mirror of
https://github.com/ZDoom/Raze.git
synced 2024-11-15 08:51:24 +00:00
removed two leftover floatification helpers.
This commit is contained in:
parent
aea46548bd
commit
f46db83ab3
5 changed files with 23 additions and 25 deletions
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@ -1232,7 +1232,7 @@ void nnExtProcessSuperSprites()
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if (!vector)
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if (!vector)
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pSight->spr.cstat |= CSTAT_SPRITE_BLOCK_HITSCAN;
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pSight->spr.cstat |= CSTAT_SPRITE_BLOCK_HITSCAN;
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HitScan(pPlayer->actor, pPlayer->zWeapon, pPlayer->flt_aim(), CLIPMASK0 | CLIPMASK1, 0);
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HitScan(pPlayer->actor, pPlayer->zWeapon, pPlayer->aim, CLIPMASK0 | CLIPMASK1, 0);
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if (!vector)
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if (!vector)
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pSight->spr.cstat &= ~CSTAT_SPRITE_BLOCK_HITSCAN;
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pSight->spr.cstat &= ~CSTAT_SPRITE_BLOCK_HITSCAN;
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@ -4627,7 +4627,7 @@ bool condCheckSprite(DBloodActor* aCond, int cmpOp, bool PUSH)
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double range = arg3 * 2;
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double range = arg3 * 2;
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if ((pPlayer = getPlayerById(objActor->spr.type)) != NULL)
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if ((pPlayer = getPlayerById(objActor->spr.type)) != NULL)
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var = HitScan(objActor, pPlayer->zWeapon, pPlayer->flt_aim(), arg1, range);
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var = HitScan(objActor, pPlayer->zWeapon, pPlayer->aim, arg1, range);
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else if (objActor->IsDudeActor())
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else if (objActor->IsDudeActor())
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var = HitScan(objActor, objActor->spr.pos.Z, DVector3(objActor->spr.Angles.Yaw.ToVector(), (!objActor->hasX()) ? 0 : objActor->dudeSlope), arg1, range);
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var = HitScan(objActor, objActor->spr.pos.Z, DVector3(objActor->spr.Angles.Yaw.ToVector(), (!objActor->hasX()) ? 0 : objActor->dudeSlope), arg1, range);
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else if ((objActor->spr.cstat & CSTAT_SPRITE_ALIGNMENT_MASK) == CSTAT_SPRITE_ALIGNMENT_FLOOR)
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else if ((objActor->spr.cstat & CSTAT_SPRITE_ALIGNMENT_MASK) == CSTAT_SPRITE_ALIGNMENT_FLOOR)
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@ -2255,7 +2255,7 @@ int UseAmmo(PLAYER* pPlayer, int nAmmoType, int nDec)
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void voodooTarget(PLAYER* pPlayer)
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void voodooTarget(PLAYER* pPlayer)
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{
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{
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DBloodActor* actor = pPlayer->actor;
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DBloodActor* actor = pPlayer->actor;
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double aimz = pPlayer->flt_aim().Z;
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double aimz = pPlayer->aim.Z;
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double dz = pPlayer->zWeapon - pPlayer->actor->spr.pos.Z;
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double dz = pPlayer->zWeapon - pPlayer->actor->spr.pos.Z;
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if (UseAmmo(pPlayer, 9, 0) < 8)
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if (UseAmmo(pPlayer, 9, 0) < 8)
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{
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{
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@ -136,8 +136,6 @@ struct PLAYER
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double throwPower;
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double throwPower;
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DVector3 aim; // world
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DVector3 aim; // world
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DVector3 relAim; // relative
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DVector3 relAim; // relative
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DVector3 flt_aim() const { return aim; }
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DVector3 flt_relAim() const { return relAim; }
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TObjPtr<DBloodActor*> aimTarget; // aim target sprite
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TObjPtr<DBloodActor*> aimTarget; // aim target sprite
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int aimTargetsCount;
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int aimTargetsCount;
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TObjPtr<DBloodActor*> aimTargets[16];
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TObjPtr<DBloodActor*> aimTargets[16];
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@ -113,10 +113,10 @@ GameStats GameInterface::getStats()
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void viewDrawAimedPlayerName(PLAYER* pPlayer)
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void viewDrawAimedPlayerName(PLAYER* pPlayer)
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{
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{
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if (!cl_idplayers || (pPlayer->flt_aim().XY().isZero()))
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if (!cl_idplayers || (pPlayer->aim.XY().isZero()))
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return;
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return;
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int hit = HitScan(pPlayer->actor, pPlayer->zView, pPlayer->flt_aim(), CLIPMASK0, 512);
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int hit = HitScan(pPlayer->actor, pPlayer->zView, pPlayer->aim, CLIPMASK0, 512);
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if (hit == 3)
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if (hit == 3)
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{
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{
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auto actor = gHitInfo.actor();
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auto actor = gHitInfo.actor();
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@ -1169,7 +1169,7 @@ void FirePitchfork(int, PLAYER* pPlayer)
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double r2 = Random2F(2000, 14);
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double r2 = Random2F(2000, 14);
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double r3 = Random2F(2000, 14);
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double r3 = Random2F(2000, 14);
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for (int i = 0; i < 4; i++)
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for (int i = 0; i < 4; i++)
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actFireVector(actor, (2 * i - 3) * 2.5, pPlayer->zWeapon - pPlayer->actor->spr.pos.Z, pPlayer->flt_aim() + DVector3(r1, r2, r3), kVectorTine);
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actFireVector(actor, (2 * i - 3) * 2.5, pPlayer->zWeapon - pPlayer->actor->spr.pos.Z, pPlayer->aim + DVector3(r1, r2, r3), kVectorTine);
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}
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}
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//---------------------------------------------------------------------------
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//---------------------------------------------------------------------------
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@ -1180,7 +1180,7 @@ void FirePitchfork(int, PLAYER* pPlayer)
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void FireSpray(int, PLAYER* pPlayer)
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void FireSpray(int, PLAYER* pPlayer)
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{
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{
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playerFireMissile(pPlayer, 0, pPlayer->flt_aim(), kMissileFlameSpray);
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playerFireMissile(pPlayer, 0, pPlayer->aim, kMissileFlameSpray);
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UseAmmo(pPlayer, 6, 4);
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UseAmmo(pPlayer, 6, 4);
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if (CheckAmmo(pPlayer, 6, 1))
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if (CheckAmmo(pPlayer, 6, 1))
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sfxPlay3DSound(pPlayer->actor, 441, 1, 2);
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sfxPlay3DSound(pPlayer->actor, 441, 1, 2);
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@ -1426,7 +1426,7 @@ void FireShotgun(int nTrigger, PLAYER* pPlayer)
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r3 = Random3F(1500, 14);
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r3 = Random3F(1500, 14);
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nType = kVectorShellAP;
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nType = kVectorShellAP;
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}
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}
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actFireVector(actor, 0, pPlayer->zWeapon - pPlayer->actor->spr.pos.Z, pPlayer->flt_aim() + DVector3(r1, r2, r3), nType);
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actFireVector(actor, 0, pPlayer->zWeapon - pPlayer->actor->spr.pos.Z, pPlayer->aim + DVector3(r1, r2, r3), nType);
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}
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}
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UseAmmo(pPlayer, pPlayer->weaponAmmo, nTrigger);
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UseAmmo(pPlayer, pPlayer->weaponAmmo, nTrigger);
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pPlayer->flashEffect = 1;
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pPlayer->flashEffect = 1;
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@ -1455,7 +1455,7 @@ void FireTommy(int nTrigger, PLAYER* pPlayer)
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double r1 = Random3F(400, 14);
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double r1 = Random3F(400, 14);
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double r2 = Random3F(1200, 14);
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double r2 = Random3F(1200, 14);
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double r3 = Random3F(1200, 14);
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double r3 = Random3F(1200, 14);
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actFireVector(actor, 0, pPlayer->zWeapon - pPlayer->actor->spr.pos.Z, pPlayer->flt_aim() + DVector3(r3, r2, r1), kVectorTommyRegular);
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actFireVector(actor, 0, pPlayer->zWeapon - pPlayer->actor->spr.pos.Z, pPlayer->aim + DVector3(r3, r2, r1), kVectorTommyRegular);
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SpawnBulletEject(pPlayer, -15 / 16., -45);
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SpawnBulletEject(pPlayer, -15 / 16., -45);
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pPlayer->visibility = 20;
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pPlayer->visibility = 20;
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break;
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break;
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@ -1465,12 +1465,12 @@ void FireTommy(int nTrigger, PLAYER* pPlayer)
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double r1 = Random3F(400, 14);
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double r1 = Random3F(400, 14);
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double r2 = Random3F(1200, 14);
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double r2 = Random3F(1200, 14);
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double r3 = Random3F(1200, 14);
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double r3 = Random3F(1200, 14);
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actFireVector(actor, -7.5, pPlayer->zWeapon - pPlayer->actor->spr.pos.Z, pPlayer->flt_aim() + DVector3(r3, r2, r1), kVectorTommyRegular);
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actFireVector(actor, -7.5, pPlayer->zWeapon - pPlayer->actor->spr.pos.Z, pPlayer->aim + DVector3(r3, r2, r1), kVectorTommyRegular);
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SpawnBulletEject(pPlayer, -140 / 16., -45);
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SpawnBulletEject(pPlayer, -140 / 16., -45);
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r1 = Random3(400);
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r1 = Random3(400);
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r2 = Random3(1200);
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r2 = Random3(1200);
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r3 = Random3(1200);
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r3 = Random3(1200);
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actFireVector(actor, 7.5, pPlayer->zWeapon - pPlayer->actor->spr.pos.Z, pPlayer->flt_aim() + DVector3(r3, r2, r1), kVectorTommyRegular);
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actFireVector(actor, 7.5, pPlayer->zWeapon - pPlayer->actor->spr.pos.Z, pPlayer->aim + DVector3(r3, r2, r1), kVectorTommyRegular);
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SpawnBulletEject(pPlayer, 140 / 16., 45);
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SpawnBulletEject(pPlayer, 140 / 16., 45);
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pPlayer->visibility = 30;
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pPlayer->visibility = 30;
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break;
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break;
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@ -1494,7 +1494,7 @@ void FireSpread(int nTrigger, PLAYER* pPlayer)
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{
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{
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DBloodActor* actor = pPlayer->actor;
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DBloodActor* actor = pPlayer->actor;
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assert(nTrigger > 0 && nTrigger <= kMaxSpread);
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assert(nTrigger > 0 && nTrigger <= kMaxSpread);
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DVector3 aim = pPlayer->flt_aim();
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DVector3 aim = pPlayer->aim;
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DAngle angle = ((aim.XY()).Angle() + ((DAngle20 * (nTrigger - 1)) / kMaxSpread - DAngle10));
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DAngle angle = ((aim.XY()).Angle() + ((DAngle20 * (nTrigger - 1)) / kMaxSpread - DAngle10));
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DVector3 dv = DVector3(angle.ToVector(), aim.Z);
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DVector3 dv = DVector3(angle.ToVector(), aim.Z);
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@ -1522,7 +1522,7 @@ void AltFireSpread(int nTrigger, PLAYER* pPlayer)
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{
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{
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DBloodActor* actor = pPlayer->actor;
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DBloodActor* actor = pPlayer->actor;
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assert(nTrigger > 0 && nTrigger <= kMaxSpread);
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assert(nTrigger > 0 && nTrigger <= kMaxSpread);
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DVector3 aim = pPlayer->flt_aim();
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DVector3 aim = pPlayer->aim;
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DAngle angle = ((aim.XY()).Angle() + ((DAngle20 * (nTrigger - 1)) / kMaxSpread - DAngle10));
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DAngle angle = ((aim.XY()).Angle() + ((DAngle20 * (nTrigger - 1)) / kMaxSpread - DAngle10));
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DVector3 dv = DVector3(angle.ToVector(), aim.Z);
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DVector3 dv = DVector3(angle.ToVector(), aim.Z);
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@ -1558,7 +1558,7 @@ void AltFireSpread2(int nTrigger, PLAYER* pPlayer)
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{
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{
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DBloodActor* actor = pPlayer->actor;
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DBloodActor* actor = pPlayer->actor;
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assert(nTrigger > 0 && nTrigger <= kMaxSpread);
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assert(nTrigger > 0 && nTrigger <= kMaxSpread);
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DVector3 aim = pPlayer->flt_aim();
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DVector3 aim = pPlayer->aim;
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DAngle angle = ((aim.XY()).Angle() + ((DAngle20 * (nTrigger - 1)) / kMaxSpread - DAngle10));
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DAngle angle = ((aim.XY()).Angle() + ((DAngle20 * (nTrigger - 1)) / kMaxSpread - DAngle10));
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DVector3 dv = DVector3(angle.ToVector(), aim.Z);
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DVector3 dv = DVector3(angle.ToVector(), aim.Z);
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@ -1625,7 +1625,7 @@ void FireFlare(int nTrigger, PLAYER* pPlayer)
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offset = 7.5;
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offset = 7.5;
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break;
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break;
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}
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}
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playerFireMissile(pPlayer, offset, pPlayer->flt_aim(), kMissileFlareRegular);
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playerFireMissile(pPlayer, offset, pPlayer->aim, kMissileFlareRegular);
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UseAmmo(pPlayer, 1, 1);
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UseAmmo(pPlayer, 1, 1);
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sfxPlay3DSound(pPlayer->actor, 420, 2, 0);
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sfxPlay3DSound(pPlayer->actor, 420, 2, 0);
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pPlayer->visibility = 30;
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pPlayer->visibility = 30;
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@ -1651,7 +1651,7 @@ void AltFireFlare(int nTrigger, PLAYER* pPlayer)
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offset = 7.5;
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offset = 7.5;
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break;
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break;
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}
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}
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playerFireMissile(pPlayer, offset, pPlayer->flt_aim(), kMissileFlareAlt);
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playerFireMissile(pPlayer, offset, pPlayer->aim, kMissileFlareAlt);
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UseAmmo(pPlayer, 1, 8);
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UseAmmo(pPlayer, 1, 8);
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sfxPlay3DSound(pPlayer->actor, 420, 2, 0);
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sfxPlay3DSound(pPlayer->actor, 420, 2, 0);
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pPlayer->visibility = 45;
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pPlayer->visibility = 45;
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@ -1877,7 +1877,7 @@ void FireTesla(int nTrigger, PLAYER* pPlayer)
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return;
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return;
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}
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}
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}
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}
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playerFireMissile(pPlayer, pMissile->offset, pPlayer->flt_aim(), pMissile->id);
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playerFireMissile(pPlayer, pMissile->offset, pPlayer->aim, pMissile->id);
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UseAmmo(pPlayer, pPlayer->weaponAmmo, pMissile->ammouse);
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UseAmmo(pPlayer, pPlayer->weaponAmmo, pMissile->ammouse);
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sfxPlay3DSound(pPlayer->actor, pMissile->sound, 1, 0);
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sfxPlay3DSound(pPlayer->actor, pMissile->sound, 1, 0);
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pPlayer->visibility = pMissile->light;
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pPlayer->visibility = pMissile->light;
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@ -1894,7 +1894,7 @@ void FireTesla(int nTrigger, PLAYER* pPlayer)
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void AltFireTesla(int, PLAYER* pPlayer)
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void AltFireTesla(int, PLAYER* pPlayer)
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{
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{
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auto plActor = pPlayer->actor;
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auto plActor = pPlayer->actor;
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playerFireMissile(pPlayer, 0., pPlayer->flt_aim(), kMissileTeslaAlt);
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playerFireMissile(pPlayer, 0., pPlayer->aim, kMissileTeslaAlt);
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UseAmmo(pPlayer, pPlayer->weaponAmmo, 35);
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UseAmmo(pPlayer, pPlayer->weaponAmmo, 35);
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sfxPlay3DSound(pPlayer->actor, 471, 2, 0);
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sfxPlay3DSound(pPlayer->actor, 471, 2, 0);
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pPlayer->visibility = 40;
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pPlayer->visibility = 40;
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@ -1920,7 +1920,7 @@ void FireNapalm(int nTrigger, PLAYER* pPlayer)
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offset = 3.125;
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offset = 3.125;
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break;
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break;
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}
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}
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playerFireMissile(pPlayer, offset, pPlayer->flt_aim(), kMissileFireballNapalm);
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playerFireMissile(pPlayer, offset, pPlayer->aim, kMissileFireballNapalm);
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sfxPlay3DSound(pPlayer->actor, 480, 2, 0);
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sfxPlay3DSound(pPlayer->actor, 480, 2, 0);
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UseAmmo(pPlayer, 4, 1);
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UseAmmo(pPlayer, 4, 1);
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pPlayer->flashEffect = 1;
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pPlayer->flashEffect = 1;
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@ -1929,8 +1929,8 @@ void FireNapalm(int nTrigger, PLAYER* pPlayer)
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void FireNapalm2(int, PLAYER* pPlayer)
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void FireNapalm2(int, PLAYER* pPlayer)
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{
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{
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auto plActor = pPlayer->actor;
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auto plActor = pPlayer->actor;
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playerFireMissile(pPlayer, -7.5, pPlayer->flt_aim(), kMissileFireballNapalm);
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playerFireMissile(pPlayer, -7.5, pPlayer->aim, kMissileFireballNapalm);
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playerFireMissile(pPlayer, 7.5, pPlayer->flt_aim(), kMissileFireballNapalm);
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playerFireMissile(pPlayer, 7.5, pPlayer->aim, kMissileFireballNapalm);
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sfxPlay3DSound(pPlayer->actor, 480, 2, 0);
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sfxPlay3DSound(pPlayer->actor, 480, 2, 0);
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UseAmmo(pPlayer, 4, 2);
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UseAmmo(pPlayer, 4, 2);
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pPlayer->flashEffect = 1;
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pPlayer->flashEffect = 1;
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@ -1972,7 +1972,7 @@ void FireLifeLeech(int nTrigger, PLAYER* pPlayer)
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double r2 = Random2F(2000, 14);
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double r2 = Random2F(2000, 14);
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double r3 = Random2F(1000, 14);
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double r3 = Random2F(1000, 14);
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DBloodActor* actor = pPlayer->actor;
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DBloodActor* actor = pPlayer->actor;
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auto missileActor = playerFireMissile(pPlayer, 0, pPlayer->flt_aim() + DVector3(r1, r2, r3), 315);
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auto missileActor = playerFireMissile(pPlayer, 0, pPlayer->aim + DVector3(r1, r2, r3), 315);
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if (missileActor)
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if (missileActor)
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{
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{
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missileActor->SetTarget(pPlayer->aimTarget);
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missileActor->SetTarget(pPlayer->aimTarget);
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@ -2036,7 +2036,7 @@ void FireBeast(int, PLAYER* pPlayer)
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double r1 = Random2F(2000, 14);
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double r1 = Random2F(2000, 14);
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double r2 = Random2F(2000, 14);
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double r2 = Random2F(2000, 14);
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double r3 = Random2F(2000, 14);
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double r3 = Random2F(2000, 14);
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actFireVector(actor, 0, pPlayer->zWeapon - pPlayer->actor->spr.pos.Z, pPlayer->flt_aim() + DVector3(r1, r2, r3), kVectorBeastSlash);
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actFireVector(actor, 0, pPlayer->zWeapon - pPlayer->actor->spr.pos.Z, pPlayer->aim + DVector3(r1, r2, r3), kVectorBeastSlash);
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}
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}
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//---------------------------------------------------------------------------
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//---------------------------------------------------------------------------
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