diff --git a/source/games/sw/src/weapon.cpp b/source/games/sw/src/weapon.cpp index 0fc2f1a1e..683ab1a8c 100644 --- a/source/games/sw/src/weapon.cpp +++ b/source/games/sw/src/weapon.cpp @@ -13819,24 +13819,14 @@ int InitMiniSumoClap(DSWActor* actor) return 0; } -int WeaponAutoAim(SPRITEp sp, short Missile, short ang, bool test) +int WeaponAutoAim(DSWActor* actor, DSWActor* mislActor, short ang, bool test) { - auto actor = &swActors[sp - sprite]; USERp u = actor->u(); - USERp wu = User[Missile].Data(); - SPRITEp wp = &sprite[Missile]; + USERp wu = mislActor->u(); + SPRITEp wp = &mislActor->s(); int dist; int zh; - //return(-1); - -#if 0 - //formula for leading a player - dist = Distance(sp->x, sp->y, hp->x, hp->y); - time_to_target = dist/wp->xvel; - lead_dist = time_to_target*hp->vel; -#endif - if (u && u->PlayerP) { if (Autoaim(u->PlayerP->pnum) != 1) @@ -13861,7 +13851,6 @@ int WeaponAutoAim(SPRITEp sp, short Missile, short ang, bool test) if (dist != 0) { -#if 1 int tos, diff, siz; tos = SPRITEp_TOS(hp); @@ -13879,12 +13868,8 @@ int WeaponAutoAim(SPRITEp sp, short Missile, short ang, bool test) zh = tos + DIV4(siz); wp->zvel = (wp->xvel * (zh - wp->z)) / dist; -#else - zh = SPRITEp_TOS(hp) + DIV4(SPRITEp_SIZE_Z(hp)); - wp->zvel = (wp->xvel * (zh - wp->z)) / dist; -#endif } - return hitActor->GetSpriteIndex(); + return 0; } return -1; @@ -14140,6 +14125,7 @@ InitStar(PLAYERp pp) // Inserting and setting up variables w = SpawnSprite(STAT_MISSILE, STAR1, s_Star, pp->cursectnum, nx, ny, nz, pp->angle.ang.asbuild(), STAR_VELOCITY); + auto actorNew = &swActors[w]; wp = &sprite[w]; wu = User[w].Data(); @@ -14158,7 +14144,6 @@ InitStar(PLAYERp pp) wu->Radius = 100; wu->Counter = 0; SET(wp->cstat, CSTAT_SPRITE_YCENTER); - //SET(wu->Flags2, SPR2_BLUR_TAPER_SLOW); // zvel had to be tweaked alot for this weapon // MissileSetPos seemed to be pushing the sprite too far up or down when @@ -14170,7 +14155,7 @@ InitStar(PLAYERp pp) return 0; } - if (WeaponAutoAim(pp->SpriteP, w, 32, false) != -1) + if (WeaponAutoAim(pp->Actor(), actorNew, 32, false) != -1) { zvel = wp->zvel; } @@ -14628,7 +14613,7 @@ int InitLaser(PLAYERp pp) sp->clipdist = oclipdist; - if (WeaponAutoAim(sp, actorNew->GetSpriteIndex(), 32, false) == -1) + if (WeaponAutoAim(pp->Actor(), actorNew, 32, false) == -1) { wp->ang = NORM_ANGLE(wp->ang - 5); } @@ -14718,7 +14703,7 @@ int InitRail(PLAYERp pp) sp->clipdist = oclipdist; wp->zvel = zvel >> 1; - if (WeaponAutoAim(sp, actorNew->GetSpriteIndex(), 32, false) == -1) + if (WeaponAutoAim(pp->Actor(), actorNew, 32, false) == -1) { wp->ang = NORM_ANGLE(wp->ang - 4); } @@ -14801,7 +14786,7 @@ int InitZillaRail(DSWActor* actor) sp->clipdist = oclipdist; wp->zvel = zvel >> 1; - if (WeaponAutoAim(sp, actorNew->GetSpriteIndex(), 32, false) == -1) + if (WeaponAutoAim(actor, actorNew, 32, false) == -1) { wp->ang = NORM_ANGLE(wp->ang - 4); } @@ -14917,7 +14902,7 @@ int InitRocket(PLAYERp pp) sp->clipdist = oclipdist; wp->zvel = zvel >> 1; - if (WeaponAutoAim(sp, actorNew->GetSpriteIndex(), 32, false) == -1) + if (WeaponAutoAim(pp->Actor(), actorNew, 32, false) == -1) { wp->ang = NORM_ANGLE(wp->ang - 5); } @@ -15028,7 +15013,7 @@ int InitBunnyRocket(PLAYERp pp) sp->clipdist = oclipdist; wp->zvel = zvel >> 1; - if (WeaponAutoAim(sp, actorNew->GetSpriteIndex(), 32, false) == -1) + if (WeaponAutoAim(pp->Actor(), actorNew, 32, false) == -1) { wp->ang = NORM_ANGLE(wp->ang - 5); } @@ -15127,7 +15112,7 @@ int InitNuke(PLAYERp pp) sp->clipdist = oclipdist; wp->zvel = zvel >> 1; - if (WeaponAutoAim(sp, actorNew->GetSpriteIndex(), 32, false) == -1) + if (WeaponAutoAim(pp->Actor(), actorNew, 32, false) == -1) { wp->ang = NORM_ANGLE(wp->ang - 5); } @@ -15212,7 +15197,7 @@ int InitEnemyNuke(DSWActor* actor) wu->Counter = 0; wp->zvel = zvel >> 1; - if (WeaponAutoAim(sp, actorNew->GetSpriteIndex(), 32, false) == -1) + if (WeaponAutoAim(actor, actorNew, 32, false) == -1) { wp->ang = NORM_ANGLE(wp->ang - 5); } @@ -16662,7 +16647,7 @@ int InitTracerUzi(PLAYERp pp) pp->SpriteP->clipdist = oclipdist; - WeaponAutoAim(psp, actorNew->GetSpriteIndex(), 32, false); + WeaponAutoAim(pp->Actor(), actorNew, 32, false); // a bit of randomness wp->ang = NORM_ANGLE(wp->ang + RandomRange(30) - 15); @@ -16717,7 +16702,7 @@ int InitTracerTurret(DSWActor* actor, DSWActor* Operator, fixed_t q16horiz) wp->zvel = xs_CRoundToInt(-MulScaleF(q16horiz, wp->xvel / 8., 16)); - WeaponAutoAim(sp, actorNew->GetSpriteIndex(), 32, false); + WeaponAutoAim(actor, actorNew, 32, false); // a bit of randomness wp->ang = NORM_ANGLE(wp->ang + RandomRange(30) - 15); @@ -17171,7 +17156,7 @@ int InitTankShell(DSWActor* actor, PLAYERp pp) wp->zvel = xs_CRoundToInt(-MulScaleF(pp->horizon.horiz.asq16(), wp->xvel / 8., 16)); - WeaponAutoAim(sp, actorNew->GetSpriteIndex(), 64, false); + WeaponAutoAim(actor, actorNew, 64, false); // a bit of randomness wp->ang += RandomRange(30) - 15; wp->ang = NORM_ANGLE(wp->ang); @@ -17327,7 +17312,7 @@ int InitTurretRocket(DSWActor* actor, PLAYERp pp) wp->zvel = xs_CRoundToInt(-MulScaleF(pp->horizon.horiz.asq16(), wp->xvel / 8., 16)); - WeaponAutoAim(sp, actorNew->GetSpriteIndex(), 64, false); + WeaponAutoAim(actor, actorNew, 64, false); // a bit of randomness //wp->ang += RandomRange(30) - 15; @@ -17372,7 +17357,7 @@ int InitTurretFireball(DSWActor* actor, PLAYERp pp) wp->zvel = xs_CRoundToInt(-MulScaleF(pp->horizon.horiz.asq16(), wp->xvel / 8., 16)); - WeaponAutoAim(sp, actorNew->GetSpriteIndex(), 64, false); + WeaponAutoAim(actor, actorNew, 64, false); // a bit of randomness wp->ang += RandomRange(30) - 15; wp->ang = NORM_ANGLE(wp->ang); @@ -17431,7 +17416,7 @@ int InitTurretRail(DSWActor* actor, PLAYERp pp) wp->clipdist = 64L>>2; - if (WeaponAutoAim(pp->SpriteP, actorNew->GetSpriteIndex(), 32, false) == -1) + if (WeaponAutoAim(pp->Actor(), actorNew, 32, false) == -1) { wp->ang = NORM_ANGLE(wp->ang); } @@ -17485,7 +17470,7 @@ int InitTurretLaser(DSWActor* actor, PLAYERp pp) SET(wp->cstat, CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN); wp->clipdist = 64L>>2; - if (WeaponAutoAim(sp, actorNew->GetSpriteIndex(), 32, false) == -1) + if (WeaponAutoAim(actor, actorNew, 32, false) == -1) { wp->ang = NORM_ANGLE(wp->ang); } @@ -18271,7 +18256,7 @@ int InitGrenade(PLAYERp pp) sp->clipdist = oclipdist; zvel = wp->zvel; - if (WeaponAutoAim(sp, actorNew->GetSpriteIndex(), 32, false) >= 0) + if (WeaponAutoAim(pp->Actor(), actorNew, 32, false) >= 0) { auto_aim = true; }