)
t2 -= FixedToFloat(pDudeInfo->sideSpeed);
});
actor->set_int_bvel_z(-0x1d555);
actor->vel.Z = FixedToFloat(-0x1d555);
}
static void gargMoveDodgeDown(DBloodActor* actor)
@ -308,7 +308,7 @@ static void gargMoveDodgeDown(DBloodActor* actor)
t2 -= FixedToFloat(pDudeInfo->sideSpeed);
});
actor->set_int_bvel_z(0x44444);
actor->vel.Z = FixedToFloat(0x44444);
}
static void gargThinkChase(DBloodActor* actor)
@ -556,10 +556,10 @@ static void gargMoveSlow(DBloodActor* actor)
switch (actor->spr.type) {
case kDudeGargoyleFlesh:
actor->set_int_bvel_z(0x44444);
actor->vel.Z = FixedToFloat(0x44444);
break;
case kDudeGargoyleStone:
actor->set_int_bvel_z(0x35555);
actor->vel.Z = FixedToFloat(0x35555);
break;
}
}

View file

@ -265,7 +265,7 @@ static void ghostMoveDodgeUp(DBloodActor* actor)
t2 -= FixedToFloat(pDudeInfo->sideSpeed);
});
actor->set_int_bvel_z(-0x1d555);
actor->vel.Z = FixedToFloat(-0x1d555);
}
static void ghostMoveDodgeDown(DBloodActor* actor)
@ -286,7 +286,7 @@ static void ghostMoveDodgeDown(DBloodActor* actor)
else
t2 -= FixedToFloat(pDudeInfo->sideSpeed);
});
actor->set_int_bvel_z(0x44444);
actor->vel.Z = FixedToFloat(0x44444);
}
static void ghostThinkChase(DBloodActor* actor)
@ -449,7 +449,7 @@ static void ghostMoveSlow(DBloodActor* actor)
});
switch (actor->spr.type) {
case kDudePhantasm:
actor->set_int_bvel_z(0x44444);
actor->vel.Z = FixedToFloat(0x44444);
break;
}
}