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- add_int_xvel
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parent
33eeb8d9c2
commit
d19e99481d
10 changed files with 30 additions and 30 deletions
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@ -654,7 +654,7 @@ void movecrane(DDukeActor *actor, int crane)
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if (actor->int_xvel() < 184)
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{
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actor->spr.picnum = crane + 1;
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actor->spr.xvel += 8;
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actor->add_int_xvel( 8);
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}
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//IFMOVING; // JBF 20040825: see my rant above about this
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ssp(actor, CLIPMASK0);
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@ -749,7 +749,7 @@ void movecrane(DDukeActor *actor, int crane)
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else if (actor->temp_data[0] == 6)
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{
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if (actor->int_xvel() < 192)
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actor->spr.xvel += 8;
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actor->add_int_xvel( 8);
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actor->spr.angle = VecToAngle(cpt.pos.XY() - actor->spr.pos.XY());
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ssp(actor, CLIPMASK0);
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if (((actor->spr.pos.X - cpt.pos.X) * (actor->spr.pos.X - cpt.pos.X) + (actor->spr.pos.Y - cpt.pos.Y) * (actor->spr.pos.Y - cpt.pos.Y)) < (8 * 8))
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@ -1006,7 +1006,7 @@ void movetrash(DDukeActor *actor)
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makeitfall(actor);
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if (krand() & 1) actor->add_int_zvel(- 256);
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if (abs(actor->spr.xvel) < 48)
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actor->spr.xvel += (krand() & 3);
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actor->add_int_xvel( (krand() & 3));
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}
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else deletesprite(actor);
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}
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@ -1435,7 +1435,7 @@ bool rat(DDukeActor* actor, bool makesound)
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else actor->set_int_ang((krand() & 2047));
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}
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if (actor->int_xvel() < 128)
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actor->spr.xvel += 2;
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actor->add_int_xvel( 2);
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actor->add_int_ang((krand() & 3) - 6);
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return true;
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}
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@ -1730,7 +1730,7 @@ void recon(DDukeActor *actor, int explosion, int firelaser, int attacksnd, int p
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else
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{
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// Control speed here
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if (l > 1524) { if (actor->int_xvel() < 256) actor->spr.xvel += 32; }
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if (l > 1524) { if (actor->int_xvel() < 256) actor->add_int_xvel( 32); }
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else
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{
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if(actor->float_xvel() > 0) actor->spr.xvel -= 16;
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@ -2957,7 +2957,7 @@ void handle_se30(DDukeActor *actor, int JIBS6)
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if (actor->int_xvel() == 0)
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operateactivators(actor->spr.hitag + (!actor->temp_data[3]), -1);
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if (actor->int_xvel() < 256)
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actor->spr.xvel += 16;
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actor->add_int_xvel( 16);
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}
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}
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if (actor->temp_data[4] == 2)
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@ -4984,7 +4984,7 @@ void alterang(int ang, DDukeActor* actor, int playernum)
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aang = actor->int_ang();
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actor->spr.xvel += (*moveptr - actor->spr.xvel) / 5;
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actor->add_int_xvel( (*moveptr - actor->spr.xvel) / 5);
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if (actor->float_zvel() < (648/256.)) actor->add_int_zvel( ((*(moveptr + 1) << 4) - actor->int_zvel()) / 5);
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if (isRRRA() && (ang & windang))
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@ -395,7 +395,7 @@ void hitradius_d(DDukeActor* actor, int r, int hp1, int hp2, int hp3, int h
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if (act2->spr.picnum != TANK && act2->spr.picnum != ROTATEGUN && act2->spr.picnum != RECON && !bossguy(act2))
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{
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if (act2->int_xvel() < 0) act2->clear_xvel();
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act2->spr.xvel += (actor->spr.extra << 2);
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act2->add_int_xvel( (actor->spr.extra << 2));
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}
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if (actorflag(act2, SFLAG_HITRADIUSCHECK))
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@ -2374,7 +2374,7 @@ static void greenslime(DDukeActor *actor)
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}
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else
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{
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if (actor->int_xvel() < 32) actor->spr.xvel += 4;
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if (actor->int_xvel() < 32) actor->add_int_xvel( 4);
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actor->set_int_xvel(64 - bcos(actor->temp_data[1], -9));
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actor->add_int_ang(getincangle(actor->int_ang(),
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@ -3168,7 +3168,7 @@ void handle_se06_d(DDukeActor* actor)
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if (actor->temp_data[4] > ((k >> 1) - 1) && actor->temp_data[4] < (k - (k >> 3)))
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actor->clear_xvel();
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if (actor->temp_data[4] < (k >> 1))
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actor->spr.xvel += (k >> 5);
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actor->add_int_xvel( (k >> 5));
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if (actor->temp_data[4] < ((k >> 1) - (k >> 3)))
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{
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actor->temp_data[4] = 0;
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@ -3190,7 +3190,7 @@ void handle_se06_d(DDukeActor* actor)
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int x = Sgn(dist(act2, actor) - act2->temp_data[5]);
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if (act2->spr.extra)
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x = -x;
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actor->spr.xvel += x;
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actor->add_int_xvel( x);
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}
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act2->temp_data[4] = actor->temp_data[4];
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}
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@ -3551,7 +3551,7 @@ void move_d(DDukeActor *actor, int playernum, int xvel)
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auto moveptr = &ScriptCode[actor->temp_data[1]];
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if (a & geth) actor->spr.xvel += (*moveptr - actor->spr.xvel) >> 1;
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if (a & geth) actor->add_int_xvel( (*moveptr - actor->spr.xvel) >> 1);
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if (a & getv) actor->add_int_zvel( ((*(moveptr + 1) << 4) - actor->int_zvel()) >> 1);
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if (a & dodgebullet)
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@ -331,7 +331,7 @@ void hitradius_r(DDukeActor* actor, int r, int hp1, int hp2, int hp3, int h
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(pic != HULK && pic != SBMOVE))
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{
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if (act2->int_xvel() < 0) act2->clear_xvel();
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act2->spr.xvel += (act2->spr.extra << 2);
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act2->add_int_xvel( (act2->spr.extra << 2));
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}
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if (actorflag(act2, SFLAG_HITRADIUSCHECK))
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@ -3155,7 +3155,7 @@ void handle_se06_r(DDukeActor *actor)
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if (actor->temp_data[4] > ((k >> 1) - 1) && actor->temp_data[4] < (k - (k >> 3)))
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actor->clear_xvel();
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if (actor->temp_data[4] < (k >> 1))
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actor->spr.xvel += (k >> 5);
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actor->add_int_xvel( (k >> 5));
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if (actor->temp_data[4] < ((k >> 1) - (k >> 3)))
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{
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actor->temp_data[4] = 0;
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@ -3241,7 +3241,7 @@ void handle_se06_r(DDukeActor *actor)
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act2->temp_data[5] = dist(act2, actor);
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int x = Sgn(dist(act2, actor) - act2->temp_data[5]);
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if (act2->spr.extra) x = -x;
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actor->spr.xvel += x;
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actor->add_int_xvel( x);
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}
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act2->temp_data[4] = actor->temp_data[4];
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}
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@ -3620,7 +3620,7 @@ void move_r(DDukeActor *actor, int pnum, int xvel)
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auto moveptr = &ScriptCode[actor->temp_data[1]];
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if (a & geth) actor->spr.xvel += (*moveptr - actor->spr.xvel) >> 1;
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if (a & geth) actor->add_int_xvel( (*moveptr - actor->spr.xvel) >> 1);
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if (a & getv) actor->add_int_zvel( ((*(moveptr + 1) << 4) - actor->int_zvel()) >> 1);
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if (a & dodgebullet)
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@ -2382,7 +2382,7 @@ static void operateweapon(int snum, ESyncBits actions)
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if (j)
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{
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j->set_int_ang((j->int_ang() + 1024) & 2047);
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j->spr.xvel += 32;
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j->add_int_xvel( 32);
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j->spr.pos.Z += 3;
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ssp(j, CLIPMASK0);
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}
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@ -2979,7 +2979,7 @@ static void operateweapon(int snum, ESyncBits actions, sectortype* psectp)
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{
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j->set_int_ang((j->int_ang() + 1024) & 2047);
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j->spr.xvel += 32;
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j->add_int_xvel( 32);
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j->spr.pos.Z += 3;
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ssp(j, CLIPMASK0);
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}
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@ -4106,7 +4106,7 @@ void OffMotorcycle(player_struct *p)
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if (spawned)
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{
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spawned->spr.angle = p->angle.ang;
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spawned->spr.xvel += p->angle.ang.Cos() * (1 << 7);
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spawned->add_int_xvel( p->angle.ang.Cos() * (1 << 7));
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spawned->spr.yvel += p->angle.ang.Sin() * (1 << 7);
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spawned->saved_ammo = p->ammo_amount[MOTORCYCLE_WEAPON];
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}
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@ -4171,7 +4171,7 @@ void OffBoat(player_struct *p)
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if (spawned)
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{
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spawned->spr.angle = p->angle.ang;
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spawned->spr.xvel += p->angle.ang.Cos() * (1 << 7);
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spawned->add_int_xvel( p->angle.ang.Cos() * (1 << 7));
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spawned->spr.yvel += p->angle.ang.Sin() * (1 << 7);
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spawned->saved_ammo = p->ammo_amount[BOAT_WEAPON];
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}
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@ -126,7 +126,7 @@ void DoSpawn(player_struct *p, int snum)
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{
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// like chaingun shells
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j->set_int_ang((j->int_ang() + 1024) & 2047);
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j->spr.xvel += 32;
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j->add_int_xvel( 32);
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j->spr.pos.Z += 3;
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ssp(j,CLIPMASK0);
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}
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@ -233,7 +233,7 @@ void AIMummy::Tick(RunListEvent* ev)
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}
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else if (pActor->int_xvel() < 0)
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{
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pActor->spr.xvel += 1024;
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pActor->add_int_xvel( 1024);
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if (pActor->int_xvel() > 0) {
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pActor->clear_xvel();
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}
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@ -351,7 +351,7 @@ void AIRex::Tick(RunListEvent* ev)
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}
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else
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{
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pHitActor->spr.xvel += (xVel >> 3);
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pHitActor->add_int_xvel( (xVel >> 3));
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pHitActor->spr.yvel += (yVel >> 3);
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pHitActor->set_int_zvel(-2880);
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}
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@ -1655,7 +1655,7 @@ int runlist_CheckRadialDamage(DExhumedActor* pActor)
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{
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int nAngle = getangle(x, y);
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pActor->spr.xvel += (edi * bcos(nAngle)) >> 3;
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pActor->add_int_xvel( (edi * bcos(nAngle)) >> 3);
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pActor->spr.yvel += (edi * bsin(nAngle)) >> 3;
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pActor->add_int_zvel(- edi * 24);
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@ -3766,7 +3766,7 @@ AutoShrap:
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actor->spr.pal = actor->user.spal = uint8_t(shrap_pal);
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actor->set_int_xvel(p->min_vel*2);
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actor->spr.xvel += RandomRange(p->max_vel - p->min_vel);
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actor->add_int_xvel( RandomRange(p->max_vel - p->min_vel));
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actor->user.floor_dist = 2;
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actor->user.ceiling_dist = 2;
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@ -4130,12 +4130,12 @@ int SpawnBlood(DSWActor* actor, DSWActor* weapActor, DAngle hit_angle, const DVe
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actorNew->spr.pal = actorNew->user.spal = uint8_t(shrap_pal);
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actorNew->set_int_xvel(p->min_vel);
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actorNew->spr.xvel += RandomRange(p->max_vel - p->min_vel);
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actorNew->add_int_xvel( RandomRange(p->max_vel - p->min_vel));
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// special case
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// blood coming off of actors should have the acceleration of the actor
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// so add it in
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actorNew->spr.xvel += actor->int_xvel();
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actorNew->add_int_xvel( actor->int_xvel());
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actorNew->user.ceiling_dist = actorNew->user.floor_dist = 2;
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actorNew->user.jump_speed = p->min_jspeed;
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@ -9133,7 +9133,7 @@ int DoRail(DSWActor* actor)
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{
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auto actorNew = SpawnActor(STAT_MISSILE, PUFF, &s_RailPuff[0][0], actor->sector(), actor->spr.pos, actor->spr.angle, 20);
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actorNew->spr.xvel += (RandomRange(140)-RandomRange(140));
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actorNew->add_int_xvel( (RandomRange(140)-RandomRange(140)));
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actorNew->add_int_zvel( (RandomRange(140)-RandomRange(140)));
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actorNew->user.RotNum = 5;
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@ -11171,8 +11171,8 @@ int DoSerpRing(DSWActor* actor)
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actor->user.ID = SKULL_R0;
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actor->spr.angle = VecToAngle(actor->user.targetActor->spr.pos.XY() - actor->spr.pos.XY());
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actor->set_int_xvel(dist>>5);
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actor->spr.xvel += (actor->int_xvel() >> 1);
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actor->spr.xvel += (RANDOM_P2(128<<8)>>8);
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actor->add_int_xvel( (actor->int_xvel() >> 1));
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actor->add_int_xvel( (RANDOM_P2(128<<8)>>8));
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actor->user.jump_speed = -800;
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change_actor_stat(actor, STAT_ENEMY);
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NewStateGroup(actor, sg_SkullJump);
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