Use sub-tic accuracy for smooth sine quakes
- Converting the wave speed back to floats, since I'm using sin() instead of the finesine table now. - Pre-shift the quake intensities to avoid extra shifting in GetModIntensity. - Loading old saves will shift the intensities to fixed point but will not convert the fixed wave speeds to floats. The chances of this being in a savegame where the speeds are non-zero is pretty much nil, and int and floating point 0 are bitwise identical (not counting -0.0).
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4 changed files with 26 additions and 28 deletions
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@ -4428,9 +4428,9 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_QuakeEx)
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ACTION_PARAM_INT(tremrad, 5);
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ACTION_PARAM_SOUND(sound, 6);
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ACTION_PARAM_INT(flags, 7);
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ACTION_PARAM_FIXED(mulWaveX, 8);
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ACTION_PARAM_FIXED(mulWaveY, 9);
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ACTION_PARAM_FIXED(mulWaveZ, 10);
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ACTION_PARAM_DOUBLE(mulWaveX, 8);
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ACTION_PARAM_DOUBLE(mulWaveY, 9);
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ACTION_PARAM_DOUBLE(mulWaveZ, 10);
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P_StartQuakeXYZ(self, 0, intensityX, intensityY, intensityZ, duration, damrad, tremrad, sound, flags, mulWaveX, mulWaveY, mulWaveZ);
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}
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