mirror of
https://github.com/ZDoom/Raze.git
synced 2025-02-22 11:31:11 +00:00
- handle a few nAccel values that do not match the generic pattern
This commit is contained in:
parent
9927d5e25d
commit
dcfac1c930
2 changed files with 6 additions and 6 deletions
|
@ -310,7 +310,7 @@ static void eelMoveForward(DBloodActor* actor)
|
||||||
auto nAng = deltaangle(actor->spr.angle, actor->xspr.goalAng);
|
auto nAng = deltaangle(actor->spr.angle, actor->xspr.goalAng);
|
||||||
auto nTurnRange = pDudeInfo->TurnRange();
|
auto nTurnRange = pDudeInfo->TurnRange();
|
||||||
actor->spr.angle += clamp(nAng, -nTurnRange, nTurnRange);
|
actor->spr.angle += clamp(nAng, -nTurnRange, nTurnRange);
|
||||||
int nAccel = (pDudeInfo->frontSpeed - (((4 - gGameOptions.nDifficulty) << 26) / 120) / 120) << 2;
|
double nAccel = FixedToFloat((pDudeInfo->frontSpeed - (((4 - gGameOptions.nDifficulty) << 26) / 120) / 120) << 2);
|
||||||
if (abs(nAng) > DAngle60)
|
if (abs(nAng) > DAngle60)
|
||||||
return;
|
return;
|
||||||
if (actor->GetTarget() == nullptr)
|
if (actor->GetTarget() == nullptr)
|
||||||
|
@ -335,7 +335,7 @@ static void eelMoveSwoop(DBloodActor* actor)
|
||||||
auto nAng = deltaangle(actor->spr.angle, actor->xspr.goalAng);
|
auto nAng = deltaangle(actor->spr.angle, actor->xspr.goalAng);
|
||||||
auto nTurnRange = pDudeInfo->TurnRange();
|
auto nTurnRange = pDudeInfo->TurnRange();
|
||||||
actor->spr.angle += clamp(nAng, -nTurnRange, nTurnRange);
|
actor->spr.angle += clamp(nAng, -nTurnRange, nTurnRange);
|
||||||
int nAccel = (pDudeInfo->frontSpeed - (((4 - gGameOptions.nDifficulty) << 26) / 120) / 120) << 2;
|
double nAccel = FixedToFloat((pDudeInfo->frontSpeed - (((4 - gGameOptions.nDifficulty) << 26) / 120) / 120) << 2);
|
||||||
if (abs(nAng) > DAngle60)
|
if (abs(nAng) > DAngle60)
|
||||||
return;
|
return;
|
||||||
auto dvec = actor->xspr.TargetPos.XY() - actor->spr.pos.XY();
|
auto dvec = actor->xspr.TargetPos.XY() - actor->spr.pos.XY();
|
||||||
|
@ -356,7 +356,7 @@ static void eelMoveAscend(DBloodActor* actor)
|
||||||
auto nAng = deltaangle(actor->spr.angle, actor->xspr.goalAng);
|
auto nAng = deltaangle(actor->spr.angle, actor->xspr.goalAng);
|
||||||
auto nTurnRange = pDudeInfo->TurnRange();
|
auto nTurnRange = pDudeInfo->TurnRange();
|
||||||
actor->spr.angle += clamp(nAng, -nTurnRange, nTurnRange);
|
actor->spr.angle += clamp(nAng, -nTurnRange, nTurnRange);
|
||||||
int nAccel = (pDudeInfo->frontSpeed - (((4 - gGameOptions.nDifficulty) << 26) / 120) / 120) << 2;
|
double nAccel = FixedToFloat((pDudeInfo->frontSpeed - (((4 - gGameOptions.nDifficulty) << 26) / 120) / 120) << 2);
|
||||||
if (abs(nAng) > DAngle60)
|
if (abs(nAng) > DAngle60)
|
||||||
return;
|
return;
|
||||||
auto dvec = actor->xspr.TargetPos.XY() - actor->spr.pos.XY();
|
auto dvec = actor->xspr.TargetPos.XY() - actor->spr.pos.XY();
|
||||||
|
|
|
@ -268,7 +268,7 @@ static void sub_6CB00(DBloodActor* actor)
|
||||||
auto nAng = deltaangle(actor->spr.angle, actor->xspr.goalAng);
|
auto nAng = deltaangle(actor->spr.angle, actor->xspr.goalAng);
|
||||||
auto nTurnRange = pDudeInfo->TurnRange();
|
auto nTurnRange = pDudeInfo->TurnRange();
|
||||||
actor->spr.angle += clamp(nAng, -nTurnRange, nTurnRange);
|
actor->spr.angle += clamp(nAng, -nTurnRange, nTurnRange);
|
||||||
int nAccel = (pDudeInfo->frontSpeed - (((4 - gGameOptions.nDifficulty) << 27) / 120) / 120) << 2;
|
double nAccel = FixedToFloat((pDudeInfo->frontSpeed - (((4 - gGameOptions.nDifficulty) << 27) / 120) / 120) << 2);
|
||||||
if (abs(nAng) > DAngle60)
|
if (abs(nAng) > DAngle60)
|
||||||
return;
|
return;
|
||||||
if (actor->GetTarget() == nullptr)
|
if (actor->GetTarget() == nullptr)
|
||||||
|
@ -297,7 +297,7 @@ static void sub_6CD74(DBloodActor* actor)
|
||||||
auto nAng = deltaangle(actor->spr.angle, actor->xspr.goalAng);
|
auto nAng = deltaangle(actor->spr.angle, actor->xspr.goalAng);
|
||||||
auto nTurnRange = pDudeInfo->TurnRange();
|
auto nTurnRange = pDudeInfo->TurnRange();
|
||||||
actor->spr.angle += clamp(nAng, -nTurnRange, nTurnRange);
|
actor->spr.angle += clamp(nAng, -nTurnRange, nTurnRange);
|
||||||
int nAccel = (pDudeInfo->frontSpeed - (((4 - gGameOptions.nDifficulty) << 27) / 120) / 120) << 2;
|
double nAccel = FixedToFloat((pDudeInfo->frontSpeed - (((4 - gGameOptions.nDifficulty) << 27) / 120) / 120) << 2);
|
||||||
if (abs(nAng) > DAngle60)
|
if (abs(nAng) > DAngle60)
|
||||||
{
|
{
|
||||||
actor->xspr.goalAng += DAngle90;
|
actor->xspr.goalAng += DAngle90;
|
||||||
|
@ -326,7 +326,7 @@ static void sub_6D03C(DBloodActor* actor)
|
||||||
auto nAng = deltaangle(actor->spr.angle, actor->xspr.goalAng);
|
auto nAng = deltaangle(actor->spr.angle, actor->xspr.goalAng);
|
||||||
auto nTurnRange = pDudeInfo->TurnRange();
|
auto nTurnRange = pDudeInfo->TurnRange();
|
||||||
actor->spr.angle += clamp(nAng, -nTurnRange, nTurnRange);
|
actor->spr.angle += clamp(nAng, -nTurnRange, nTurnRange);
|
||||||
int nAccel = (pDudeInfo->frontSpeed - (((4 - gGameOptions.nDifficulty) << 27) / 120) / 120) << 2;
|
double nAccel = FixedToFloat((pDudeInfo->frontSpeed - (((4 - gGameOptions.nDifficulty) << 27) / 120) / 120) << 2);
|
||||||
if (abs(nAng) > DAngle60)
|
if (abs(nAng) > DAngle60)
|
||||||
{
|
{
|
||||||
actor->spr.angle += DAngle90;
|
actor->spr.angle += DAngle90;
|
||||||
|
|
Loading…
Reference in a new issue