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- Blood: Floatified GibThing()
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1 changed files with 13 additions and 17 deletions
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@ -350,27 +350,23 @@ void GibThing(DBloodActor* actor, GIBTHING* pGThing, DVector3* pPos, DVector3* p
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if (pGThing->chance == 65536 || Chance(pGThing->chance))
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{
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auto pSector = actor->sector();
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int top, bottom;
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double top, bottom;
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GetActorExtents(actor, &top, &bottom);
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int x, y, z;
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DVector3 gPos;
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if (!pPos)
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{
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int nAngle = Random(2048);
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x = actor->int_pos().X + MulScale(actor->int_clipdist(), Cos(nAngle), 30);
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y = actor->int_pos().Y + MulScale(actor->int_clipdist(), Sin(nAngle), 30);
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z = bottom - Random(bottom - top);
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DAngle nAngle = RandomAngle();
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gPos = DVector3(actor->spr.pos.XY() + actor->fClipdist() * nAngle.ToVector(), bottom - RandomD(bottom - top, 8));
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}
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else
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{
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x = pPos->X * worldtoint;
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y = pPos->Y * worldtoint;
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z = pPos->Z * zworldtoint;
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gPos = *pPos;
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}
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int32_t ceilZ, floorZ;
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getzsofslopeptr(pSector, x, y, &ceilZ, &floorZ);
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int dz1 = floorZ - z;
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int dz2 = z - ceilZ;
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auto gibactor = actSpawnThing(pSector, x, y, z, pGThing->type);
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double ceilZ, floorZ;
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getzsofslopeptr(pSector, gPos, &ceilZ, &floorZ);
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double dz1 = floorZ - gPos.Z;
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double dz2 = gPos.Z - ceilZ;
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auto gibactor = actSpawnThing(pSector, gPos.X * worldtoint, gPos.Y * worldtoint, gPos.Z * zworldtoint, pGThing->type);
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if (!gibactor) return;
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if (pGThing->Kills > -1)
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@ -389,11 +385,11 @@ void GibThing(DBloodActor* actor, GIBTHING* pGThing, DVector3* pPos, DVector3* p
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gibactor->vel.Z = Random2F((pGThing->at10 << 18) / 120);
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break;
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default:
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if (dz2 < dz1 && dz2 < 0x4000)
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if (dz2 < dz1 && dz2 < 0x400)
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{
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gibactor->set_int_bvel_z(0);
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gibactor->vel.Z = 0;
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}
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else if (dz2 > dz1 && dz1 < 0x4000)
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else if (dz2 > dz1 && dz1 < 0x400)
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{
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gibactor->vel.Z = -Random2F((pGThing->at10 << 18) / 120);
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}
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