mirror of
https://github.com/ZDoom/Raze.git
synced 2025-03-13 20:42:11 +00:00
- floatified grenade vector.
This commit is contained in:
parent
d381b51fac
commit
c7d7ecb692
3 changed files with 6 additions and 12 deletions
|
@ -622,8 +622,7 @@ void DExhumedActor::Serialize(FSerializer& arc)
|
|||
("angle2", pitch)
|
||||
|
||||
("turn", nTurn)
|
||||
("x", x)
|
||||
("y", y);
|
||||
("vec", vec);
|
||||
}
|
||||
|
||||
void SerializeState(FSerializer& arc)
|
||||
|
|
|
@ -36,8 +36,7 @@ public:
|
|||
|
||||
// for the grenade.
|
||||
int nTurn;
|
||||
int x;
|
||||
int y;
|
||||
DVector2 vec;
|
||||
|
||||
|
||||
DExhumedActor() = default;
|
||||
|
|
|
@ -41,9 +41,7 @@ void BounceGrenade(DExhumedActor* pActor, DAngle nAngle)
|
|||
{
|
||||
pActor->nTurn >>= 1;
|
||||
|
||||
pActor->x = bcos(nAngle.Buildang(), -5) * pActor->nTurn;
|
||||
pActor->y = bsin(nAngle.Buildang(), -5) * pActor->nTurn;
|
||||
|
||||
pActor->vec = nAngle.ToVector() * pActor->nTurn * 32;
|
||||
D3PlayFX(StaticSound[kSound3], pActor);
|
||||
}
|
||||
|
||||
|
@ -90,8 +88,7 @@ void ThrowGrenade(int nPlayer, int, int, int ecx, int push1)
|
|||
pActor->vel.Z = pPlayerActor->vel.Z;
|
||||
}
|
||||
|
||||
pActor->x = bcos(nAngle.Buildang(), -4) * pActor->nTurn;
|
||||
pActor->y = bsin(nAngle.Buildang(), -4) * pActor->nTurn;
|
||||
pActor->vec = nAngle.ToVector() * pActor->nTurn * 64;
|
||||
|
||||
PlayerList[nPlayer].pPlayerGrenade = nullptr;
|
||||
|
||||
|
@ -282,7 +279,7 @@ void AIGrenade::Tick(RunListEvent* ev)
|
|||
int zVel = pActor->int_zvel();
|
||||
|
||||
Gravity(pActor);
|
||||
auto nMov = movesprite(pActor, pActor->x, pActor->y, pActor->int_zvel(), pActor->native_clipdist() >> 1, pActor->native_clipdist() >> 1, CLIPMASK1);
|
||||
auto nMov = movesprite(pActor, int(pActor->vec.X * worldtoint), int(pActor->vec.Y * worldtoint), pActor->int_zvel(), pActor->native_clipdist() >> 1, pActor->native_clipdist() >> 1, CLIPMASK1);
|
||||
|
||||
if (!nMov.type && !nMov.exbits)
|
||||
return;
|
||||
|
@ -314,8 +311,7 @@ void AIGrenade::Tick(RunListEvent* ev)
|
|||
}
|
||||
|
||||
pActor->nCount = 255 - (RandomByte() * 2);
|
||||
pActor->x -= (pActor->x >> 4);
|
||||
pActor->y -= (pActor->y >> 4);
|
||||
pActor->vec *= (15./16.);
|
||||
}
|
||||
|
||||
// loc_2CF60:
|
||||
|
|
Loading…
Reference in a new issue