- finished conversion of most of g_doom.
Only things left here are accesses to AActor::ceilingz and radius in A_PainShootSkull, plus scaleX and scaleY in the ScriptedMarine sprite setting code. Most is still using wrapper functions around the fixed point versions.
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17 changed files with 214 additions and 81 deletions
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@ -126,7 +126,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Mushroom)
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PARAM_CLASS_OPT (spawntype, AActor) { spawntype = NULL; }
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PARAM_INT_OPT (n) { n = 0; }
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PARAM_INT_OPT (flags) { flags = 0; }
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PARAM_FIXED_OPT (vrange) { vrange = 4*FRACUNIT; }
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PARAM_FLOAT_OPT (vrange) { vrange = 4; }
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PARAM_FLOAT_OPT (hrange) { hrange = 0.5; }
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int i, j;
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@ -141,7 +141,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Mushroom)
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}
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P_RadiusAttack (self, self->target, 128, 128, self->DamageType, (flags & MSF_DontHurt) ? 0 : RADF_HURTSOURCE);
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P_CheckSplash(self, 128<<FRACBITS);
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P_CheckSplash(self, 128.);
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// Now launch mushroom cloud
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AActor *target = Spawn("Mapspot", self->Pos(), NO_REPLACE); // We need something to aim at.
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@ -153,9 +153,9 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Mushroom)
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{
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AActor *mo;
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target->SetXYZ(
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self->_f_X() + (i << FRACBITS), // Aim in many directions from source
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self->_f_Y() + (j << FRACBITS),
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self->_f_Z() + (P_AproxDistance(i,j) * vrange)); // Aim up fairly high
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self->X() + i, // Aim in many directions from source
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self->Y() + j,
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self->Z() + (P_AproxDistance(i,j) * vrange)); // Aim up fairly high
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if ((flags & MSF_Classic) || // Flag explicitely set, or no flags and compat options
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(flags == 0 && (self->state->DefineFlags & SDF_DEHACKED) && (i_compatflags & COMPATF_MUSHROOM)))
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{ // Use old function for MBF compatibility
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