- floatify parts of InitStar

This commit is contained in:
Christoph Oelckers 2022-09-01 19:17:51 +02:00
parent a9b19943dd
commit ce3d44f3b6

View file

@ -12352,10 +12352,9 @@ void WeaponHitscanShootFeet(DSWActor* actor, DSWActor* hitActor, double *zvect)
int InitStar(PLAYER* pp)
{
DSWActor* plActor = pp->actor;
int nx, ny, nz;
int zvel;
static short dang[] = {-12, 12};
static DAngle dang[] = { DAngle::fromBuild(-12), DAngle::fromBuild(12) };
const int STAR_REPEAT = 26;
const int STAR_HORIZ_ADJ = 100;
@ -12366,15 +12365,12 @@ int InitStar(PLAYER* pp)
if (!pp->insector())
return 0;
nx = pp->int_ppos().X;
ny = pp->int_ppos().Y;
nz = pp->int_ppos().Z + pp->int_bob_z() + Z(8);
auto pos = pp->pos.plusZ(pp->bob_z + 8);
// Spawn a shot
// Inserting and setting up variables
auto actorNew = SpawnActor(STAT_MISSILE, STAR1, s_Star, pp->cursector, nx, ny, nz, pp->angle.ang.Buildang(), STAR_VELOCITY);
auto actorNew = SpawnActor(STAT_MISSILE, STAR1, s_Star, pp->cursector, pos, pp->angle.ang, STAR_VELOCITY);
SetOwner(pp->actor, actorNew);
actorNew->spr.yrepeat = actorNew->spr.xrepeat = STAR_REPEAT;
@ -12415,7 +12411,7 @@ int InitStar(PLAYER* pp)
for (size_t i = 0; i < countof(dang); i++)
{
auto actorNew2 = SpawnActor(STAT_MISSILE, STAR1, s_Star, pp->cursector, nx, ny, nz, NORM_ANGLE(actorNew->int_ang() + dang[i]), actorNew->int_xvel());
auto actorNew2 = SpawnActor(STAT_MISSILE, STAR1, s_Star, pp->cursector,pos, actorNew->spr.angle + dang[i], actorNew->int_xvel());
SetOwner(GetOwner(actorNew), actorNew2);
actorNew2->spr.yrepeat = actorNew2->spr.xrepeat = STAR_REPEAT;