Cleaned up code. Puffs no longer need ALWAYSPUFF.

- A_CustomBulletAttack and A_FireBullets will perform a second P_LineAttack to get a puff which only returns to the previous function after a tracer.
This commit is contained in:
MajorCooke 2016-06-19 10:59:00 -05:00 committed by Christoph Oelckers
commit 10fabc3ab7
3 changed files with 87 additions and 37 deletions

View file

@ -1666,6 +1666,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CustomBulletAttack)
S_Sound (self, CHAN_WEAPON, self->AttackSound, 1, ATTN_NORM);
for (i = 0; i < numbullets; i++)
{
bool temp = false;
DAngle angle = bangle;
DAngle slope = bslope;
@ -1686,6 +1687,11 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CustomBulletAttack)
damage *= ((pr_cabullet()%3)+1);
AActor *puff = P_LineAttack(self, angle, range, slope, damage, NAME_Hitscan, pufftype, laflags);
if (!puff)
{
temp = true;
puff = P_LineAttack(self, bangle, range, bslope, 0, NAME_Hitscan, pufftype, laflags | LAF_NOINTERACT);
}
if (puff && missile)
{
@ -1694,14 +1700,20 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CustomBulletAttack)
AActor *proj = P_SpawnMissileXYZ(self->Vec3Offset(x, y, self->GetBobOffset() + Spawnheight), self, puff, missile, false);
if (proj)
{
if (flags & CBAF_PUFFTARGET) proj->target = puff;
if (flags & CBAF_PUFFMASTER) proj->master = puff;
if (flags & CBAF_PUFFTRACER) proj->tracer = puff;
double missilespeed;
A_Face(proj, puff, 0., 0.);
missilespeed = fabs(proj->Angles.Pitch.Cos() * proj->Speed);
proj->Vel.Z = proj->Angles.Pitch.Sin() * proj->Speed;
proj->VelFromAngle(missilespeed);
// FAF_BOTTOM = 1
// Aim for the base of the puff as that's where blood puffs will spawn... roughly.
A_Face(proj, puff, 0., 0., 0., 0., 1);
proj->Vel3DFromAngle(-proj->Angles.Pitch, proj->Speed);
if (temp)
puff->Destroy();
else
{
if (flags & CBAF_PUFFTARGET) proj->target = puff;
if (flags & CBAF_PUFFMASTER) proj->master = puff;
if (flags & CBAF_PUFFTRACER) proj->tracer = puff;
}
}
}
}
@ -1837,7 +1849,7 @@ enum FB_Flags
FBF_PUFFTRACER = 256,
};
static void FireBulletMissile(AActor *self, PClassActor *missile, AActor *puff, DAngle angle, double Spawnheight, double Spawnofs_xy, int flags)
static void FireBulletMissile(AActor *self, PClassActor *missile, AActor *puff, DAngle angle, double Spawnheight, double Spawnofs_xy, int flags, bool temp)
{
if (self && missile && puff)
{
@ -1847,14 +1859,20 @@ static void FireBulletMissile(AActor *self, PClassActor *missile, AActor *puff,
AActor *proj = P_SpawnPlayerMissile(self, ofs.X, ofs.Y, Spawnheight, missile, angle, nullptr, nullptr, false, true);
if (proj)
{
if (flags & FBF_PUFFTARGET) proj->target = puff;
if (flags & FBF_PUFFMASTER) proj->master = puff;
if (flags & FBF_PUFFTRACER) proj->tracer = puff;
double missilespeed;
A_Face(proj, puff, 0., 0.);
missilespeed = fabs(proj->Angles.Pitch.Cos() * proj->Speed);
proj->Vel.Z = proj->Angles.Pitch.Sin() * proj->Speed;
proj->VelFromAngle(missilespeed);
// FAF_BOTTOM = 1
// Aim for the base of the puff as that's where blood puffs will spawn... roughly.
A_Face(proj, puff, 0., 0., 0., 0., 1);
proj->Vel3DFromAngle(-proj->Angles.Pitch, proj->Speed);
if (temp)
puff->Destroy();
else
{
if (flags & FBF_PUFFTARGET) proj->target = puff;
if (flags & FBF_PUFFMASTER) proj->master = puff;
if (flags & FBF_PUFFTRACER) proj->tracer = puff;
}
}
}
}
@ -1910,8 +1928,15 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_FireBullets)
if (!(flags & FBF_NORANDOM))
damage *= ((pr_cwbullet()%3)+1);
bool temp = false;
AActor *puff = P_LineAttack(self, bangle, range, bslope, damage, NAME_Hitscan, pufftype, laflags);
FireBulletMissile(self, missile, puff, bangle, Spawnheight, Spawnofs_xy, flags);
if (!puff)
{
temp = true;
puff = P_LineAttack(self, bangle, range, bslope, 0, NAME_Hitscan, pufftype, laflags | LAF_NOINTERACT);
}
FireBulletMissile(self, missile, puff, bangle, Spawnheight, Spawnofs_xy, flags, temp);
}
else
@ -1939,8 +1964,15 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_FireBullets)
if (!(flags & FBF_NORANDOM))
damage *= ((pr_cwbullet()%3)+1);
bool temp = false;
AActor *puff = P_LineAttack(self, angle, range, slope, damage, NAME_Hitscan, pufftype, laflags);
FireBulletMissile(self, missile, puff, angle, Spawnheight, Spawnofs_xy, flags);
if (!puff)
{
temp = true;
puff = P_LineAttack(self, bangle, range, bslope, 0, NAME_Hitscan, pufftype, laflags | LAF_NOINTERACT);
}
FireBulletMissile(self, missile, puff, angle, Spawnheight, Spawnofs_xy, flags, temp);
}
}
return 0;