- Fixed: FMOD calls for setting the water reverb must check the return code
for errors. - Fixed: Hexen's dual attack weapons must check distance to targets in 3D, not 2D. SVN r1336 (trunk)
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7 changed files with 70 additions and 30 deletions
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@ -2359,6 +2359,7 @@ struct aim_t
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AActor * thing_friend, * thing_other;
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angle_t pitch_friend, pitch_other;
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bool notsmart;
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bool check3d;
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void AimTraverse (fixed_t startx, fixed_t starty, fixed_t endx, fixed_t endy);
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@ -2385,7 +2386,7 @@ void aim_t::AimTraverse (fixed_t startx, fixed_t starty, fixed_t endx, fixed_t e
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fixed_t thingbottompitch;
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fixed_t dist;
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int thingpitch;
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if (in->isaline)
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{
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li = in->d.line;
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@ -2396,8 +2397,8 @@ void aim_t::AimTraverse (fixed_t startx, fixed_t starty, fixed_t endx, fixed_t e
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// Crosses a two sided line.
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// A two sided line will restrict the possible target ranges.
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FLineOpening open;
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P_LineOpening (open, NULL, li, it.Trace().x + FixedMul (it.Trace().dx, in->frac),
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it.Trace().y + FixedMul (it.Trace().dy, in->frac));
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P_LineOpening (open, NULL, li, it.Trace().x + FixedMul (it.Trace().dx, in->frac),
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it.Trace().y + FixedMul (it.Trace().dy, in->frac));
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if (open.bottom >= open.top)
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return; // stop
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@ -2456,6 +2457,23 @@ void aim_t::AimTraverse (fixed_t startx, fixed_t starty, fixed_t endx, fixed_t e
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thingbottompitch = bottompitch;
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thingpitch = thingtoppitch/2 + thingbottompitch/2;
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if (check3d)
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{
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// We need to do a 3D distance check here because this is nearly always used in
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// combination with P_LineAttack. P_LineAttack uses 3D distance but FPathTraverse
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// only 2D. This causes some problems with Hexen's weapons that use different
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// attack modes based on distance to target
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fixed_t cosine = finecosine[thingpitch >> ANGLETOFINESHIFT];
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if (cosine != 0)
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{
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fixed_t d3 = FixedDiv( FixedMul( P_AproxDistance(it.Trace().dx, it.Trace().dy), in->frac), cosine);
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if (d3 > attackrange)
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{
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return;
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}
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}
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}
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if (sv_smartaim && !notsmart)
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{
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@ -2500,7 +2518,7 @@ void aim_t::AimTraverse (fixed_t startx, fixed_t starty, fixed_t endx, fixed_t e
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// P_AimLineAttack
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//
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//============================================================================
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fixed_t P_AimLineAttack (AActor *t1, angle_t angle, fixed_t distance, AActor **pLineTarget, fixed_t vrange, bool forcenosmart)
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fixed_t P_AimLineAttack (AActor *t1, angle_t angle, fixed_t distance, AActor **pLineTarget, fixed_t vrange, bool forcenosmart, bool check3d)
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{
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fixed_t x2;
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fixed_t y2;
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@ -2508,6 +2526,7 @@ fixed_t P_AimLineAttack (AActor *t1, angle_t angle, fixed_t distance, AActor **p
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angle >>= ANGLETOFINESHIFT;
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aim.shootthing = t1;
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aim.check3d = check3d;
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x2 = t1->x + (distance>>FRACBITS)*finecosine[angle];
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y2 = t1->y + (distance>>FRACBITS)*finesine[angle];
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