- the last bits of Hexen refactored

This also fixes a problem with some of Hexen's Wraith's effects which did some repositioning without properly linking them into the blockmap.
This commit is contained in:
Christoph Oelckers 2016-01-19 01:10:57 +01:00
commit 2326928ff7
18 changed files with 161 additions and 146 deletions

View file

@ -35,10 +35,10 @@ DEFINE_ACTION_FUNCTION(AActor, A_IceGuyLook)
dist = ((pr_iceguylook()-128)*self->radius)>>7;
an = (self->angle+ANG90)>>ANGLETOFINESHIFT;
Spawn (WispTypes[pr_iceguylook()&1],
self->x+FixedMul(dist, finecosine[an]),
self->y+FixedMul(dist, finesine[an]),
self->z+60*FRACUNIT, ALLOW_REPLACE);
Spawn(WispTypes[pr_iceguylook() & 1], self->Vec3Offset(
FixedMul(dist, finecosine[an]),
FixedMul(dist, finesine[an]),
60 * FRACUNIT), ALLOW_REPLACE);
}
}
@ -60,10 +60,10 @@ DEFINE_ACTION_FUNCTION(AActor, A_IceGuyChase)
dist = ((pr_iceguychase()-128)*self->radius)>>7;
an = (self->angle+ANG90)>>ANGLETOFINESHIFT;
mo = Spawn (WispTypes[pr_iceguychase()&1],
self->x+FixedMul(dist, finecosine[an]),
self->y+FixedMul(dist, finesine[an]),
self->z+60*FRACUNIT, ALLOW_REPLACE);
mo = Spawn(WispTypes[pr_iceguychase() & 1], self->Vec3Offset(
FixedMul(dist, finecosine[an]),
FixedMul(dist, finesine[an]),
60 * FRACUNIT), ALLOW_REPLACE);
if (mo)
{
mo->velx = self->velx;
@ -82,22 +82,12 @@ DEFINE_ACTION_FUNCTION(AActor, A_IceGuyChase)
DEFINE_ACTION_FUNCTION(AActor, A_IceGuyAttack)
{
fixed_t an;
if(!self->target)
{
return;
}
an = (self->angle+ANG90)>>ANGLETOFINESHIFT;
P_SpawnMissileXYZ(self->x+FixedMul(self->radius>>1,
finecosine[an]), self->y+FixedMul(self->radius>>1,
finesine[an]), self->z+40*FRACUNIT, self, self->target,
PClass::FindClass ("IceGuyFX"));
an = (self->angle-ANG90)>>ANGLETOFINESHIFT;
P_SpawnMissileXYZ(self->x+FixedMul(self->radius>>1,
finecosine[an]), self->y+FixedMul(self->radius>>1,
finesine[an]), self->z+40*FRACUNIT, self, self->target,
PClass::FindClass ("IceGuyFX"));
P_SpawnMissileXYZ(self->Vec3Angle(self->radius>>1, self->angle+ANG90, 40*FRACUNIT), self, self->target, PClass::FindClass ("IceGuyFX"));
P_SpawnMissileXYZ(self->Vec3Angle(self->radius>>1, self->angle-ANG90, 40*FRACUNIT), self, self->target, PClass::FindClass ("IceGuyFX"));
S_Sound (self, CHAN_WEAPON, self->AttackSound, 1, ATTN_NORM);
}
@ -129,7 +119,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_IceGuyMissileExplode)
for (i = 0; i < 8; i++)
{
mo = P_SpawnMissileAngleZ (self, self->z+3*FRACUNIT,
mo = P_SpawnMissileAngleZ (self, self->Z()+3*FRACUNIT,
PClass::FindClass("IceGuyFX2"), i*ANG45, (fixed_t)(-0.3*FRACUNIT));
if (mo)
{