- made player_t::crouchoffset and FPlayerStart's coordinates doubles and added a float version of divline_t so that I could complete the conversion of Hexen's game code.
- consolidated the actor based damage factor code which was repeated multiple times in various damage inflicting functions.
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c830801da3
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4155e84a1c
24 changed files with 133 additions and 121 deletions
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@ -1218,7 +1218,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CustomMissile)
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angle_t ang = (self->_f_angle() - ANGLE_90) >> ANGLETOFINESHIFT;
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fixed_t x = spawnofs_xy * finecosine[ang];
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fixed_t y = spawnofs_xy * finesine[ang];
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fixed_t z = spawnheight + self->GetBobOffset() - 32*FRACUNIT + (self->player? self->player->crouchoffset : 0);
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fixed_t z = spawnheight + self->GetBobOffset() - 32*FRACUNIT + (self->player? FLOAT2FIXED(self->player->crouchoffset) : 0);
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fixedvec3 pos = self->_f_Pos();
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switch (aimmode)
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@ -2544,7 +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->_f_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? FLOAT2FIXED(self->player->crouchoffset) : 0)),
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ALLOW_REPLACE);
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if (bo)
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{
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