- floatified PlayerBubble

This commit is contained in:
Christoph Oelckers 2022-09-28 13:48:37 +02:00
parent a63527c892
commit caf6dacbb5
2 changed files with 6 additions and 7 deletions

View file

@ -148,6 +148,7 @@ using BloodStatIterator = TStatIterator<DBloodActor>;
using BloodSectIterator = TSectIterator<DBloodActor>; using BloodSectIterator = TSectIterator<DBloodActor>;
using BloodSpriteIterator = TSpriteIterator<DBloodActor>; using BloodSpriteIterator = TSpriteIterator<DBloodActor>;
[[deprecated]]
inline void GetActorExtents(DBloodActor* actor, int* top, int* bottom) inline void GetActorExtents(DBloodActor* actor, int* top, int* bottom)
{ {
double t, b; double t, b;

View file

@ -338,16 +338,14 @@ void PlayerBubble(DBloodActor* actor, sectortype*) // 10
PLAYER* pPlayer = &gPlayer[actor->spr.type - kDudePlayer1]; PLAYER* pPlayer = &gPlayer[actor->spr.type - kDudePlayer1];
if (!pPlayer->bubbleTime) if (!pPlayer->bubbleTime)
return; return;
int top, bottom; double top, bottom;
GetActorExtents(actor, &top, &bottom); GetActorExtents(actor, &top, &bottom);
for (int i = 0; i < (pPlayer->bubbleTime >> 6); i++) for (int i = 0; i < (pPlayer->bubbleTime >> 6); i++)
{ {
int nDist = (actor->spr.xrepeat * (tileWidth(actor->spr.picnum) / 2)) >> 2; double nDist = (actor->spr.xrepeat * tileWidth(actor->spr.picnum)) * (REPEAT_SCALE / 2);
int nAngle = Random(2048); DVector2 pos = actor->spr.pos.XY() + actor->spr.angle.ToVector() * nDist;
int x = actor->int_pos().X + MulScale(nDist, Cos(nAngle), 30); double z = bottom - RandomD(bottom - top, 8);
int y = actor->int_pos().Y + MulScale(nDist, Sin(nAngle), 30); auto pFX = gFX.fxSpawnActor((FX_ID)(FX_23 + Random(3)), actor->sector(), DVector3(pos, z), 0);
int z = bottom - Random(bottom - top);
auto pFX = gFX.fxSpawnActor((FX_ID)(FX_23 + Random(3)), actor->sector(), x, y, z, 0);
if (pFX) if (pFX)
{ {
pFX->vel.X = actor->vel.X + Random2F(0x1aaaa); pFX->vel.X = actor->vel.X + Random2F(0x1aaaa);