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- migrate all remaining move_missile calls
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f7d2ab20d8
commit
e7197e2d73
3 changed files with 23 additions and 51 deletions
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@ -297,8 +297,8 @@ constexpr int SEC(int value)
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enum
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{
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CEILING_DIST = (Z(4)),
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FLOOR_DIST = (Z(4))
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CEILING_DIST = 4,
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FLOOR_DIST = 4
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};
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// Clip Sprite adjustment
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@ -252,13 +252,10 @@ int SetupSkull(DSWActor* actor)
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int DoSkullMove(DSWActor* actor)
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{
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int32_t dax, day, daz;
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auto vect = MOVExy(actor->spr.xvel, actor->spr.angle);
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double daz = actor->spr.zvel * zinttoworld;
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dax = MOVEx(actor->spr.xvel, actor->int_ang());
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day = MOVEy(actor->spr.xvel, actor->int_ang());
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daz = actor->spr.zvel;
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actor->user.coll = move_missile(actor, dax, day, daz, Z(16), Z(16), CLIPMASK_MISSILE, ACTORMOVETICS);
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actor->user.coll = move_missile(actor, DVector3(vect, daz), 16, 16, CLIPMASK_MISSILE, ACTORMOVETICS);
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DoFindGroundPoint(actor);
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return 0;
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@ -636,16 +633,7 @@ int SetupBetty(DSWActor* actor)
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int DoBettyMove(DSWActor* actor)
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{
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int32_t dax, day, daz;
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dax = MOVEx(actor->spr.xvel, actor->int_ang());
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day = MOVEy(actor->spr.xvel, actor->int_ang());
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daz = actor->spr.zvel;
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actor->user.coll = move_missile(actor, dax, day, daz, Z(16), Z(16), CLIPMASK_MISSILE, ACTORMOVETICS);
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DoFindGroundPoint(actor);
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return 0;
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return DoSkullMove(actor);
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}
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int DoBettyBeginDeath(DSWActor* actor)
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@ -3735,9 +3735,7 @@ AutoShrap:
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actor->user.pos.Y = shrap_ysize;
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actor->user.Counter = (RANDOM_P2(2048<<5)>>5);
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nx = bcos(actor->int_ang(), -6);
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ny = bsin(actor->int_ang(), -6);
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move_missile(actor, nx, ny, 0, Z(8), Z(8), CLIPMASK_MISSILE, MISSILEMOVETICS);
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move_missile(actor, DVector3(actor->spr.angle.ToVector() * 16, 0), 8, 8, CLIPMASK_MISSILE, MISSILEMOVETICS);
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if (RANDOM_P2(1024)<700)
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actor->user.ID = 0;
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@ -7997,16 +7995,13 @@ int DoPlasmaFountain(DSWActor* actor)
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int DoPlasma(DSWActor* actor)
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{
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int32_t dax, day, daz;
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auto oldv = actor->spr.pos;
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DoBlurExtend(actor, 0, 4);
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dax = MOVEx(actor->spr.xvel, actor->int_ang());
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day = MOVEy(actor->spr.xvel, actor->int_ang());
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daz = actor->spr.zvel;
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auto vec = MOVExy(actor->spr.xvel, actor->spr.angle);
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double daz = actor->spr.zvel * zinttoworld;
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actor->user.coll = move_missile(actor, dax, day, daz, Z(16), Z(16), CLIPMASK_MISSILE, MISSILEMOVETICS);
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actor->user.coll = move_missile(actor, DVector3(vec, daz), 16, 16, CLIPMASK_MISSILE, MISSILEMOVETICS);
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{
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// this sprite is supposed to go through players/enemys
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@ -8024,7 +8019,7 @@ int DoPlasma(DSWActor* actor)
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actor->spr.pos = oldv;
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hitActor->spr.cstat &= ~(CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN);
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actor->user.coll = move_missile(actor, dax, day, daz, Z(16), Z(16), CLIPMASK_MISSILE, MISSILEMOVETICS);
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actor->user.coll = move_missile(actor, DVector3(vec, daz), 16, 16, CLIPMASK_MISSILE, MISSILEMOVETICS);
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hitActor->spr.cstat = hcstat;
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}
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}
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@ -8948,15 +8943,12 @@ int DoRailPuff(DSWActor* actor)
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int DoBoltThinMan(DSWActor* actor)
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{
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int32_t dax, day, daz;
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DoBlurExtend(actor, 0, 4);
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dax = MOVEx(actor->spr.xvel, actor->int_ang());
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day = MOVEy(actor->spr.xvel, actor->int_ang());
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daz = actor->spr.zvel;
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auto vec = MOVExy(actor->spr.xvel, actor->spr.angle);
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double daz = actor->spr.zvel * zinttoworld;
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actor->user.coll = move_missile(actor, dax, day, daz, CEILING_DIST, FLOOR_DIST, CLIPMASK_MISSILE, MISSILEMOVETICS);
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actor->user.coll = move_missile(actor, DVector3(vec, daz), CEILING_DIST, FLOOR_DIST, CLIPMASK_MISSILE, MISSILEMOVETICS);
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MissileHitDiveArea(actor);
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@ -9522,16 +9514,13 @@ int DoUziBullet(DSWActor* actor)
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int DoBoltSeeker(DSWActor* actor)
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{
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int32_t dax, day, daz;
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MissileSeek(actor, 30, 768/*, 4, 48, 6*/);
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DoBlurExtend(actor, 0, 4);
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dax = MOVEx(actor->spr.xvel, actor->int_ang());
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day = MOVEy(actor->spr.xvel, actor->int_ang());
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daz = actor->spr.zvel;
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auto vec = MOVExy(actor->spr.xvel, actor->spr.angle);
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double daz = actor->spr.zvel * zinttoworld;
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actor->user.coll = move_missile(actor, dax, day, daz, CEILING_DIST, FLOOR_DIST, CLIPMASK_MISSILE, MISSILEMOVETICS);
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actor->user.coll = move_missile(actor, DVector3(vec, daz), CEILING_DIST, FLOOR_DIST, CLIPMASK_MISSILE, MISSILEMOVETICS);
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MissileHitDiveArea(actor);
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if (actor->user.Flags & (SPR_UNDERWATER) && (RANDOM_P2(1024 << 4) >> 4) < 256)
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@ -9561,19 +9550,16 @@ int DoBoltFatMan(DSWActor* actor)
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int DoElectro(DSWActor* actor)
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{
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int32_t dax, day, daz;
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DoBlurExtend(actor, 0, 4);
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// only seek on Electro's after a hit on an actor
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if (actor->user.Counter > 0)
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MissileSeek(actor, 30, 512/*, 3, 52, 2*/);
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dax = MOVEx(actor->spr.xvel, actor->int_ang());
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day = MOVEy(actor->spr.xvel, actor->int_ang());
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daz = actor->spr.zvel;
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auto vec = MOVExy(actor->spr.xvel, actor->spr.angle);
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double daz = actor->spr.zvel * zinttoworld;
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actor->user.coll = move_missile(actor, dax, day, daz, CEILING_DIST, FLOOR_DIST, CLIPMASK_MISSILE, MISSILEMOVETICS);
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actor->user.coll = move_missile(actor, DVector3(vec, daz), CEILING_DIST, FLOOR_DIST, CLIPMASK_MISSILE, MISSILEMOVETICS);
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MissileHitDiveArea(actor);
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if (actor->user.Flags & (SPR_UNDERWATER) && (RANDOM_P2(1024 << 4) >> 4) < 256)
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@ -16297,18 +16283,16 @@ int InitEnemyMine(DSWActor* actor)
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int HelpMissileLateral(DSWActor* actor, int dist)
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{
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int xchange, ychange;
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auto old_xvel = actor->spr.xvel;
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auto old_clipdist = actor->spr.clipdist;
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actor->spr.xvel = dist;
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xchange = MOVEx(actor->spr.xvel, actor->int_ang());
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ychange = MOVEy(actor->spr.xvel, actor->int_ang());
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auto vec = MOVExy(actor->spr.xvel, actor->spr.angle);
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actor->spr.clipdist = 32L >> 2;
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actor->user.coll = move_missile(actor, xchange, ychange, 0, Z(16), Z(16), 0, 1);
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actor->user.coll = move_missile(actor, DVector3(vec, 0), 16, 16, 0, 1);
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actor->spr.xvel = old_xvel;
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actor->spr.clipdist = old_clipdist;
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