- made AActor::floorclip a double.
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afa5f22b31
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289cdfbefd
26 changed files with 132 additions and 121 deletions
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@ -1892,7 +1892,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CustomRailgun)
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FTranslatedLineTarget t;
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fixedvec3 savedpos = self->_f_Pos();
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DVector3 savedpos = self->Pos();
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DAngle saved_angle = self->Angles.Yaw;
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DAngle saved_pitch = self->Angles.Pitch;
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@ -1917,16 +1917,14 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CustomRailgun)
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if (t.linetarget == NULL && aim)
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{
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// We probably won't hit the target, but aim at it anyway so we don't look stupid.
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fixedvec2 pos = self->_f_Vec2To(self->target);
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DVector2 xydiff(pos.x, pos.y);
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double zdiff = (self->target->_f_Z() + (self->target->_f_height()>>1)) -
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(self->_f_Z() + (self->_f_height()>>1) - self->floorclip);
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DVector2 xydiff = self->Vec2To(self->target);
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double zdiff = self->target->Center() - self->Center() - self->Floorclip;
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self->Angles.Pitch = VecToAngle(xydiff.Length(), zdiff);
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}
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// Let the aim trail behind the player
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if (aim)
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{
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saved_angle = self->Angles.Yaw = self->AngleTo(self->target, -self->target->_f_velx() * 3, -self->target->_f_vely() * 3);
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saved_angle = self->Angles.Yaw = self->AngleTo(self->target, -self->target->Vel.X * 3, -self->target->Vel.Y * 3);
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if (aim == CRF_AIMDIRECT)
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{
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@ -1936,7 +1934,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CustomRailgun)
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FLOAT2FIXED(spawnofs_xy * self->Angles.Yaw.Cos()),
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FLOAT2FIXED(spawnofs_xy * self->Angles.Yaw.Sin())));
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spawnofs_xy = 0;
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self->Angles.Yaw = self->AngleTo(self->target,- self->target->_f_velx() * 3, -self->target->_f_vely() * 3);
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self->Angles.Yaw = self->AngleTo(self->target,- self->target->Vel.X * 3, -self->target->Vel.Y * 3);
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}
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if (self->target->flags & MF_SHADOW)
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@ -2418,7 +2416,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SpawnItem)
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}
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}
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AActor *mo = Spawn( missile, self->_f_Vec3Angle(distance, self->_f_angle(), -self->floorclip + self->GetBobOffset() + zheight), ALLOW_REPLACE);
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AActor *mo = Spawn( missile, self->_f_Vec3Angle(distance, self->_f_angle(), -self->_f_floorclip() + self->GetBobOffset() + zheight), ALLOW_REPLACE);
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int flags = (transfer_translation ? SIXF_TRANSFERTRANSLATION : 0) + (useammo ? SIXF_SETMASTER : 0);
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ACTION_RETURN_BOOL(InitSpawnedItem(self, mo, flags)); // for an inventory item's use state
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@ -2488,7 +2486,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SpawnItemEx)
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xvel = newxvel;
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}
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AActor *mo = Spawn(missile, pos.x, pos.y, self->_f_Z() - self->floorclip + self->GetBobOffset() + zofs, ALLOW_REPLACE);
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AActor *mo = Spawn(missile, pos.x, pos.y, self->_f_Z() - self->_f_floorclip() + self->GetBobOffset() + zofs, ALLOW_REPLACE);
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bool res = InitSpawnedItem(self, mo, flags);
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if (res)
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{
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@ -2546,7 +2544,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_ThrowGrenade)
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AActor *bo;
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bo = Spawn(missile,
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self->PosPlusZ(-self->floorclip + self->GetBobOffset() + zheight + 35*FRACUNIT + (self->player? self->player->crouchoffset : 0)),
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self->PosPlusZ(-self->_f_floorclip() + self->GetBobOffset() + zheight + 35*FRACUNIT + (self->player? self->player->crouchoffset : 0)),
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ALLOW_REPLACE);
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if (bo)
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{
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@ -3730,7 +3728,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CheckLOF)
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offsetwidth = FixedMul(self->_f_radius(), offsetwidth);
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}
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pos = self->PosPlusZ(offsetheight - self->floorclip);
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pos = self->PosPlusZ(offsetheight - self->_f_floorclip());
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if (!(flags & CLOFF_FROMBASE))
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{ // default to hitscan origin
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