mirror of
https://github.com/ZDoom/Raze.git
synced 2024-11-16 01:11:44 +00:00
- migrate all remaining move_missile calls
This commit is contained in:
parent
f7d2ab20d8
commit
e7197e2d73
3 changed files with 23 additions and 51 deletions
|
@ -297,8 +297,8 @@ constexpr int SEC(int value)
|
||||||
|
|
||||||
enum
|
enum
|
||||||
{
|
{
|
||||||
CEILING_DIST = (Z(4)),
|
CEILING_DIST = 4,
|
||||||
FLOOR_DIST = (Z(4))
|
FLOOR_DIST = 4
|
||||||
};
|
};
|
||||||
|
|
||||||
// Clip Sprite adjustment
|
// Clip Sprite adjustment
|
||||||
|
|
|
@ -252,13 +252,10 @@ int SetupSkull(DSWActor* actor)
|
||||||
|
|
||||||
int DoSkullMove(DSWActor* actor)
|
int DoSkullMove(DSWActor* actor)
|
||||||
{
|
{
|
||||||
int32_t dax, day, daz;
|
auto vect = MOVExy(actor->spr.xvel, actor->spr.angle);
|
||||||
|
double daz = actor->spr.zvel * zinttoworld;
|
||||||
|
|
||||||
dax = MOVEx(actor->spr.xvel, actor->int_ang());
|
actor->user.coll = move_missile(actor, DVector3(vect, daz), 16, 16, CLIPMASK_MISSILE, ACTORMOVETICS);
|
||||||
day = MOVEy(actor->spr.xvel, actor->int_ang());
|
|
||||||
daz = actor->spr.zvel;
|
|
||||||
|
|
||||||
actor->user.coll = move_missile(actor, dax, day, daz, Z(16), Z(16), CLIPMASK_MISSILE, ACTORMOVETICS);
|
|
||||||
|
|
||||||
DoFindGroundPoint(actor);
|
DoFindGroundPoint(actor);
|
||||||
return 0;
|
return 0;
|
||||||
|
@ -636,16 +633,7 @@ int SetupBetty(DSWActor* actor)
|
||||||
|
|
||||||
int DoBettyMove(DSWActor* actor)
|
int DoBettyMove(DSWActor* actor)
|
||||||
{
|
{
|
||||||
int32_t dax, day, daz;
|
return DoSkullMove(actor);
|
||||||
|
|
||||||
dax = MOVEx(actor->spr.xvel, actor->int_ang());
|
|
||||||
day = MOVEy(actor->spr.xvel, actor->int_ang());
|
|
||||||
daz = actor->spr.zvel;
|
|
||||||
|
|
||||||
actor->user.coll = move_missile(actor, dax, day, daz, Z(16), Z(16), CLIPMASK_MISSILE, ACTORMOVETICS);
|
|
||||||
|
|
||||||
DoFindGroundPoint(actor);
|
|
||||||
return 0;
|
|
||||||
}
|
}
|
||||||
|
|
||||||
int DoBettyBeginDeath(DSWActor* actor)
|
int DoBettyBeginDeath(DSWActor* actor)
|
||||||
|
|
|
@ -3735,9 +3735,7 @@ AutoShrap:
|
||||||
actor->user.pos.Y = shrap_ysize;
|
actor->user.pos.Y = shrap_ysize;
|
||||||
actor->user.Counter = (RANDOM_P2(2048<<5)>>5);
|
actor->user.Counter = (RANDOM_P2(2048<<5)>>5);
|
||||||
|
|
||||||
nx = bcos(actor->int_ang(), -6);
|
move_missile(actor, DVector3(actor->spr.angle.ToVector() * 16, 0), 8, 8, CLIPMASK_MISSILE, MISSILEMOVETICS);
|
||||||
ny = bsin(actor->int_ang(), -6);
|
|
||||||
move_missile(actor, nx, ny, 0, Z(8), Z(8), CLIPMASK_MISSILE, MISSILEMOVETICS);
|
|
||||||
|
|
||||||
if (RANDOM_P2(1024)<700)
|
if (RANDOM_P2(1024)<700)
|
||||||
actor->user.ID = 0;
|
actor->user.ID = 0;
|
||||||
|
@ -7997,16 +7995,13 @@ int DoPlasmaFountain(DSWActor* actor)
|
||||||
|
|
||||||
int DoPlasma(DSWActor* actor)
|
int DoPlasma(DSWActor* actor)
|
||||||
{
|
{
|
||||||
int32_t dax, day, daz;
|
|
||||||
|
|
||||||
auto oldv = actor->spr.pos;
|
auto oldv = actor->spr.pos;
|
||||||
DoBlurExtend(actor, 0, 4);
|
DoBlurExtend(actor, 0, 4);
|
||||||
|
|
||||||
dax = MOVEx(actor->spr.xvel, actor->int_ang());
|
auto vec = MOVExy(actor->spr.xvel, actor->spr.angle);
|
||||||
day = MOVEy(actor->spr.xvel, actor->int_ang());
|
double daz = actor->spr.zvel * zinttoworld;
|
||||||
daz = actor->spr.zvel;
|
|
||||||
|
|
||||||
actor->user.coll = move_missile(actor, dax, day, daz, Z(16), Z(16), CLIPMASK_MISSILE, MISSILEMOVETICS);
|
actor->user.coll = move_missile(actor, DVector3(vec, daz), 16, 16, CLIPMASK_MISSILE, MISSILEMOVETICS);
|
||||||
|
|
||||||
{
|
{
|
||||||
// this sprite is supposed to go through players/enemys
|
// this sprite is supposed to go through players/enemys
|
||||||
|
@ -8024,7 +8019,7 @@ int DoPlasma(DSWActor* actor)
|
||||||
actor->spr.pos = oldv;
|
actor->spr.pos = oldv;
|
||||||
|
|
||||||
hitActor->spr.cstat &= ~(CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN);
|
hitActor->spr.cstat &= ~(CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN);
|
||||||
actor->user.coll = move_missile(actor, dax, day, daz, Z(16), Z(16), CLIPMASK_MISSILE, MISSILEMOVETICS);
|
actor->user.coll = move_missile(actor, DVector3(vec, daz), 16, 16, CLIPMASK_MISSILE, MISSILEMOVETICS);
|
||||||
hitActor->spr.cstat = hcstat;
|
hitActor->spr.cstat = hcstat;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
@ -8948,15 +8943,12 @@ int DoRailPuff(DSWActor* actor)
|
||||||
|
|
||||||
int DoBoltThinMan(DSWActor* actor)
|
int DoBoltThinMan(DSWActor* actor)
|
||||||
{
|
{
|
||||||
int32_t dax, day, daz;
|
|
||||||
|
|
||||||
DoBlurExtend(actor, 0, 4);
|
DoBlurExtend(actor, 0, 4);
|
||||||
|
|
||||||
dax = MOVEx(actor->spr.xvel, actor->int_ang());
|
auto vec = MOVExy(actor->spr.xvel, actor->spr.angle);
|
||||||
day = MOVEy(actor->spr.xvel, actor->int_ang());
|
double daz = actor->spr.zvel * zinttoworld;
|
||||||
daz = actor->spr.zvel;
|
|
||||||
|
|
||||||
actor->user.coll = move_missile(actor, dax, day, daz, CEILING_DIST, FLOOR_DIST, CLIPMASK_MISSILE, MISSILEMOVETICS);
|
actor->user.coll = move_missile(actor, DVector3(vec, daz), CEILING_DIST, FLOOR_DIST, CLIPMASK_MISSILE, MISSILEMOVETICS);
|
||||||
|
|
||||||
MissileHitDiveArea(actor);
|
MissileHitDiveArea(actor);
|
||||||
|
|
||||||
|
@ -9522,16 +9514,13 @@ int DoUziBullet(DSWActor* actor)
|
||||||
|
|
||||||
int DoBoltSeeker(DSWActor* actor)
|
int DoBoltSeeker(DSWActor* actor)
|
||||||
{
|
{
|
||||||
int32_t dax, day, daz;
|
|
||||||
|
|
||||||
MissileSeek(actor, 30, 768/*, 4, 48, 6*/);
|
MissileSeek(actor, 30, 768/*, 4, 48, 6*/);
|
||||||
DoBlurExtend(actor, 0, 4);
|
DoBlurExtend(actor, 0, 4);
|
||||||
|
|
||||||
dax = MOVEx(actor->spr.xvel, actor->int_ang());
|
auto vec = MOVExy(actor->spr.xvel, actor->spr.angle);
|
||||||
day = MOVEy(actor->spr.xvel, actor->int_ang());
|
double daz = actor->spr.zvel * zinttoworld;
|
||||||
daz = actor->spr.zvel;
|
|
||||||
|
|
||||||
actor->user.coll = move_missile(actor, dax, day, daz, CEILING_DIST, FLOOR_DIST, CLIPMASK_MISSILE, MISSILEMOVETICS);
|
actor->user.coll = move_missile(actor, DVector3(vec, daz), CEILING_DIST, FLOOR_DIST, CLIPMASK_MISSILE, MISSILEMOVETICS);
|
||||||
|
|
||||||
MissileHitDiveArea(actor);
|
MissileHitDiveArea(actor);
|
||||||
if (actor->user.Flags & (SPR_UNDERWATER) && (RANDOM_P2(1024 << 4) >> 4) < 256)
|
if (actor->user.Flags & (SPR_UNDERWATER) && (RANDOM_P2(1024 << 4) >> 4) < 256)
|
||||||
|
@ -9561,19 +9550,16 @@ int DoBoltFatMan(DSWActor* actor)
|
||||||
|
|
||||||
int DoElectro(DSWActor* actor)
|
int DoElectro(DSWActor* actor)
|
||||||
{
|
{
|
||||||
int32_t dax, day, daz;
|
|
||||||
|
|
||||||
DoBlurExtend(actor, 0, 4);
|
DoBlurExtend(actor, 0, 4);
|
||||||
|
|
||||||
// only seek on Electro's after a hit on an actor
|
// only seek on Electro's after a hit on an actor
|
||||||
if (actor->user.Counter > 0)
|
if (actor->user.Counter > 0)
|
||||||
MissileSeek(actor, 30, 512/*, 3, 52, 2*/);
|
MissileSeek(actor, 30, 512/*, 3, 52, 2*/);
|
||||||
|
|
||||||
dax = MOVEx(actor->spr.xvel, actor->int_ang());
|
auto vec = MOVExy(actor->spr.xvel, actor->spr.angle);
|
||||||
day = MOVEy(actor->spr.xvel, actor->int_ang());
|
double daz = actor->spr.zvel * zinttoworld;
|
||||||
daz = actor->spr.zvel;
|
|
||||||
|
|
||||||
actor->user.coll = move_missile(actor, dax, day, daz, CEILING_DIST, FLOOR_DIST, CLIPMASK_MISSILE, MISSILEMOVETICS);
|
actor->user.coll = move_missile(actor, DVector3(vec, daz), CEILING_DIST, FLOOR_DIST, CLIPMASK_MISSILE, MISSILEMOVETICS);
|
||||||
|
|
||||||
MissileHitDiveArea(actor);
|
MissileHitDiveArea(actor);
|
||||||
if (actor->user.Flags & (SPR_UNDERWATER) && (RANDOM_P2(1024 << 4) >> 4) < 256)
|
if (actor->user.Flags & (SPR_UNDERWATER) && (RANDOM_P2(1024 << 4) >> 4) < 256)
|
||||||
|
@ -16297,18 +16283,16 @@ int InitEnemyMine(DSWActor* actor)
|
||||||
|
|
||||||
int HelpMissileLateral(DSWActor* actor, int dist)
|
int HelpMissileLateral(DSWActor* actor, int dist)
|
||||||
{
|
{
|
||||||
int xchange, ychange;
|
|
||||||
|
|
||||||
auto old_xvel = actor->spr.xvel;
|
auto old_xvel = actor->spr.xvel;
|
||||||
auto old_clipdist = actor->spr.clipdist;
|
auto old_clipdist = actor->spr.clipdist;
|
||||||
|
|
||||||
actor->spr.xvel = dist;
|
actor->spr.xvel = dist;
|
||||||
xchange = MOVEx(actor->spr.xvel, actor->int_ang());
|
|
||||||
ychange = MOVEy(actor->spr.xvel, actor->int_ang());
|
auto vec = MOVExy(actor->spr.xvel, actor->spr.angle);
|
||||||
|
|
||||||
actor->spr.clipdist = 32L >> 2;
|
actor->spr.clipdist = 32L >> 2;
|
||||||
|
|
||||||
actor->user.coll = move_missile(actor, xchange, ychange, 0, Z(16), Z(16), 0, 1);
|
actor->user.coll = move_missile(actor, DVector3(vec, 0), 16, 16, 0, 1);
|
||||||
|
|
||||||
actor->spr.xvel = old_xvel;
|
actor->spr.xvel = old_xvel;
|
||||||
actor->spr.clipdist = old_clipdist;
|
actor->spr.clipdist = old_clipdist;
|
||||||
|
|
Loading…
Reference in a new issue