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- floatified InitEnemyFireball
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parent
a1993bbde4
commit
f6a21216ee
2 changed files with 19 additions and 34 deletions
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@ -2087,11 +2087,6 @@ inline int ActorSizeX(DSWActor* sp)
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return MulScale(tileWidth(sp->spr.picnum), sp->spr.xrepeat, 6);
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}
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inline int ActorSizeY(DSWActor* sp)
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{
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return MulScale(tileHeight(sp->spr.picnum), sp->spr.yrepeat, 6);
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}
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inline bool Facing(DSWActor* actor1, DSWActor* actor2)
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{
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return absangle(VecToAngle(actor1->spr.pos - actor2->spr.pos), actor2->spr.angle) < DAngle90;
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@ -17018,14 +17018,8 @@ int InitMine(PLAYER* pp)
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int InitEnemyMine(DSWActor* actor)
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{
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int nx, ny, nz;
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PlaySound(DIGI_MINETHROW, actor, v3df_dontpan|v3df_doppler);
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nx = actor->int_pos().X;
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ny = actor->int_pos().Y;
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nz = actor->int_pos().Z - Z(40);
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// Spawn a shot
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// Inserting and setting up variables
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auto actorNew = SpawnActor(STAT_MISSILE, MINE, s_Mine, actor->sector(), actor->spr.pos.plusZ(-40), actor->spr.angle, MINE_VELOCITY);
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@ -17034,12 +17028,12 @@ int InitEnemyMine(DSWActor* actor)
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actorNew->spr.yrepeat = 32;
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actorNew->spr.xrepeat = 32;
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actorNew->spr.shade = -15;
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actorNew->spr.clipdist = 128L>>2;
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actorNew->spr.clipdist = 128 >> 2;
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actorNew->user.WeaponNum = actor->user.WeaponNum;
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actorNew->user.Radius = 200;
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actorNew->user.ceiling_dist = (5);
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actorNew->user.floor_dist = (5);
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actorNew->user.ceiling_dist = 5;
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actorNew->user.floor_dist = 5;
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actorNew->user.Counter = 0;
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actorNew->spr.cstat |= (CSTAT_SPRITE_YCENTER);
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actorNew->spr.cstat &= ~(CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN);
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@ -17165,16 +17159,12 @@ int InitFireball(PLAYER* pp)
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int InitEnemyFireball(DSWActor* actor)
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{
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int nz, dist;
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int size_z;
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int i, targ_z;
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static short lat_ang[] =
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static DAngle lat_ang[] =
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{
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512, -512
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DAngle90, -DAngle90
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};
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auto targetActor = actor->user.targetActor;
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DSWActor* targetActor = actor->user.targetActor;
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if (!targetActor) return 0;
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PlaySound(DIGI_FIREBALL1, actor, v3df_none);
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@ -17182,16 +17172,16 @@ int InitEnemyFireball(DSWActor* actor)
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// get angle to player and also face player when attacking
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actor->spr.angle = VecToAngle(targetActor->spr.pos.XY() - actor->spr.pos.XY());
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size_z = Z(ActorSizeY(actor));
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nz = actor->int_pos().Z - size_z + (size_z >> 2) + (size_z >> 3) + Z(4);
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double size_z = ActorSizeZ(actor) * 0.625;
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double nz = actor->spr.pos.Z - size_z + 4;
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auto change = actor->spr.angle.ToVector() * GORO_FIREBALL_VELOCITY;;
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int lastvel = 0;
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for (i = 0; i < 2; i++)
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double lastvel = 0;
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for (int i = 0; i < 2; i++)
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{
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auto actorNew = SpawnActor(STAT_MISSILE, GORO_FIREBALL, s_Fireball, actor->sector(),
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DVector3(actor->spr.pos, nz * zinttoworld), actor->spr.angle, GORO_FIREBALL_VELOCITY);
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DVector3(actor->spr.pos, nz), actor->spr.angle, GORO_FIREBALL_VELOCITY);
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actorNew->spr.hitag = LUMINOUS; //Always full brightness
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actorNew->spr.xrepeat = 20;
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@ -17202,9 +17192,9 @@ int InitEnemyFireball(DSWActor* actor)
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actorNew->vel.Z = 0;
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actorNew->spr.clipdist = 16>>2;
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actorNew->set_int_ang(NORM_ANGLE(actorNew->int_ang() + lat_ang[i]));
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actorNew->spr.angle += lat_ang[i];
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HelpMissileLateral(actorNew, 500);
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actorNew->set_int_ang(NORM_ANGLE(actorNew->int_ang() - lat_ang[i]));
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actorNew->spr.angle -= lat_ang[i];
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actorNew->user.change.XY() = change;
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@ -17213,26 +17203,26 @@ int InitEnemyFireball(DSWActor* actor)
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if (i == 0)
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{
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// find the distance to the target (player)
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dist = ksqrt(SQ(actorNew->int_pos().X - targetActor->int_pos().X) + SQ(actorNew->int_pos().Y - targetActor->int_pos().Y));
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double dist = (actorNew->spr.pos.XY() - targetActor->spr.pos.XY()).Length();
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// Determine target Z value
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targ_z = targetActor->int_pos().Z - (Z(ActorSizeY(actor)) >> 1);
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double targ_z = targetActor->spr.pos.Z - ActorSizeZ(actor) * 0.5;
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// (velocity * difference between the target and the throwing star) /
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// distance
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if (dist != 0)
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{
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actorNew->set_int_zvel((GORO_FIREBALL_VELOCITY * worldtoint * (targ_z - actorNew->int_pos().Z)) / dist);
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actorNew->vel.Z = ((GORO_FIREBALL_VELOCITY * (targ_z - actorNew->spr.pos.Z)) / dist);
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actorNew->user.change.Z = actorNew->vel.Z;
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}
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// back up first one
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lastvel = actorNew->int_zvel();
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lastvel = actorNew->vel.Z;
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}
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else
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{
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// use the first calculations so the balls stay together
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actorNew->user.set_int_change_z(lastvel);
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actorNew->set_int_zvel(lastvel);
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actorNew->user.change.Z = lastvel;
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actorNew->vel.Z = lastvel;
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}
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}
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