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https://github.com/ZDoom/Raze.git
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- first bunch of wrapping xvel.
This commit is contained in:
parent
0740ccbef1
commit
ba044ac2f4
17 changed files with 60 additions and 60 deletions
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@ -225,8 +225,8 @@ int ssp(DDukeActor* const actor, unsigned int cliptype) //The set sprite functio
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Collision c;
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Collision c;
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return movesprite_ex(actor,
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return movesprite_ex(actor,
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MulScale(actor->spr.xvel, bcos(actor->int_ang()), 14),
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MulScale(actor->int_xvel(), bcos(actor->int_ang()), 14),
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MulScale(actor->spr.xvel, bsin(actor->int_ang()), 14), actor->int_zvel(),
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MulScale(actor->int_xvel(), bsin(actor->int_ang()), 14), actor->int_zvel(),
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cliptype, c) == kHitNone;
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cliptype, c) == kHitNone;
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}
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}
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@ -1257,8 +1257,8 @@ void movecanwithsomething(DDukeActor* actor)
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void bounce(DDukeActor* actor)
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void bounce(DDukeActor* actor)
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{
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{
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int xvect = MulScale(actor->spr.xvel, bcos(actor->int_ang()), 10);
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int xvect = MulScale(actor->int_xvel(), bcos(actor->int_ang()), 10);
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int yvect = MulScale(actor->spr.xvel, bsin(actor->int_ang()), 10);
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int yvect = MulScale(actor->int_xvel(), bsin(actor->int_ang()), 10);
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int zvect = actor->int_zvel();
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int zvect = actor->int_zvel();
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auto sectp = actor->sector();
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auto sectp = actor->sector();
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@ -1464,8 +1464,8 @@ bool queball(DDukeActor *actor, int pocket, int queball, int stripeball)
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auto sect = actor->sector();
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auto sect = actor->sector();
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auto pos = actor->spr.pos;
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auto pos = actor->spr.pos;
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int j = clipmove(pos, §,
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int j = clipmove(pos, §,
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(MulScale(actor->spr.xvel, bcos(actor->int_ang()), 14) * TICSPERFRAME) << 11,
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(MulScale(actor->int_xvel(), bcos(actor->int_ang()), 14) * TICSPERFRAME) << 11,
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(MulScale(actor->spr.xvel, bsin(actor->int_ang()), 14) * TICSPERFRAME) << 11,
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(MulScale(actor->int_xvel(), bsin(actor->int_ang()), 14) * TICSPERFRAME) << 11,
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24, (4 << 8), (4 << 8), CLIPMASK1, coll);
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24, (4 << 8), (4 << 8), CLIPMASK1, coll);
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actor->spr.pos = pos;;
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actor->spr.pos = pos;;
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actor->setsector(sect);
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actor->setsector(sect);
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@ -2219,7 +2219,7 @@ bool jibs(DDukeActor *actor, int JIBS6, bool timeout, bool callsetsprite, bool f
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else actor->add_int_zvel( gs.gravity - 50);
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else actor->add_int_zvel( gs.gravity - 50);
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}
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}
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actor->add_int_pos({ MulScale(actor->spr.xvel, bcos(actor->int_ang()), 14), MulScale(actor->spr.xvel, bsin(actor->int_ang()), 14), 0 });
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actor->add_int_pos({ MulScale(actor->int_xvel(), bcos(actor->int_ang()), 14), MulScale(actor->int_xvel(), bsin(actor->int_ang()), 14), 0 });
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actor->spr.pos.Z += actor->float_zvel();
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actor->spr.pos.Z += actor->float_zvel();
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if (floorcheck && actor->spr.pos.Z >= actor->sector()->floorz)
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if (floorcheck && actor->spr.pos.Z >= actor->sector()->floorz)
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@ -2494,7 +2494,7 @@ void scrap(DDukeActor* actor, int SCRAP1, int SCRAP6)
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}
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}
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}
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}
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if (actor->float_zvel() < 16) actor->add_int_zvel( gs.gravity - 50);
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if (actor->float_zvel() < 16) actor->add_int_zvel( gs.gravity - 50);
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actor->add_int_pos({ MulScale(actor->spr.xvel, bcos(actor->int_ang()), 14), MulScale(actor->spr.xvel, bsin(actor->int_ang()), 14), actor->int_zvel()});
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actor->add_int_pos({ MulScale(actor->int_xvel(), bcos(actor->int_ang()), 14), MulScale(actor->int_xvel(), bsin(actor->int_ang()), 14), actor->int_zvel()});
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}
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}
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else
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else
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{
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{
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@ -2824,8 +2824,8 @@ void handle_se14(DDukeActor* actor, bool checkstat, int RPG, int JIBS6)
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}
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}
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}
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}
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int m = MulScale(actor->spr.xvel, bcos(actor->int_ang()), 14);
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int m = MulScale(actor->int_xvel(), bcos(actor->int_ang()), 14);
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x = MulScale(actor->spr.xvel, bsin(actor->int_ang()), 14);
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x = MulScale(actor->int_xvel(), bsin(actor->int_ang()), 14);
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double mm = m * inttoworld;
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double mm = m * inttoworld;
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double xx = x * inttoworld;
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double xx = x * inttoworld;
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@ -2983,8 +2983,8 @@ void handle_se30(DDukeActor *actor, int JIBS6)
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if (actor->spr.xvel)
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if (actor->spr.xvel)
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{
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{
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int l = MulScale(actor->spr.xvel, bcos(actor->int_ang()), 14);
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int l = MulScale(actor->int_xvel(), bcos(actor->int_ang()), 14);
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int x = MulScale(actor->spr.xvel, bsin(actor->int_ang()), 14);
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int x = MulScale(actor->int_xvel(), bsin(actor->int_ang()), 14);
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if ((sc->floorz - sc->ceilingz) < 108)
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if ((sc->floorz - sc->ceilingz) < 108)
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if (ud.clipping == 0)
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if (ud.clipping == 0)
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@ -3134,8 +3134,8 @@ void handle_se02(DDukeActor* actor)
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else sc->setfloorslope(sc->getfloorslope() + (Sgn(actor->temp_data[5] - sc->getfloorslope()) << 4));
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else sc->setfloorslope(sc->getfloorslope() + (Sgn(actor->temp_data[5] - sc->getfloorslope()) << 4));
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}
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}
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int m = MulScale(actor->spr.xvel, bcos(actor->int_ang()), 14);
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int m = MulScale(actor->int_xvel(), bcos(actor->int_ang()), 14);
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int x = MulScale(actor->spr.xvel, bsin(actor->int_ang()), 14);
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int x = MulScale(actor->int_xvel(), bsin(actor->int_ang()), 14);
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for (int p = connecthead; p >= 0; p = connectpoint2[p])
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for (int p = connecthead; p >= 0; p = connectpoint2[p])
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@ -4118,8 +4118,8 @@ void handle_se20(DDukeActor* actor)
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if (actor->spr.xvel) //Moving
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if (actor->spr.xvel) //Moving
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{
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{
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int x = MulScale(actor->spr.xvel, bcos(actor->int_ang()), 14);
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int x = MulScale(actor->int_xvel(), bcos(actor->int_ang()), 14);
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int l = MulScale(actor->spr.xvel, bsin(actor->int_ang()), 14);
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int l = MulScale(actor->int_xvel(), bsin(actor->int_ang()), 14);
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actor->temp_data[3] += actor->spr.xvel;
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actor->temp_data[3] += actor->spr.xvel;
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@ -2598,8 +2598,8 @@ static void heavyhbomb(DDukeActor *actor)
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Collision coll;
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Collision coll;
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movesprite_ex(actor,
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movesprite_ex(actor,
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MulScale(actor->spr.xvel, bcos(actor->int_ang()), 14),
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MulScale(actor->int_xvel(), bcos(actor->int_ang()), 14),
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MulScale(actor->spr.xvel, bsin(actor->int_ang()), 14),
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MulScale(actor->int_xvel(), bsin(actor->int_ang()), 14),
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actor->int_zvel(), CLIPMASK0, coll);
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actor->int_zvel(), CLIPMASK0, coll);
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if (actor->sector()->lotag == 1 && actor->float_zvel() == 0)
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if (actor->sector()->lotag == 1 && actor->float_zvel() == 0)
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@ -2375,8 +2375,8 @@ static void heavyhbomb(DDukeActor *actor)
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Collision coll;
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Collision coll;
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movesprite_ex(actor,
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movesprite_ex(actor,
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MulScale(actor->spr.xvel, bcos(actor->int_ang()), 14),
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MulScale(actor->int_xvel(), bcos(actor->int_ang()), 14),
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MulScale(actor->spr.xvel, bsin(actor->int_ang()), 14),
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MulScale(actor->int_xvel(), bsin(actor->int_ang()), 14),
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actor->int_zvel(), CLIPMASK0, coll);
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actor->int_zvel(), CLIPMASK0, coll);
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if (actor->sector()->lotag == 1 && actor->float_zvel() == 0)
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if (actor->sector()->lotag == 1 && actor->float_zvel() == 0)
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@ -2563,8 +2563,8 @@ static int henstand(DDukeActor *actor)
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makeitfall(actor);
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makeitfall(actor);
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Collision coll;
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Collision coll;
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movesprite_ex(actor,
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movesprite_ex(actor,
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MulScale(bcos(actor->int_ang()), actor->spr.xvel, 14),
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MulScale(bcos(actor->int_ang()), actor->int_xvel(), 14),
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MulScale(bsin(actor->int_ang()), actor->spr.xvel, 14),
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MulScale(bsin(actor->int_ang()), actor->int_xvel(), 14),
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actor->int_zvel(), CLIPMASK0, coll);
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actor->int_zvel(), CLIPMASK0, coll);
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if (coll.type)
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if (coll.type)
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{
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{
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@ -216,7 +216,7 @@ void animatesprites_d(tspriteArray& tsprites, int x, int y, int a, int smoothrat
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case BURNING2:
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case BURNING2:
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if (OwnerAc && OwnerAc->spr.statnum == STAT_PLAYER)
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if (OwnerAc && OwnerAc->spr.statnum == STAT_PLAYER)
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{
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{
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if (display_mirror == 0 && OwnerAc->spr.yvel == screenpeek && ps[screenpeek].over_shoulder_on == 0)
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if (display_mirror == 0 && OwnerAc->PlayerIndex() == screenpeek && ps[screenpeek].over_shoulder_on == 0)
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t->xrepeat = 0;
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t->xrepeat = 0;
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else
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else
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{
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{
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@ -773,8 +773,8 @@ int DoActorDeathMove(DSWActor* actor)
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DoActorFall(actor);
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DoActorFall(actor);
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}
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}
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nx = MulScale(actor->spr.xvel, bcos(actor->int_ang()), 14);
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nx = MulScale(actor->int_xvel(), bcos(actor->int_ang()), 14);
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ny = MulScale(actor->spr.xvel, bsin(actor->int_ang()), 14);
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ny = MulScale(actor->int_xvel(), bsin(actor->int_ang()), 14);
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actor->spr.clipdist = (128+64)>>2;
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actor->spr.clipdist = (128+64)>>2;
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move_actor(actor, nx, ny, 0);
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move_actor(actor, nx, ny, 0);
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@ -805,8 +805,8 @@ int DoActorMoveCloser(DSWActor* actor)
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{
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{
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int nx, ny;
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int nx, ny;
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nx = MulScale(actor->spr.xvel, bcos(actor->int_ang()), 14);
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nx = MulScale(actor->int_xvel(), bcos(actor->int_ang()), 14);
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ny = MulScale(actor->spr.xvel, bsin(actor->int_ang()), 14);
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ny = MulScale(actor->int_xvel(), bsin(actor->int_ang()), 14);
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// if cannot move the sprite
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// if cannot move the sprite
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if (!move_actor(actor, nx, ny, 0))
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if (!move_actor(actor, nx, ny, 0))
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@ -1282,8 +1282,8 @@ int DoActorMoveJump(DSWActor* actor)
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// Move while jumping
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// Move while jumping
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nx = MulScale(actor->spr.xvel, bcos(actor->int_ang()), 14);
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nx = MulScale(actor->int_xvel(), bcos(actor->int_ang()), 14);
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ny = MulScale(actor->spr.xvel, bsin(actor->int_ang()), 14);
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ny = MulScale(actor->int_xvel(), bsin(actor->int_ang()), 14);
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move_actor(actor, nx, ny, 0L);
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move_actor(actor, nx, ny, 0L);
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@ -1590,8 +1590,8 @@ int DoActorReposition(DSWActor* actor)
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{
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{
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int nx, ny;
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int nx, ny;
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nx = MulScale(actor->spr.xvel, bcos(actor->int_ang()), 14);
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nx = MulScale(actor->int_xvel(), bcos(actor->int_ang()), 14);
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ny = MulScale(actor->spr.xvel, bsin(actor->int_ang()), 14);
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ny = MulScale(actor->int_xvel(), bsin(actor->int_ang()), 14);
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// still might hit something and have to handle it.
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// still might hit something and have to handle it.
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if (!move_actor(actor, nx, ny, 0L))
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if (!move_actor(actor, nx, ny, 0L))
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@ -866,8 +866,8 @@ int DoBunnyMoveJump(DSWActor* actor)
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int nx, ny;
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int nx, ny;
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// Move while jumping
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// Move while jumping
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nx = MulScale(actor->spr.xvel, bcos(actor->int_ang()), 14);
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nx = MulScale(actor->int_xvel(), bcos(actor->int_ang()), 14);
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ny = MulScale(actor->spr.xvel, bsin(actor->int_ang()), 14);
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ny = MulScale(actor->int_xvel(), bsin(actor->int_ang()), 14);
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move_actor(actor, nx, ny, 0L);
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move_actor(actor, nx, ny, 0L);
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@ -706,8 +706,8 @@ int DoCoolgCircle(DSWActor* actor)
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actor->set_int_ang(NORM_ANGLE(actor->int_ang() + actor->user.Counter2));
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actor->set_int_ang(NORM_ANGLE(actor->int_ang() + actor->user.Counter2));
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nx = MulScale(actor->spr.xvel, bcos(actor->int_ang()), 14);
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nx = MulScale(actor->int_xvel(), bcos(actor->int_ang()), 14);
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ny = MulScale(actor->spr.xvel, bsin(actor->int_ang()), 14);
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ny = MulScale(actor->int_xvel(), bsin(actor->int_ang()), 14);
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if (!move_actor(actor, nx, ny, 0L))
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if (!move_actor(actor, nx, ny, 0L))
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{
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{
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@ -779,8 +779,8 @@ int GirlNinjaJumpActionFunc(DSWActor* actor)
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int nx, ny;
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int nx, ny;
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// Move while jumping
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// Move while jumping
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nx = MulScale(actor->spr.xvel, bcos(actor->int_ang()), 14);
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nx = MulScale(actor->int_xvel(), bcos(actor->int_ang()), 14);
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ny = MulScale(actor->spr.xvel, bsin(actor->int_ang()), 14);
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ny = MulScale(actor->int_xvel(), bsin(actor->int_ang()), 14);
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// if cannot move the sprite
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// if cannot move the sprite
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if (!move_actor(actor, nx, ny, 0L))
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if (!move_actor(actor, nx, ny, 0L))
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@ -439,8 +439,8 @@ int DoHornetCircle(DSWActor* actor)
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actor->set_int_ang(NORM_ANGLE(actor->int_ang() + actor->user.Counter2));
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actor->set_int_ang(NORM_ANGLE(actor->int_ang() + actor->user.Counter2));
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nx = MulScale(actor->spr.xvel, bcos(actor->int_ang()), 14);
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nx = MulScale(actor->int_xvel(), bcos(actor->int_ang()), 14);
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ny = MulScale(actor->spr.xvel, bsin(actor->int_ang()), 14);
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ny = MulScale(actor->int_xvel(), bsin(actor->int_ang()), 14);
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if (!move_actor(actor, nx, ny, 0L))
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if (!move_actor(actor, nx, ny, 0L))
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{
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{
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@ -449,8 +449,8 @@ int DoHornetCircle(DSWActor* actor)
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// try moving in the opposite direction
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// try moving in the opposite direction
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actor->user.Counter2 = -actor->user.Counter2;
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actor->user.Counter2 = -actor->user.Counter2;
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actor->spr.angle += DAngle180;
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actor->spr.angle += DAngle180;
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nx = MulScale(actor->spr.xvel, bcos(actor->int_ang()), 14);
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nx = MulScale(actor->int_xvel(), bcos(actor->int_ang()), 14);
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ny = MulScale(actor->spr.xvel, bsin(actor->int_ang()), 14);
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ny = MulScale(actor->int_xvel(), bsin(actor->int_ang()), 14);
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if (!move_actor(actor, nx, ny, 0))
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if (!move_actor(actor, nx, ny, 0))
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{
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{
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@ -2036,8 +2036,8 @@ int NinjaJumpActionFunc(DSWActor* actor)
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int nx, ny;
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int nx, ny;
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// Move while jumping
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// Move while jumping
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nx = MulScale(actor->spr.xvel, bcos(actor->int_ang()), 14);
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nx = MulScale(actor->int_xvel(), bcos(actor->int_ang()), 14);
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ny = MulScale(actor->spr.xvel, bsin(actor->int_ang()), 14);
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ny = MulScale(actor->int_xvel(), bsin(actor->int_ang()), 14);
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// if cannot move the sprite
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// if cannot move the sprite
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if (!move_actor(actor, nx, ny, 0L))
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if (!move_actor(actor, nx, ny, 0L))
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@ -979,8 +979,8 @@ int DoRipperMoveHang(DSWActor* actor)
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int nx, ny;
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int nx, ny;
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// Move while jumping
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// Move while jumping
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nx = MulScale(actor->spr.xvel, bcos(actor->int_ang()), 14);
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nx = MulScale(actor->int_xvel(), bcos(actor->int_ang()), 14);
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ny = MulScale(actor->spr.xvel, bsin(actor->int_ang()), 14);
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ny = MulScale(actor->int_xvel(), bsin(actor->int_ang()), 14);
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// if cannot move the sprite
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// if cannot move the sprite
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if (!move_actor(actor, nx, ny, 0L))
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if (!move_actor(actor, nx, ny, 0L))
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@ -993,8 +993,8 @@ int DoRipper2MoveHang(DSWActor* actor)
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int nx, ny;
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int nx, ny;
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// Move while jumping
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// Move while jumping
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nx = MulScale(actor->spr.xvel, bcos(actor->int_ang()), 14);
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nx = MulScale(actor->int_xvel(), bcos(actor->int_ang()), 14);
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ny = MulScale(actor->spr.xvel, bsin(actor->int_ang()), 14);
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ny = MulScale(actor->int_xvel(), bsin(actor->int_ang()), 14);
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// if cannot move the sprite
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// if cannot move the sprite
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if (!move_actor(actor, nx, ny, 0L))
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if (!move_actor(actor, nx, ny, 0L))
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@ -2602,8 +2602,8 @@ void DoPanning(void)
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{
|
{
|
||||||
sectp = actor->sector();
|
sectp = actor->sector();
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||||||
|
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||||||
nx = MulScale(actor->spr.xvel, bcos(actor->int_ang()), 20);
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nx = MulScale(actor->int_xvel(), bcos(actor->int_ang()), 20);
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||||||
ny = MulScale(actor->spr.xvel, bsin(actor->int_ang()), 20);
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ny = MulScale(actor->int_xvel(), bsin(actor->int_ang()), 20);
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||||||
|
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||||||
sectp->addfloorxpan((float)nx);
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sectp->addfloorxpan((float)nx);
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||||||
sectp->addfloorypan((float)ny);
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sectp->addfloorypan((float)ny);
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||||||
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@ -2614,8 +2614,8 @@ void DoPanning(void)
|
||||||
{
|
{
|
||||||
sectp = actor->sector();
|
sectp = actor->sector();
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||||||
|
|
||||||
nx = MulScale(actor->spr.xvel, bcos(actor->int_ang()), 20);
|
nx = MulScale(actor->int_xvel(), bcos(actor->int_ang()), 20);
|
||||||
ny = MulScale(actor->spr.xvel, bsin(actor->int_ang()), 20);
|
ny = MulScale(actor->int_xvel(), bsin(actor->int_ang()), 20);
|
||||||
|
|
||||||
sectp->addceilingxpan((float)nx);
|
sectp->addceilingxpan((float)nx);
|
||||||
sectp->addceilingypan((float)ny);
|
sectp->addceilingypan((float)ny);
|
||||||
|
@ -2626,8 +2626,8 @@ void DoPanning(void)
|
||||||
{
|
{
|
||||||
wallp = actor->tempwall;
|
wallp = actor->tempwall;
|
||||||
|
|
||||||
nx = MulScale(actor->spr.xvel, bcos(actor->int_ang()), 20);
|
nx = MulScale(actor->int_xvel(), bcos(actor->int_ang()), 20);
|
||||||
ny = MulScale(actor->spr.xvel, bsin(actor->int_ang()), 20);
|
ny = MulScale(actor->int_xvel(), bsin(actor->int_ang()), 20);
|
||||||
|
|
||||||
wallp->addxpan((float)nx);
|
wallp->addxpan((float)nx);
|
||||||
wallp->addypan((float)ny);
|
wallp->addypan((float)ny);
|
||||||
|
|
|
@ -252,7 +252,7 @@ int SetupSkull(DSWActor* actor)
|
||||||
|
|
||||||
int DoSkullMove(DSWActor* actor)
|
int DoSkullMove(DSWActor* actor)
|
||||||
{
|
{
|
||||||
auto vect = MOVExy(actor->spr.xvel, actor->spr.angle);
|
auto vect = MOVExy(actor->int_xvel(), actor->spr.angle);
|
||||||
double daz = actor->float_zvel();
|
double daz = actor->float_zvel();
|
||||||
|
|
||||||
actor->user.coll = move_missile(actor, DVector3(vect, daz), 16, 16, CLIPMASK_MISSILE, ACTORMOVETICS);
|
actor->user.coll = move_missile(actor, DVector3(vect, daz), 16, 16, CLIPMASK_MISSILE, ACTORMOVETICS);
|
||||||
|
|
|
@ -38,7 +38,7 @@ public:
|
||||||
|
|
||||||
inline void UpdateChangeXY(DSWActor* actor)
|
inline void UpdateChangeXY(DSWActor* actor)
|
||||||
{
|
{
|
||||||
actor->user.change.XY() = MOVExy(actor->spr.xvel, actor->spr.angle);
|
actor->user.change.XY() = MOVExy(actor->int_xvel(), actor->spr.angle);
|
||||||
}
|
}
|
||||||
|
|
||||||
inline void UpdateChange(DSWActor* actor, double zfactor = 1.0)
|
inline void UpdateChange(DSWActor* actor, double zfactor = 1.0)
|
||||||
|
|
|
@ -7920,7 +7920,7 @@ int DoPlasma(DSWActor* actor)
|
||||||
auto oldv = actor->spr.pos;
|
auto oldv = actor->spr.pos;
|
||||||
DoBlurExtend(actor, 0, 4);
|
DoBlurExtend(actor, 0, 4);
|
||||||
|
|
||||||
auto vec = MOVExy(actor->spr.xvel, actor->spr.angle);
|
auto vec = MOVExy(actor->int_xvel(), actor->spr.angle);
|
||||||
double daz = actor->float_zvel();
|
double daz = actor->float_zvel();
|
||||||
|
|
||||||
actor->user.coll = move_missile(actor, DVector3(vec, daz), 16, 16, CLIPMASK_MISSILE, MISSILEMOVETICS);
|
actor->user.coll = move_missile(actor, DVector3(vec, daz), 16, 16, CLIPMASK_MISSILE, MISSILEMOVETICS);
|
||||||
|
@ -8849,7 +8849,7 @@ int DoBoltThinMan(DSWActor* actor)
|
||||||
{
|
{
|
||||||
DoBlurExtend(actor, 0, 4);
|
DoBlurExtend(actor, 0, 4);
|
||||||
|
|
||||||
auto vec = MOVExy(actor->spr.xvel, actor->spr.angle);
|
auto vec = MOVExy(actor->int_xvel(), actor->spr.angle);
|
||||||
double daz = actor->float_zvel();
|
double daz = actor->float_zvel();
|
||||||
|
|
||||||
actor->user.coll = move_missile(actor, DVector3(vec, daz), CEILING_DIST, FLOOR_DIST, CLIPMASK_MISSILE, MISSILEMOVETICS);
|
actor->user.coll = move_missile(actor, DVector3(vec, daz), CEILING_DIST, FLOOR_DIST, CLIPMASK_MISSILE, MISSILEMOVETICS);
|
||||||
|
@ -9420,7 +9420,7 @@ int DoBoltSeeker(DSWActor* actor)
|
||||||
MissileSeek(actor, 30, 768/*, 4, 48, 6*/);
|
MissileSeek(actor, 30, 768/*, 4, 48, 6*/);
|
||||||
DoBlurExtend(actor, 0, 4);
|
DoBlurExtend(actor, 0, 4);
|
||||||
|
|
||||||
auto vec = MOVExy(actor->spr.xvel, actor->spr.angle);
|
auto vec = MOVExy(actor->int_xvel(), actor->spr.angle);
|
||||||
double daz = actor->float_zvel();
|
double daz = actor->float_zvel();
|
||||||
|
|
||||||
actor->user.coll = move_missile(actor, DVector3(vec, daz), CEILING_DIST, FLOOR_DIST, CLIPMASK_MISSILE, MISSILEMOVETICS);
|
actor->user.coll = move_missile(actor, DVector3(vec, daz), CEILING_DIST, FLOOR_DIST, CLIPMASK_MISSILE, MISSILEMOVETICS);
|
||||||
|
@ -9459,7 +9459,7 @@ int DoElectro(DSWActor* actor)
|
||||||
if (actor->user.Counter > 0)
|
if (actor->user.Counter > 0)
|
||||||
MissileSeek(actor, 30, 512/*, 3, 52, 2*/);
|
MissileSeek(actor, 30, 512/*, 3, 52, 2*/);
|
||||||
|
|
||||||
auto vec = MOVExy(actor->spr.xvel, actor->spr.angle);
|
auto vec = MOVExy(actor->int_xvel(), actor->spr.angle);
|
||||||
double daz = actor->float_zvel();
|
double daz = actor->float_zvel();
|
||||||
|
|
||||||
actor->user.coll = move_missile(actor, DVector3(vec, daz), CEILING_DIST, FLOOR_DIST, CLIPMASK_MISSILE, MISSILEMOVETICS);
|
actor->user.coll = move_missile(actor, DVector3(vec, daz), CEILING_DIST, FLOOR_DIST, CLIPMASK_MISSILE, MISSILEMOVETICS);
|
||||||
|
@ -16081,7 +16081,7 @@ int HelpMissileLateral(DSWActor* actor, int dist)
|
||||||
|
|
||||||
actor->spr.xvel = dist;
|
actor->spr.xvel = dist;
|
||||||
|
|
||||||
auto vec = MOVExy(actor->spr.xvel, actor->spr.angle);
|
auto vec = MOVExy(actor->int_xvel(), actor->spr.angle);
|
||||||
|
|
||||||
actor->spr.clipdist = 32L >> 2;
|
actor->spr.clipdist = 32L >> 2;
|
||||||
|
|
||||||
|
|
Loading…
Reference in a new issue