Additional 3D floor support code.

Added missing boss land grunt from beta files.
Correction: A specific death sound for male and female classes is meant to be used for decapitation.
This commit is contained in:
Marisa the Magician 2019-09-11 16:52:02 +02:00
commit c0c4023adf
4 changed files with 126 additions and 30 deletions

View file

@ -841,8 +841,37 @@ Class ShockBall : Actor
Spawn("ShockExplLight",pos);
A_SetScale(1.0);
let r = Spawn("ShockBeamRing",pos);
r.angle = angle;
r.pitch = pitch;
Vector3 HitNormal = (cos(angle)*cos(pitch),sin(angle)*cos(pitch),-sin(pitch));
if ( BlockingLine ) HitNormal = (-BlockingLine.delta.y,BlockingLine.delta.x,0).unit();
else if ( BlockingFloor )
{
// find closest 3d floor for its normal
F3DFloor ff = null;
for ( int i=0; i<BlockingFloor.Get3DFloorCount(); i++ )
{
if ( !(BlockingFloor.Get3DFloor(i).top.ZAtPoint(pos.xy) ~== floorz) ) continue;
ff = BlockingFloor.Get3DFloor(i);
break;
}
if ( ff ) HitNormal = -ff.top.Normal;
else HitNormal = BlockingFloor.floorplane.Normal;
r.SetOrigin(r.Vec3Offset(0,0,2),false);
}
else if ( BlockingCeiling )
{
// find closest 3d floor for its normal
F3DFloor ff = null;
for ( int i=0; i<BlockingCeiling.Get3DFloorCount(); i++ )
{
if ( !(BlockingCeiling.Get3DFloor(i).bottom.ZAtPoint(pos.xy) ~== ceilingz) ) continue;
ff = BlockingCeiling.Get3DFloor(i);
break;
}
if ( ff ) HitNormal = -ff.bottom.Normal;
else HitNormal = BlockingCeiling.ceilingplane.Normal;
}
r.angle = atan2(HitNormal.y,HitNormal.x);
r.pitch = asin(-HitNormal.z);
r.scale *= 1.5;
A_PlaySound("shock/hit",CHAN_VOICE);
A_PlaySound("shock/ball",CHAN_WEAPON,pitch:FRandom[ASMD](0.5,1.5));
@ -905,8 +934,37 @@ Class SuperShockBall : Actor
Spawn("SuperShockExplLight",pos);
A_SetScale(1.5);
let r = Spawn("SuperShockBeamRing",pos);
r.angle = angle;
r.pitch = pitch;
Vector3 HitNormal = (cos(angle)*cos(pitch),sin(angle)*cos(pitch),-sin(pitch));
if ( BlockingLine ) HitNormal = (-BlockingLine.delta.y,BlockingLine.delta.x,0).unit();
else if ( BlockingFloor )
{
// find closest 3d floor for its normal
F3DFloor ff = null;
for ( int i=0; i<BlockingFloor.Get3DFloorCount(); i++ )
{
if ( !(BlockingFloor.Get3DFloor(i).top.ZAtPoint(pos.xy) ~== floorz) ) continue;
ff = BlockingFloor.Get3DFloor(i);
break;
}
if ( ff ) HitNormal = -ff.top.Normal;
else HitNormal = BlockingFloor.floorplane.Normal;
r.SetOrigin(r.Vec3Offset(0,0,2),false);
}
else if ( BlockingCeiling )
{
// find closest 3d floor for its normal
F3DFloor ff = null;
for ( int i=0; i<BlockingCeiling.Get3DFloorCount(); i++ )
{
if ( !(BlockingCeiling.Get3DFloor(i).bottom.ZAtPoint(pos.xy) ~== ceilingz) ) continue;
ff = BlockingCeiling.Get3DFloor(i);
break;
}
if ( ff ) HitNormal = -ff.bottom.Normal;
else HitNormal = BlockingCeiling.ceilingplane.Normal;
}
r.angle = atan2(HitNormal.y,HitNormal.x);
r.pitch = asin(-HitNormal.z);
r.scale *= 1.5;
A_PlaySound("shock/hit",CHAN_VOICE,attenuation:0.5);
A_PlaySound("shock/ball",CHAN_WEAPON,attenuation:0.5,pitch:FRandom[ASMD](0.5,1.5));