- fixed some leftover fixed point remnants in g_hexen.
- made the full-coordinate version of P_SpawnPlayerMissile use float coordinates.
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4155e84a1c
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9 changed files with 30 additions and 35 deletions
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@ -39,10 +39,7 @@ IMPLEMENT_CLASS (AArtiPoisonBag1)
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bool AArtiPoisonBag1::Use (bool pickup)
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{
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angle_t angle = Owner->_f_angle() >> ANGLETOFINESHIFT;
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AActor *mo;
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mo = Spawn("PoisonBag", Owner->Vec3Offset(
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AActor *mo = Spawn("PoisonBag", Owner->Vec3Offset(
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16 * Owner->Angles.Yaw.Cos(),
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24 * Owner->Angles.Yaw.Sin(),
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-Owner->Floorclip + 8), ALLOW_REPLACE);
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@ -100,9 +97,9 @@ bool AArtiPoisonBag3::Use (bool pickup)
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mo->Angles.Yaw = Owner->Angles.Yaw + (((pr_poisonbag() & 7) - 4) * (360./256.));
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/* Original flight code from Hexen
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* mo->momz = 4*FRACUNIT+((player->lookdir)<<(FRACBITS-4));
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* mo->z += player->lookdir<<(FRACBITS-4);
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* P_ThrustMobj(mo, mo->_f_angle(), mo->info->speed);
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* mo->momz = 4*F.RACUNIT+((player->lookdir)<<(F.RACBITS-4));
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* mo->z += player->lookdir<<(F.RACBITS-4);
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* P_ThrustMobj(mo, mo->angle, mo->info->speed);
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* mo->momx += player->mo->momx>>1;
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* mo->momy += player->mo->momy>>1;
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*/
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@ -445,8 +442,6 @@ DEFINE_ACTION_FUNCTION(AActor, A_CheckThrowBomb2)
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PARAM_ACTION_PROLOGUE;
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// [RH] Check using actual velocity, although the vel.z < 2 check still stands
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//if (abs(self->vel.x) < FRACUNIT*3/2 && abs(self->vel.y) < FRACUNIT*3/2
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// && self->vel.z < 2*FRACUNIT)
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if (self->Vel.Z < 2 && self->Vel.LengthSquared() < (9./4.))
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{
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self->SetState (self->SpawnState + 6);
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