Merge branch 'master' into float

# Conflicts:
#	src/g_heretic/a_hereticweaps.cpp
#	src/p_map.cpp
#	src/p_mobj.cpp
#	src/p_things.cpp
#	src/portal.cpp
This commit is contained in:
Christoph Oelckers 2016-03-15 00:16:13 +01:00
commit c64eee5b15
104 changed files with 1206 additions and 1073 deletions

View file

@ -564,8 +564,8 @@ bool P_Move (AActor *actor)
{
actor->SetOrigin(origx, origy, actor->Z(), false);
movefactor *= FRACUNIT / ORIG_FRICTION_FACTOR / 4;
actor->velx += FixedMul (deltax, movefactor);
actor->vely += FixedMul (deltay, movefactor);
actor->vel.x += FixedMul (deltax, movefactor);
actor->vel.y += FixedMul (deltay, movefactor);
}
// [RH] If a walking monster is no longer on the floor, move it down
@ -1733,7 +1733,7 @@ bool P_LookForPlayers (AActor *actor, INTBOOL allaround, FLookExParams *params)
player->mo->flags3 & MF3_GHOST)
{
if ((player->mo->AproxDistance (actor) > 2*MELEERANGE)
&& P_AproxDistance (player->mo->velx, player->mo->vely) < 5*FRACUNIT)
&& P_AproxDistance (player->mo->vel.x, player->mo->vel.y) < 5*FRACUNIT)
{ // Player is sneaking - can't detect
continue;
}
@ -2456,8 +2456,8 @@ void A_DoChase (VMFrameStack *stack, AActor *actor, bool fastchase, FState *mele
else
{
actor->FastChaseStrafeCount = 0;
actor->velx = 0;
actor->vely = 0;
actor->vel.x = 0;
actor->vel.y = 0;
fixed_t dist = actor->AproxDistance (actor->target);
if (dist < CLASS_BOSS_STRAFE_RANGE)
{
@ -2466,8 +2466,8 @@ void A_DoChase (VMFrameStack *stack, AActor *actor, bool fastchase, FState *mele
angle_t ang = actor->AngleTo(actor->target);
if (pr_chase() < 128) ang += ANGLE_90;
else ang -= ANGLE_90;
actor->velx = 13 * finecosine[ang>>ANGLETOFINESHIFT];
actor->vely = 13 * finesine[ang>>ANGLETOFINESHIFT];
actor->vel.x = 13 * finecosine[ang>>ANGLETOFINESHIFT];
actor->vel.y = 13 * finesine[ang>>ANGLETOFINESHIFT];
actor->FastChaseStrafeCount = 3; // strafe time
}
}
@ -2650,7 +2650,7 @@ static bool P_CheckForResurrection(AActor *self, bool usevilestates)
}
}
corpsehit->velx = corpsehit->vely = 0;
corpsehit->vel.x = corpsehit->vel.y = 0;
// [RH] Check against real height and radius
fixed_t oldheight = corpsehit->height;
@ -3014,7 +3014,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_MonsterRail)
}
// Let the aim trail behind the player
self->angle = self->AngleTo(self->target, -self->target->velx * 3, -self->target->vely * 3);
self->angle = self->AngleTo(self->target, -self->target->vel.x * 3, -self->target->vel.y * 3);
if (self->target->flags & MF_SHADOW && !(self->flags6 & MF6_SEEINVISIBLE))
{
@ -3231,14 +3231,14 @@ void P_TossItem (AActor *item)
if (style==2)
{
item->velx += pr_dropitem.Random2(7) << FRACBITS;
item->vely += pr_dropitem.Random2(7) << FRACBITS;
item->vel.x += pr_dropitem.Random2(7) << FRACBITS;
item->vel.y += pr_dropitem.Random2(7) << FRACBITS;
}
else
{
item->velx = pr_dropitem.Random2() << 8;
item->vely = pr_dropitem.Random2() << 8;
item->velz = FRACUNIT*5 + (pr_dropitem() << 10);
item->vel.x = pr_dropitem.Random2() << 8;
item->vel.y = pr_dropitem.Random2() << 8;
item->vel.z = FRACUNIT*5 + (pr_dropitem() << 10);
}
}