Backported changes from experimental branch.

Fixed crash on screen flashes due to misuse of StaticEventHandler.Find instead of EventHandler.Find (oops).
This commit is contained in:
Marisa the Magician 2019-02-08 14:43:39 +01:00
commit d69eaa682f
8 changed files with 60 additions and 18 deletions

View file

@ -158,6 +158,7 @@ Class FlakChunk : Actor
double rollvel, pitchvel, yawvel;
double lifetime, lifespeed;
int lifetics;
Vector3 oldvel;
Default
{
Obituary "%o was ripped to shreds by %k's Flak Cannon.";
@ -167,13 +168,14 @@ Class FlakChunk : Actor
DamageFunction Random[Flak](15,20);
DamageType 'Shredded';
BounceType "Hexen";
BounceFactor 0.8;
WallBounceFactor 0.8;
BounceFactor 1.0;
WallBounceFactor 1.0;
PROJECTILE;
+USEBOUNCESTATE;
+CANBOUNCEWATER;
+SKYEXPLODE;
+INTERPOLATEANGLES;
+HITTRACER;
Scale 0.3;
}
override void PostBeginPlay()
@ -192,6 +194,7 @@ Class FlakChunk : Actor
}
override void Tick()
{
oldvel = vel;
Super.Tick();
if ( globalfreeze || level.frozen ) return;
if ( waterlevel > 0 )
@ -228,8 +231,39 @@ Class FlakChunk : Actor
pitch += pitchvel;
angle += pitchvel;
}
action void A_HandleBounce()
void A_HandleBounce()
{
// chunks in vanilla have a special variation on the standard reflect formula that causes them to bounce differently when hitting a surface head-on
// (0.5 to 0.8 reduction perpendicular to the surface normal, to be specific)
Vector3 HitNormal = -vel.unit();
if ( BlockingFloor ) HitNormal = BlockingFloor.floorplane.Normal;
else if ( BlockingCeiling ) HitNormal = BlockingCeiling.ceilingplane.Normal;
else if ( BlockingLine )
{
HitNormal = (-BlockingLine.delta.y,BlockingLine.delta.x,0).unit();
if ( !BlockingLine.sidedef[1] || (CurSector == BlockingLine.frontsector) )
HitNormal *= -1;
}
else if ( BlockingMobj )
{
Vector3 diff = level.Vec3Diff(pos,BlockingMobj.pos);
if ( (pos.x+radius) <= (BlockingMobj.pos.x-BlockingMobj.radius) )
HitNormal = (-1,0,0);
else if ( (pos.x-radius) >= (BlockingMobj.pos.x+BlockingMobj.radius) )
HitNormal = (1,0,0);
else if ( (pos.y+radius) <= (BlockingMobj.pos.y-BlockingMobj.radius) )
HitNormal = (0,-1,0);
else if ( (pos.y-radius) >= (BlockingMobj.pos.y+BlockingMobj.radius) )
HitNormal = (0,1,0);
else if ( pos.z >= (BlockingMobj.pos.z+BlockingMobj.height) )
HitNormal = (0,0,1);
else if ( (pos.z+height) <= BlockingMobj.pos.z )
HitNormal = (0,0,-1);
}
// undo the bounce, we need to hook in our own
vel = oldvel;
// re-do the bounce with our formula
vel = 0.8*((vel dot HitNormal)*HitNormal*(-1.8+FRandom[Flak](0.0,0.8))+vel);
bHITOWNER = true;
int numpt = Random[Flak](2,3);
if ( (frame < 10) && Random[Flak](0,1) )
@ -244,13 +278,9 @@ Class FlakChunk : Actor
else A_SprayDecal("WallCrack",-8);
A_Gravity();
gravity = 0.35;
invoker.rollvel = FRandom[Flak](50,100)*RandomPick[Flak](-1,1)*(vel.length()/speed);
invoker.pitchvel = FRandom[Flak](50,100)*RandomPick[Flak](-1,1)*(vel.length()/speed);
invoker.yawvel = FRandom[Flak](50,100)*RandomPick[Flak](-1,1)*(vel.length()/speed);
vel = (vel.unit()+(FRandom[Flak](-0.2,0.2),FRandom[Flak](-0.2,0.2),FRandom[Flak](-0.2,0.2))).unit()*vel.length();
// 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
// (0.5 to 0.8 reduction perpendicular to the surface normal, to be specific)
// I have no idea how I'll even implement this reduction reliably
rollvel = FRandom[Flak](50,100)*RandomPick[Flak](-1,1)*(vel.length()/speed);
pitchvel = FRandom[Flak](50,100)*RandomPick[Flak](-1,1)*(vel.length()/speed);
yawvel = FRandom[Flak](50,100)*RandomPick[Flak](-1,1)*(vel.length()/speed);
A_PlaySound("flak/bounce",volume:0.3);
A_AlertMonsters();
if ( vel.length() < 5.0 ) ExplodeMissile();
@ -302,7 +332,12 @@ Class FlakChunk : Actor
Crash:
TNT1 A 0
{
Spawn("BulletPuff",pos);
let l = Spawn("BulletImpact",pos);
Vector3 dir;
if ( tracer ) dir = level.Vec3Diff(pos,tracer.Vec3Offset(0,0,tracer.height/2)).unit();
else dir = vel.unit();
l.angle = atan2(dir.y,dir.x);
l.pitch = asin(-dir.z);
A_PlaySound("flak/hit",volume:0.3);
A_AlertMonsters();
}