mirror of
https://github.com/ZDoom/Raze.git
synced 2025-03-13 20:42:11 +00:00
- eliminated DAMAGE function.
This commit is contained in:
parent
13c0455b0a
commit
be1f510728
2 changed files with 5 additions and 17 deletions
|
@ -202,16 +202,6 @@ constexpr int NORM_ANGLE(int ang) { return ((ang) & 2047); }
|
|||
int StdRandomRange(int range);
|
||||
|
||||
|
||||
// Distance macro - tx, ty, tmin are holding vars that must be declared in the routine
|
||||
// that uses this macro
|
||||
inline void DISTANCE(const DVector2& p1, const DVector2& p2, int& dist, int& tx, int& ty, int& tmin)
|
||||
{
|
||||
tx = int(abs(p2.X - p1.X) * worldtoint);
|
||||
ty = int(abs(p2.Y - p1.Y) * worldtoint);
|
||||
tmin = min(tx, ty);
|
||||
dist = tx + ty - (tmin >> 1);
|
||||
}
|
||||
|
||||
inline double GetSpriteSizeZ(const spritetypebase* sp)
|
||||
{
|
||||
return (tileHeight(sp->picnum) * sp->yrepeat) * REPEAT_SCALE;
|
||||
|
|
|
@ -5402,15 +5402,14 @@ int GetDamage(DSWActor* actor, DSWActor* weapActor, int DamageNdx)
|
|||
// if ndx does radius
|
||||
if (d->radius > 0 && weapActor)
|
||||
{
|
||||
int dist,a,b,c;
|
||||
int damage_per_pixel, damage_force, damage_amt;
|
||||
|
||||
|
||||
DISTANCE(weapActor->spr.pos, actor->spr.pos,dist,a,b,c);
|
||||
int dist = int((weapActor->spr.pos.XY() - actor->spr.pos.XY()).Length() * worldtoint);
|
||||
|
||||
// take off the box around the player or else you'll never get
|
||||
// the max_damage;
|
||||
dist -= ((int)actor->spr.clipdist)<<(2);
|
||||
dist -= (((int)actor->spr.clipdist)<<(2));
|
||||
|
||||
if (dist < 0) dist = 0;
|
||||
|
||||
|
@ -18332,9 +18331,8 @@ DSWActor* QueueWallBlood(DSWActor* actor, DAngle bang)
|
|||
|
||||
int DoFloorBlood(DSWActor* actor)
|
||||
{
|
||||
const int FEET_IN_BLOOD_DIST = 300;
|
||||
constexpr double FEET_IN_BLOOD_DIST = 18.75;
|
||||
|
||||
int dist, near_dist = FEET_IN_BLOOD_DIST, a,b,c;
|
||||
short pnum;
|
||||
PLAYER* pp;
|
||||
short xsiz,ysiz;
|
||||
|
@ -18369,9 +18367,9 @@ int DoFloorBlood(DSWActor* actor)
|
|||
{
|
||||
pp = &Player[pnum];
|
||||
|
||||
DISTANCE(actor->spr.pos, pp->pos, dist, a, b, c);
|
||||
double dist = (actor->spr.pos.XY() - pp->pos.XY()).Length();
|
||||
|
||||
if (dist < near_dist)
|
||||
if (dist < FEET_IN_BLOOD_DIST)
|
||||
{
|
||||
if (pp->NumFootPrints <= 0 || FootMode != BLOOD_FOOT)
|
||||
{
|
||||
|
|
Loading…
Reference in a new issue