- floatified AActor::bouncefactor and wallbouncefactor.
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5 changed files with 20 additions and 26 deletions
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@ -1583,12 +1583,12 @@ bool AActor::FloorBounceMissile (secplane_t &plane)
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flags &= ~MF_INBOUNCE;
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return false;
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}
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else Vel.Z *= _bouncefactor();
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else Vel.Z *= bouncefactor;
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}
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else // Don't run through this for MBF-style bounces
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{
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// The reflected velocity keeps only about 70% of its original speed
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Vel = (Vel - plane.Normal() * dot) * _bouncefactor();
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Vel = (Vel - plane.Normal() * dot) * bouncefactor;
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AngleFromVel();
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}
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@ -6672,8 +6672,8 @@ void PrintMiscActorInfo(AActor *query)
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for (flagi = 0; flagi <= 31; flagi++)
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if (query->flags7 & ActorFlags7::FromInt(1<<flagi)) Printf(" %s", FLAG_NAME(1<<flagi, flags7));
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Printf("\nBounce flags: %x\nBounce factors: f:%f, w:%f",
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query->BounceFlags.GetValue(), FIXED2DBL(query->bouncefactor),
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FIXED2DBL(query->wallbouncefactor));
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query->BounceFlags.GetValue(), query->bouncefactor,
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query->wallbouncefactor);
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/*for (flagi = 0; flagi < 31; flagi++)
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if (query->BounceFlags & 1<<flagi) Printf(" %s", flagnamesb[flagi]);*/
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Printf("\nRender style = %i:%s, alpha %f\nRender flags: %x",
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