- 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

@ -120,7 +120,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_ShedShard)
// every so many calls, spawn a new missile in its set directions
if (spawndir & SHARDSPAWN_LEFT)
{
mo = P_SpawnMissileAngleZSpeed (self, self->z, RUNTIME_CLASS(AFrostMissile), self->angle+(ANG45/9),
mo = P_SpawnMissileAngleZSpeed (self, self->Z(), RUNTIME_CLASS(AFrostMissile), self->angle+(ANG45/9),
0, (20+2*spermcount)<<FRACBITS, self->target);
if (mo)
{
@ -132,7 +132,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_ShedShard)
}
if (spawndir & SHARDSPAWN_RIGHT)
{
mo = P_SpawnMissileAngleZSpeed (self, self->z, RUNTIME_CLASS(AFrostMissile), self->angle-(ANG45/9),
mo = P_SpawnMissileAngleZSpeed (self, self->Z(), RUNTIME_CLASS(AFrostMissile), self->angle-(ANG45/9),
0, (20+2*spermcount)<<FRACBITS, self->target);
if (mo)
{
@ -144,7 +144,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_ShedShard)
}
if (spawndir & SHARDSPAWN_UP)
{
mo = P_SpawnMissileAngleZSpeed (self, self->z+8*FRACUNIT, RUNTIME_CLASS(AFrostMissile), self->angle,
mo = P_SpawnMissileAngleZSpeed (self, self->Z()+8*FRACUNIT, RUNTIME_CLASS(AFrostMissile), self->angle,
0, (15+2*spermcount)<<FRACBITS, self->target);
if (mo)
{
@ -159,7 +159,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_ShedShard)
}
if (spawndir & SHARDSPAWN_DOWN)
{
mo = P_SpawnMissileAngleZSpeed (self, self->z-4*FRACUNIT, RUNTIME_CLASS(AFrostMissile), self->angle,
mo = P_SpawnMissileAngleZSpeed (self, self->Z()-4*FRACUNIT, RUNTIME_CLASS(AFrostMissile), self->angle,
0, (15+2*spermcount)<<FRACBITS, self->target);
if (mo)
{