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- handle a few nAccel values that do not match the generic pattern
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9927d5e25d
commit
dcfac1c930
2 changed files with 6 additions and 6 deletions
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@ -310,7 +310,7 @@ static void eelMoveForward(DBloodActor* actor)
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auto nAng = deltaangle(actor->spr.angle, actor->xspr.goalAng);
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auto nTurnRange = pDudeInfo->TurnRange();
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actor->spr.angle += clamp(nAng, -nTurnRange, nTurnRange);
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int nAccel = (pDudeInfo->frontSpeed - (((4 - gGameOptions.nDifficulty) << 26) / 120) / 120) << 2;
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double nAccel = FixedToFloat((pDudeInfo->frontSpeed - (((4 - gGameOptions.nDifficulty) << 26) / 120) / 120) << 2);
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if (abs(nAng) > DAngle60)
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return;
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if (actor->GetTarget() == nullptr)
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@ -335,7 +335,7 @@ static void eelMoveSwoop(DBloodActor* actor)
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auto nAng = deltaangle(actor->spr.angle, actor->xspr.goalAng);
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auto nTurnRange = pDudeInfo->TurnRange();
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actor->spr.angle += clamp(nAng, -nTurnRange, nTurnRange);
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int nAccel = (pDudeInfo->frontSpeed - (((4 - gGameOptions.nDifficulty) << 26) / 120) / 120) << 2;
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double nAccel = FixedToFloat((pDudeInfo->frontSpeed - (((4 - gGameOptions.nDifficulty) << 26) / 120) / 120) << 2);
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if (abs(nAng) > DAngle60)
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return;
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auto dvec = actor->xspr.TargetPos.XY() - actor->spr.pos.XY();
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@ -356,7 +356,7 @@ static void eelMoveAscend(DBloodActor* actor)
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auto nAng = deltaangle(actor->spr.angle, actor->xspr.goalAng);
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auto nTurnRange = pDudeInfo->TurnRange();
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actor->spr.angle += clamp(nAng, -nTurnRange, nTurnRange);
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int nAccel = (pDudeInfo->frontSpeed - (((4 - gGameOptions.nDifficulty) << 26) / 120) / 120) << 2;
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double nAccel = FixedToFloat((pDudeInfo->frontSpeed - (((4 - gGameOptions.nDifficulty) << 26) / 120) / 120) << 2);
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if (abs(nAng) > DAngle60)
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return;
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auto dvec = actor->xspr.TargetPos.XY() - actor->spr.pos.XY();
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@ -268,7 +268,7 @@ static void sub_6CB00(DBloodActor* actor)
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auto nAng = deltaangle(actor->spr.angle, actor->xspr.goalAng);
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auto nTurnRange = pDudeInfo->TurnRange();
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actor->spr.angle += clamp(nAng, -nTurnRange, nTurnRange);
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int nAccel = (pDudeInfo->frontSpeed - (((4 - gGameOptions.nDifficulty) << 27) / 120) / 120) << 2;
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double nAccel = FixedToFloat((pDudeInfo->frontSpeed - (((4 - gGameOptions.nDifficulty) << 27) / 120) / 120) << 2);
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if (abs(nAng) > DAngle60)
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return;
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if (actor->GetTarget() == nullptr)
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@ -297,7 +297,7 @@ static void sub_6CD74(DBloodActor* actor)
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auto nAng = deltaangle(actor->spr.angle, actor->xspr.goalAng);
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auto nTurnRange = pDudeInfo->TurnRange();
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actor->spr.angle += clamp(nAng, -nTurnRange, nTurnRange);
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int nAccel = (pDudeInfo->frontSpeed - (((4 - gGameOptions.nDifficulty) << 27) / 120) / 120) << 2;
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double nAccel = FixedToFloat((pDudeInfo->frontSpeed - (((4 - gGameOptions.nDifficulty) << 27) / 120) / 120) << 2);
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if (abs(nAng) > DAngle60)
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{
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actor->xspr.goalAng += DAngle90;
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@ -326,7 +326,7 @@ static void sub_6D03C(DBloodActor* actor)
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auto nAng = deltaangle(actor->spr.angle, actor->xspr.goalAng);
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auto nTurnRange = pDudeInfo->TurnRange();
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actor->spr.angle += clamp(nAng, -nTurnRange, nTurnRange);
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int nAccel = (pDudeInfo->frontSpeed - (((4 - gGameOptions.nDifficulty) << 27) / 120) / 120) << 2;
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double nAccel = FixedToFloat((pDudeInfo->frontSpeed - (((4 - gGameOptions.nDifficulty) << 27) / 120) / 120) << 2);
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if (abs(nAng) > DAngle60)
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{
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actor->spr.angle += DAngle90;
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