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- some remaining cleanup on actor.cpp
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b0160bb87c
commit
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2 changed files with 8 additions and 8 deletions
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@ -6008,7 +6008,7 @@ static void actCheckDudes()
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else
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pPlayer->chokeEffect = 0;
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if (actor->vel.X != 0 || actor->int_vel().Y)
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if (!actor->vel.XY().isZero())
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sfxPlay3DSound(actor, 709, 100, 2);
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pPlayer->bubbleTime = ClipLow(pPlayer->bubbleTime - 4, 0);
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@ -6239,9 +6239,8 @@ DBloodActor* actSpawnDude(DBloodActor* source, int nType, double dist)
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//
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//---------------------------------------------------------------------------
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DBloodActor* actSpawnThing(sectortype* pSector, int x, int y, int z, int nThingType)
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DBloodActor* actSpawnThing(sectortype* pSector, const DVector3& pos, int nThingType)
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{
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DVector3 pos(x * inttoworld, y * inttoworld, z * zinttoworld);
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assert(nThingType >= kThingBase && nThingType < kThingMax);
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auto actor = actSpawnSprite(pSector, pos, 4, 1);
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int nType = nThingType - kThingBase;
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@ -6743,13 +6742,13 @@ void actFireVector(DBloodActor* shooter, double offset, double zoffset, DVector3
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}
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if (Chance(pVectorData->fxChance))
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{
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int tt = gVectorData[19].maxDist;
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double tt = gVectorData[19].maxDist * inttoworld;
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dv.X += FixedToFloat<14>(Random3(4000)); // random messiness...
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dv.Y += FixedToFloat<14>(Random3(4000));
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dv.Z += FixedToFloat<14>(Random3(4000));
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if (HitScan(actor, gHitInfo.hitpos.Z, dv, CLIPMASK1, tt) == 0)
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{
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if (approxDist(gHitInfo.hitpos.XY() - actor->spr.pos.XY()) <= tt)
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if ((gHitInfo.hitpos.XY() - actor->spr.pos.XY()).LengthSquared() <= tt * tt)
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{
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auto pWall = gHitInfo.hitWall;
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auto pSector1 = gHitInfo.hitSector;
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@ -234,10 +234,11 @@ void actProcessSprites(void);
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DBloodActor* actSpawnSprite(sectortype* pSector, const DVector3& pos, int nStat, bool a6);
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DBloodActor* actSpawnDude(DBloodActor* pSource, int nType, double dist);
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DBloodActor * actSpawnSprite(DBloodActor *pSource, int nStat);
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DBloodActor * actSpawnThing(sectortype* pSector, int x, int y, int z, int nThingType);
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inline DBloodActor* actSpawnThing(sectortype* pSector, const DVector3& pos, int nThingType)
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DBloodActor* actSpawnThing(sectortype* pSector, const DVector3& pos, int nThingType);
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inline DBloodActor* actSpawnThing(sectortype* pSector, int x, int y, int z, int nThingType)
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{
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return actSpawnThing(pSector, int(pos.X * worldtoint), int(pos.Y * worldtoint), int(pos.Z * zworldtoint), nThingType);
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return actSpawnThing(pSector, DVector3(x * inttoworld, y * inttoworld, z * zinttoworld), nThingType);
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}
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inline DBloodActor* actFireThing(DBloodActor* actor, double xyoff, double zoff, double zvel, int thingType, double nSpeed);
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