- floatified the return data from Trace().
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17 changed files with 105 additions and 108 deletions
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@ -286,7 +286,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_FreezeDeathChunks)
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// with no relation to the size of the self shattering. I think it should
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// base the number of shards on the size of the dead thing, so bigger
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// things break up into more shards than smaller things.
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// An actor with _f_radius() 20 and height 64 creates ~40 chunks.
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// An actor with radius 20 and height 64 creates ~40 chunks.
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numChunks = MAX<int>(4, int(self->radius * self->Height)/32);
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i = (pr_freeze.Random2()) % (numChunks/4);
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for (i = MAX (24, numChunks + i); i >= 0; i--)
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@ -9,7 +9,7 @@ static FRandom pr_orbit ("Orbit");
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// Custom bridge --------------------------------------------------------
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/*
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args[0]: Bridge _f_radius(), in mapunits
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args[0]: Bridge radius, in mapunits
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args[1]: Bridge height, in mapunits
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args[2]: Amount of bridge balls (if 0: Doom bridge)
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args[3]: Rotation speed of bridge balls, in byte angle per seconds, sorta:
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@ -777,20 +777,20 @@ DBaseDecal *ShootDecal(const FDecalTemplate *tpl, AActor *basisactor, sector_t *
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{
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if (permanent)
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{
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decal = new DBaseDecal(FIXED2DBL(trace.HitPos.z));
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decal = new DBaseDecal(trace.HitPos.Z);
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wall = trace.Line->sidedef[trace.Side];
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decal->StickToWall(wall, FIXED2DBL(trace.HitPos.x), FIXED2DBL(trace.HitPos.y), trace.ffloor);
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decal->StickToWall(wall, trace.HitPos.X, trace.HitPos.Y, trace.ffloor);
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tpl->ApplyToDecal(decal, wall);
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// Spread decal to nearby walls if it does not all fit on this one
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if (cl_spreaddecals)
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{
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decal->Spread(tpl, wall, FIXED2DBL(trace.HitPos.x), FIXED2DBL(trace.HitPos.y), FIXED2DBL(trace.HitPos.z), trace.ffloor);
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decal->Spread(tpl, wall, trace.HitPos.X, trace.HitPos.Y, trace.HitPos.Z, trace.ffloor);
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}
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return decal;
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}
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else
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{
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return DImpactDecal::StaticCreate(tpl, DVector3(FIXED2DBL(trace.HitPos.x), FIXED2DBL(trace.HitPos.y), FIXED2DBL(trace.HitPos.z)), trace.Line->sidedef[trace.Side], NULL);
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return DImpactDecal::StaticCreate(tpl, trace.HitPos, trace.Line->sidedef[trace.Side], NULL);
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}
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}
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return NULL;
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@ -144,7 +144,7 @@ void DEarthquake::Tick ()
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fixed_t dist;
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dist = m_Spot->AproxDistance (victim, true);
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// Check if in damage _f_radius()
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// Check if in damage radius
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if (dist < m_DamageRadius && victim->Z() <= victim->floorz)
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{
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if (pr_quake() < 50)
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@ -151,7 +151,7 @@ class ARandomSpawner : public AActor
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{
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tracer = target->target;
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}
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newmobj = P_SpawnMissileXYZ(_f_Pos(), target, target->target, cls, false);
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newmobj = P_SpawnMissileXYZ(Pos(), target, target->target, cls, false);
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}
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else
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{
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@ -50,6 +50,6 @@ IMPLEMENT_CLASS (ASpark)
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void ASpark::Activate (AActor *activator)
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{
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Super::Activate (activator);
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P_DrawSplash (args[0] ? args[0] : 32, _f_X(), _f_Y(), _f_Z(), FLOAT2ANGLE(Angles.Yaw.Degrees), 1);
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P_DrawSplash (args[0] ? args[0] : 32, Pos(), Angles.Yaw, 1);
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S_Sound (this, CHAN_AUTO, "world/spark", 1, ATTN_STATIC);
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}
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