- did some cleanup and consolidation on damage factor code while converting it all to floating point.
- made armor properties floating point.
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19 changed files with 104 additions and 112 deletions
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@ -3317,13 +3317,13 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Burst)
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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 self with _f_radius() 20 and height 64 creates ~40 chunks.
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numChunks = MAX<int> (4, int(self->radius * self->Height));
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numChunks = MAX<int> (4, int(self->radius * self->Height)/32);
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i = (pr_burst.Random2()) % (numChunks/4);
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for (i = MAX (24, numChunks + i); i >= 0; i--)
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{
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fixed_t xo = (((pr_burst() - 128)*self->_f_radius()) >> 7);
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fixed_t yo = (((pr_burst() - 128)*self->_f_radius()) >> 7);
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fixed_t zo = (pr_burst()*self->_f_height() / 255 + self->GetBobOffset());
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double xo = (pr_burst() - 128) * self->radius / 128;
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double yo = (pr_burst() - 128) * self->radius / 128;
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double zo = (pr_burst() * self->Height / 255);
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mo = Spawn(chunk, self->Vec3Offset(xo, yo, zo), ALLOW_REPLACE);
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if (mo)
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