- Made spawning of floor- and ceiling huggers a little more intelligent.

SVN r1348 (trunk)
This commit is contained in:
Christoph Oelckers 2009-01-03 18:09:33 +00:00
commit bbdb2b10a8
8 changed files with 35 additions and 29 deletions

View file

@ -4456,6 +4456,26 @@ void P_PlaySpawnSound(AActor *missile, AActor *spawner)
}
}
static AActor * SpawnMissile (const PClass *type, fixed_t x, fixed_t y, fixed_t z)
{
AActor *th = Spawn (type, x, y, z, ALLOW_REPLACE);
if (th != NULL)
{
// Force floor huggers to the floor and ceiling huggers to the ceiling
if (th->flags3 & MF3_FLOORHUGGER)
{
z = th->floorz;
}
else if (th->flags3 & MF3_CEILINGHUGGER)
{
z = th->ceilingz - th->height;
}
}
return th;
}
//---------------------------------------------------------------------------
//
// FUNC P_SpawnMissile
@ -4485,22 +4505,13 @@ AActor *P_SpawnMissileXYZ (fixed_t x, fixed_t y, fixed_t z,
type->TypeName.GetChars(), source->GetClass()->TypeName.GetChars());
return NULL;
}
int defflags3 = GetDefaultByType (type)->flags3;
if (defflags3 & MF3_FLOORHUGGER)
{
z = ONFLOORZ;
}
else if (defflags3 & MF3_CEILINGHUGGER)
{
z = ONCEILINGZ;
}
else if (z != ONFLOORZ)
if (z != ONFLOORZ && z != ONCEILINGZ)
{
z -= source->floorclip;
}
AActor *th = Spawn (type, x, y, z, ALLOW_REPLACE);
AActor *th = SpawnMissile (type, x, y, z);
P_PlaySpawnSound(th, source);
th->target = source; // record missile's originator
@ -4515,7 +4526,7 @@ AActor *P_SpawnMissileXYZ (fixed_t x, fixed_t y, fixed_t z,
FVector3 velocity(dest->x - source->x, dest->y - source->y, dest->z - source->z);
// Floor and ceiling huggers should never have a vertical component to their velocity
if (defflags3 & (MF3_FLOORHUGGER|MF3_CEILINGHUGGER))
if (th->flags3 & (MF3_FLOORHUGGER|MF3_CEILINGHUGGER))
{
velocity.Z = 0;
}
@ -4609,21 +4620,14 @@ AActor *P_SpawnMissileAngleZSpeed (AActor *source, fixed_t z,
const PClass *type, angle_t angle, fixed_t momz, fixed_t speed, AActor *owner, bool checkspawn)
{
AActor *mo;
int defflags3 = GetDefaultByType (type)->flags3;
if (defflags3 & MF3_FLOORHUGGER)
{
z = ONFLOORZ;
}
else if (defflags3 & MF3_CEILINGHUGGER)
{
z = ONCEILINGZ;
}
if (z != ONFLOORZ)
if (z != ONFLOORZ && z != ONCEILINGZ && source != NULL)
{
z -= source->floorclip;
}
mo = Spawn (type, source->x, source->y, z, ALLOW_REPLACE);
mo = SpawnMissile (type, source->x, source->y, z);
P_PlaySpawnSound(mo, source);
mo->target = owner != NULL ? owner : source; // Originator
mo->angle = angle;