- g_hexen almost done except for 3 things that require more extensive changes.

This commit is contained in:
Christoph Oelckers 2016-03-21 22:20:10 +01:00
commit c830801da3
31 changed files with 311 additions and 355 deletions

View file

@ -28,19 +28,15 @@ DEFINE_ACTION_FUNCTION(AActor, A_IceGuyLook)
{
PARAM_ACTION_PROLOGUE;
fixed_t dist;
fixed_t an;
double dist;
DAngle an;
CALL_ACTION(A_Look, self);
if (pr_iceguylook() < 64)
{
dist = ((pr_iceguylook()-128)*self->_f_radius())>>7;
an = (self->_f_angle()+ANG90)>>ANGLETOFINESHIFT;
Spawn(WispTypes[pr_iceguylook() & 1], self->Vec3Offset(
FixedMul(dist, finecosine[an]),
FixedMul(dist, finesine[an]),
60 * FRACUNIT), ALLOW_REPLACE);
dist = (pr_iceguylook() - 128) * self->radius / 128.;
an = self->Angles.Yaw + 90;
Spawn(WispTypes[pr_iceguylook() & 1], self->Vec3Angle(dist, an, 60.), ALLOW_REPLACE);
}
return 0;
}
@ -55,20 +51,16 @@ DEFINE_ACTION_FUNCTION(AActor, A_IceGuyChase)
{
PARAM_ACTION_PROLOGUE;
fixed_t dist;
fixed_t an;
double dist;
DAngle an;
AActor *mo;
A_Chase (stack, self);
A_Chase(stack, self);
if (pr_iceguychase() < 128)
{
dist = ((pr_iceguychase()-128)*self->_f_radius())>>7;
an = (self->_f_angle()+ANG90)>>ANGLETOFINESHIFT;
mo = Spawn(WispTypes[pr_iceguychase() & 1], self->Vec3Offset(
FixedMul(dist, finecosine[an]),
FixedMul(dist, finesine[an]),
60 * FRACUNIT), ALLOW_REPLACE);
dist = (pr_iceguychase() - 128) * self->radius / 128.;
an = self->Angles.Yaw + 90;
mo = Spawn(WispTypes[pr_iceguylook() & 1], self->Vec3Angle(dist, an, 60.), ALLOW_REPLACE);
if (mo)
{
mo->Vel = self->Vel;
@ -92,8 +84,8 @@ DEFINE_ACTION_FUNCTION(AActor, A_IceGuyAttack)
{
return 0;
}
P_SpawnMissileXYZ(self->_f_Vec3Angle(self->_f_radius()>>1, self->_f_angle()+ANG90, 40*FRACUNIT), self, self->target, PClass::FindActor ("IceGuyFX"));
P_SpawnMissileXYZ(self->_f_Vec3Angle(self->_f_radius()>>1, self->_f_angle()-ANG90, 40*FRACUNIT), self, self->target, PClass::FindActor ("IceGuyFX"));
P_SpawnMissileXYZ(self->Vec3Angle(self->radius / 2, self->Angles.Yaw + 90, 40.), self, self->target, PClass::FindActor("IceGuyFX"));
P_SpawnMissileXYZ(self->Vec3Angle(self->radius / 2, self->Angles.Yaw - 90, 40.), self, self->target, PClass::FindActor("IceGuyFX"));
S_Sound (self, CHAN_WEAPON, self->AttackSound, 1, ATTN_NORM);
return 0;
}
@ -129,8 +121,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_IceGuyMissileExplode)
for (i = 0; i < 8; i++)
{
mo = P_SpawnMissileAngleZ (self, self->_f_Z()+3*FRACUNIT,
PClass::FindActor("IceGuyFX2"), i*ANG45, (fixed_t)(-0.3*FRACUNIT));
mo = P_SpawnMissileAngleZ (self, self->Z()+3, PClass::FindActor("IceGuyFX2"), DAngle(i*45.), -0.3);
if (mo)
{
mo->target = self->target;