- replaced AActor::vel and player_t::Vel with a floating point version.
- Converted P_MovePlayer and all associated variables to floating point because this wasn't working well with a mixture between float and fixed. Like the angle commit this has just been patched up to compile, the bulk of work is yet to be done.
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140 changed files with 2406 additions and 2403 deletions
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@ -22,9 +22,9 @@
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//
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//==========================================================================
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void BlastActor (AActor *victim, fixed_t strength, fixed_t speed, AActor *Owner, PClassActor *blasteffect, bool dontdamage)
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void BlastActor (AActor *victim, fixed_t strength, double speed, AActor *Owner, PClassActor *blasteffect, bool dontdamage)
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{
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angle_t angle,ang;
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DAngle angle;
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AActor *mo;
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fixedvec3 pos;
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@ -33,36 +33,34 @@ void BlastActor (AActor *victim, fixed_t strength, fixed_t speed, AActor *Owner,
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return;
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}
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angle = Owner->__f_AngleTo(victim);
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angle >>= ANGLETOFINESHIFT;
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victim->vel.x = FixedMul (speed, finecosine[angle]);
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victim->vel.y = FixedMul (speed, finesine[angle]);
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angle = Owner->AngleTo(victim);
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DVector2 move = angle.ToVector(speed);
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victim->Vel.X = move.X;
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victim->Vel.Y = move.Y;
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// Spawn blast puff
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ang = victim->__f_AngleTo(Owner);
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ang >>= ANGLETOFINESHIFT;
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angle -= 180.;
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pos = victim->Vec3Offset(
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FixedMul (victim->radius+FRACUNIT, finecosine[ang]),
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FixedMul (victim->radius+FRACUNIT, finesine[ang]),
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fixed_t((victim->radius + FRACUNIT) * angle.Cos()),
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fixed_t((victim->radius + FRACUNIT) * angle.Sin()),
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-victim->floorclip + (victim->height>>1));
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mo = Spawn (blasteffect, pos, ALLOW_REPLACE);
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if (mo)
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{
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mo->vel.x = victim->vel.x;
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mo->vel.y = victim->vel.y;
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mo->Vel.X = victim->Vel.X;
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mo->Vel.Y = victim->Vel.Y;
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}
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if (victim->flags & MF_MISSILE)
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{
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// [RH] Floor and ceiling huggers should not be blasted vertically.
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if (!(victim->flags3 & (MF3_FLOORHUGGER|MF3_CEILINGHUGGER)))
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{
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victim->vel.z = 8*FRACUNIT;
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mo->vel.z = victim->vel.z;
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mo->Vel.Z = victim->Vel.Z = 8;
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}
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}
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else
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{
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victim->vel.z = (1000 / victim->Mass) << FRACBITS;
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victim->Vel.Z = 1000. / victim->Mass;
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}
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if (victim->player)
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{
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@ -101,7 +99,7 @@ DEFINE_ACTION_FUNCTION_PARAMS (AActor, A_Blast)
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PARAM_INT_OPT (blastflags) { blastflags = 0; }
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PARAM_FIXED_OPT (strength) { strength = 255*FRACUNIT; }
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PARAM_FIXED_OPT (radius) { radius = 255*FRACUNIT; }
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PARAM_FIXED_OPT (speed) { speed = 20*FRACUNIT; }
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PARAM_FLOAT_OPT (speed) { speed = 20; }
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PARAM_CLASS_OPT (blasteffect, AActor) { blasteffect = PClass::FindActor("BlastEffect"); }
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PARAM_SOUND_OPT (blastsound) { blastsound = "BlastRadius"; }
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