Experimental changes for F3DFloor export.
Requires GZDoom PR (coelckers/gzdoom#732).
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691fb8cee6
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12 changed files with 157 additions and 31 deletions
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@ -158,6 +158,7 @@ Class FlakChunk : Actor
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double rollvel, pitchvel, yawvel;
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double lifetime, lifespeed;
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int lifetics;
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Vector3 oldvel;
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Default
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{
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Obituary "%o was ripped to shreds by %k's Flak Cannon.";
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@ -167,13 +168,14 @@ Class FlakChunk : Actor
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DamageFunction Random[Flak](15,20);
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DamageType 'Shredded';
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BounceType "Hexen";
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BounceFactor 0.8;
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WallBounceFactor 0.8;
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BounceFactor 1.0;
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WallBounceFactor 1.0;
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PROJECTILE;
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+USEBOUNCESTATE;
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+CANBOUNCEWATER;
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+SKYEXPLODE;
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+INTERPOLATEANGLES;
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+HITTRACER;
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Scale 0.3;
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}
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override void PostBeginPlay()
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@ -192,6 +194,7 @@ Class FlakChunk : Actor
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}
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override void Tick()
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{
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oldvel = vel;
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Super.Tick();
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if ( globalfreeze || level.frozen ) return;
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if ( waterlevel > 0 )
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@ -228,8 +231,62 @@ Class FlakChunk : Actor
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pitch += pitchvel;
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angle += pitchvel;
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}
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action void A_HandleBounce()
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void A_HandleBounce()
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{
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// chunks in vanilla have a special variation on the standard reflect formula that causes them to bounce differently when hitting a surface head-on
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// (0.5 to 0.8 reduction perpendicular to the surface normal, to be specific)
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Vector3 HitNormal = -vel.unit();
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F3DFloor ff;
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if ( BlockingFloor )
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{
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// find closest 3d floor for its normal
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for ( int i=0; i<CurSector.e.ffloors.Size(); i++ )
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{
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if ( !(CurSector.e.ffloors[i].top.ZAtPoint(pos.xy) ~== floorz) ) continue;
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ff = CurSector.e.ffloors[i];
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break;
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}
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if ( ff ) HitNormal = -ff.top.Normal;
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else HitNormal = BlockingFloor.floorplane.Normal;
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}
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else if ( BlockingCeiling )
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{
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// find closest 3d floor for its normal
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for ( int i=0; i<CurSector.e.ffloors.Size(); i++ )
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{
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if ( !(CurSector.e.ffloors[i].bottom.ZAtPoint(pos.xy) ~== ceilingz) ) continue;
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ff = CurSector.e.ffloors[i];
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break;
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}
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if ( ff ) HitNormal = -ff.bottom.Normal;
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else HitNormal = BlockingCeiling.ceilingplane.Normal;
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}
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else if ( BlockingLine )
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{
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HitNormal = (-BlockingLine.delta.y,BlockingLine.delta.x,0).unit();
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if ( !BlockingLine.sidedef[1] || (CurSector == BlockingLine.frontsector) )
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HitNormal *= -1;
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}
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else if ( BlockingMobj )
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{
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Vector3 diff = level.Vec3Diff(pos,BlockingMobj.pos);
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if ( (pos.x+radius) <= (BlockingMobj.pos.x-BlockingMobj.radius) )
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HitNormal = (-1,0,0);
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else if ( (pos.x-radius) >= (BlockingMobj.pos.x+BlockingMobj.radius) )
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HitNormal = (1,0,0);
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else if ( (pos.y+radius) <= (BlockingMobj.pos.y-BlockingMobj.radius) )
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HitNormal = (0,-1,0);
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else if ( (pos.y-radius) >= (BlockingMobj.pos.y+BlockingMobj.radius) )
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HitNormal = (0,1,0);
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else if ( pos.z >= (BlockingMobj.pos.z+BlockingMobj.height) )
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HitNormal = (0,0,1);
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else if ( (pos.z+height) <= BlockingMobj.pos.z )
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HitNormal = (0,0,-1);
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}
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// undo the bounce, we need to hook in our own
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vel = oldvel;
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// re-do the bounce with our formula
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vel = 0.8*((vel dot HitNormal)*HitNormal*(-1.8+FRandom[Flak](0.0,0.8))+vel);
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bHITOWNER = true;
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int numpt = Random[Flak](2,3);
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if ( (frame < 10) && Random[Flak](0,1) )
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@ -244,13 +301,9 @@ Class FlakChunk : Actor
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else A_SprayDecal("WallCrack",-8);
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A_Gravity();
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gravity = 0.35;
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invoker.rollvel = FRandom[Flak](50,100)*RandomPick[Flak](-1,1)*(vel.length()/speed);
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invoker.pitchvel = FRandom[Flak](50,100)*RandomPick[Flak](-1,1)*(vel.length()/speed);
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invoker.yawvel = FRandom[Flak](50,100)*RandomPick[Flak](-1,1)*(vel.length()/speed);
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vel = (vel.unit()+(FRandom[Flak](-0.2,0.2),FRandom[Flak](-0.2,0.2),FRandom[Flak](-0.2,0.2))).unit()*vel.length();
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// TODO chunks in vanilla have a special variation on the standard reflect formula that causes them to bounce differently when hitting a surface head-on
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// (0.5 to 0.8 reduction perpendicular to the surface normal, to be specific)
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// I have no idea how I'll even implement this reduction reliably
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rollvel = FRandom[Flak](50,100)*RandomPick[Flak](-1,1)*(vel.length()/speed);
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pitchvel = FRandom[Flak](50,100)*RandomPick[Flak](-1,1)*(vel.length()/speed);
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yawvel = FRandom[Flak](50,100)*RandomPick[Flak](-1,1)*(vel.length()/speed);
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A_PlaySound("flak/bounce",volume:0.3);
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A_AlertMonsters();
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if ( vel.length() < 5.0 ) ExplodeMissile();
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@ -302,7 +355,12 @@ Class FlakChunk : Actor
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Crash:
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TNT1 A 0
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{
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Spawn("BulletPuff",pos);
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let l = Spawn("BulletImpact",pos);
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Vector3 dir;
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if ( tracer ) dir = level.Vec3Diff(pos,tracer.Vec3Offset(0,0,tracer.height/2)).unit();
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else dir = vel.unit();
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l.angle = atan2(dir.y,dir.x);
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l.pitch = asin(-dir.z);
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A_PlaySound("flak/hit",volume:0.3);
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A_AlertMonsters();
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}
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