- more SpawnActors

This commit is contained in:
Christoph Oelckers 2022-08-22 21:08:24 +02:00
parent da6e8e9341
commit c7437da255

View file

@ -11350,19 +11350,17 @@ int InitLavaFlame(DSWActor* actor)
int InitLavaThrow(DSWActor* actor)
{
int nx, ny, nz, dist, nang;
int dist;
short w;
// get angle to player and also face player when attacking
actor->set_int_ang(nang = getangle(actor->user.targetActor->int_pos().X - actor->int_pos().X, actor->user.targetActor->int_pos().Y - actor->int_pos().Y));
actor->spr.angle = VecToAngle(actor->user.targetActor->spr.pos.XY() - actor->spr.pos.XY());
nx = actor->int_pos().X;
ny = actor->int_pos().Y;
nz = int_ActorZOfTop(actor) + (int_ActorSizeZ(actor) >> 2);
double nz = ActorZOfTop(actor) + (ActorSizeZ(actor) * 0.25);
// Spawn a shot
auto actorNew = SpawnActor(STAT_MISSILE, LAVA_BOULDER, s_LavaBoulder, actor->sector(),
nx, ny, nz, nang, NINJA_BOLT_VELOCITY);
DVector3(actor->spr.pos.XY(), nz), actor->spr.angle, NINJA_BOLT_VELOCITY);
SetOwner(actor, actorNew);
actorNew->spr.hitag = LUMINOUS; //Always full brightness
@ -11370,7 +11368,7 @@ int InitLavaThrow(DSWActor* actor)
actorNew->spr.xrepeat = 72;
actorNew->spr.shade = -15;
actorNew->spr.zvel = 0;
actorNew->set_int_ang(nang);
actorNew->spr.angle = actor->spr.angle;
if (RANDOM_P2(1024) > 512)
actorNew->spr.cstat |= (CSTAT_SPRITE_XFLIP);
@ -14451,12 +14449,12 @@ int InitEnemyCrossbow(DSWActor* actor)
int InitSkelSpell(DSWActor* actor)
{
int nx, ny, nz, dist, nang;
int nx, ny, nz, dist;
PlaySound(DIGI_SPELEC, actor, v3df_none);
// get angle to player and also face player when attacking
actor->set_int_ang(nang = NORM_ANGLE(getangle(actor->user.targetActor->int_pos().X - actor->int_pos().X, actor->user.targetActor->int_pos().Y - actor->int_pos().Y)));
actor->spr.angle = VecToAngle(actor->user.targetActor->spr.pos.XY() - actor->spr.pos.XY());
nx = actor->int_pos().X;
ny = actor->int_pos().Y;
@ -14464,14 +14462,14 @@ int InitSkelSpell(DSWActor* actor)
// Spawn a shot
auto actorNew = SpawnActor(STAT_MISSILE, ELECTRO_ENEMY, s_Electro, actor->sector(),
nx, ny, nz, actor->user.targetActor->int_ang(), SKEL_ELECTRO_VELOCITY);
actor->spr.pos.plusZ(-(ActorSizeZ(actor) * 0.5)), actor->user.targetActor->spr.angle, SKEL_ELECTRO_VELOCITY);
SetOwner(actor, actorNew);
actorNew->spr.xrepeat -= 20;
actorNew->spr.yrepeat -= 20;
actorNew->spr.shade = -40;
actorNew->spr.zvel = 0;
actorNew->set_int_ang(nang);
actorNew->spr.angle = actor->spr.angle;
actorNew->spr.clipdist = 64L>>2;
actorNew->spr.cstat |= (CSTAT_SPRITE_YCENTER);
@ -14493,10 +14491,11 @@ int InitSkelSpell(DSWActor* actor)
int InitCoolgFire(DSWActor* actor)
{
int nx, ny, nz, dist, nang;
int nx, ny, nz, dist;
// get angle to player and also face player when attacking
actor->set_int_ang(nang = NORM_ANGLE(getangle(actor->user.targetActor->int_pos().X - actor->int_pos().X, actor->user.targetActor->int_pos().Y - actor->int_pos().Y)));
actor->spr.angle = VecToAngle(actor->user.targetActor->spr.pos.XY() - actor->spr.pos.XY());
int nang = actor->int_ang();
nx = actor->int_pos().X;
ny = actor->int_pos().Y;
@ -14517,7 +14516,7 @@ int InitCoolgFire(DSWActor* actor)
actorNew->spr.xrepeat = 18;
actorNew->spr.shade = -40;
actorNew->spr.zvel = 0;
actorNew->set_int_ang(nang);
actorNew->spr.angle = actor->spr.angle;
actorNew->spr.clipdist = 32>>2;
actorNew->user.ceiling_dist = (4);
actorNew->user.floor_dist = (4);