- Enough with this "momentum" garbage. What Doom calls "momentum" is really

velocity, and now it's known as such. The actor variables momx/momy/momz
  are now known as velx/vely/velz, and the ACS functions GetActorMomX/Y/Z
  are now known as GetActorVelX/Y/Z. For compatibility, momx/momy/momz will
  continue to work as aliases from DECORATE. The ACS functions, however,
  require you to use the new name, since they never saw an official release
  yet.


SVN r1689 (trunk)
This commit is contained in:
Randy Heit 2009-06-30 20:57:51 +00:00
commit e4af82ae96
88 changed files with 881 additions and 863 deletions

View file

@ -235,7 +235,7 @@ static void MakeFountain (AActor *actor, int color1, int color2)
void P_RunEffect (AActor *actor, int effects)
{
angle_t moveangle = R_PointToAngle2(0,0,actor->momx,actor->momy);
angle_t moveangle = R_PointToAngle2(0,0,actor->velx,actor->vely);
particle_t *particle;
int i;
@ -245,7 +245,7 @@ void P_RunEffect (AActor *actor, int effects)
fixed_t backx = actor->x - FixedMul (finecosine[(moveangle)>>ANGLETOFINESHIFT], actor->radius*2);
fixed_t backy = actor->y - FixedMul (finesine[(moveangle)>>ANGLETOFINESHIFT], actor->radius*2);
fixed_t backz = actor->z - (actor->height>>3) * (actor->momz>>16) + (2*actor->height)/3;
fixed_t backz = actor->z - (actor->height>>3) * (actor->velz>>16) + (2*actor->height)/3;
angle_t an = (moveangle + ANG90) >> ANGLETOFINESHIFT;
int speed;
@ -253,9 +253,9 @@ void P_RunEffect (AActor *actor, int effects)
particle = JitterParticle (3 + (M_Random() & 31));
if (particle) {
fixed_t pathdist = M_Random()<<8;
particle->x = backx - FixedMul(actor->momx, pathdist);
particle->y = backy - FixedMul(actor->momy, pathdist);
particle->z = backz - FixedMul(actor->momz, pathdist);
particle->x = backx - FixedMul(actor->velx, pathdist);
particle->y = backy - FixedMul(actor->vely, pathdist);
particle->z = backz - FixedMul(actor->velz, pathdist);
speed = (M_Random () - 128) * (FRACUNIT/200);
particle->velx += FixedMul (speed, finecosine[an]);
particle->vely += FixedMul (speed, finesine[an]);
@ -268,9 +268,9 @@ void P_RunEffect (AActor *actor, int effects)
particle_t *particle = JitterParticle (3 + (M_Random() & 31));
if (particle) {
fixed_t pathdist = M_Random()<<8;
particle->x = backx - FixedMul(actor->momx, pathdist);
particle->y = backy - FixedMul(actor->momy, pathdist);
particle->z = backz - FixedMul(actor->momz, pathdist) + (M_Random() << 10);
particle->x = backx - FixedMul(actor->velx, pathdist);
particle->y = backy - FixedMul(actor->vely, pathdist);
particle->z = backz - FixedMul(actor->velz, pathdist) + (M_Random() << 10);
speed = (M_Random () - 128) * (FRACUNIT/200);
particle->velx += FixedMul (speed, finecosine[an]);
particle->vely += FixedMul (speed, finesine[an]);
@ -292,7 +292,7 @@ void P_RunEffect (AActor *actor, int effects)
P_DrawSplash2 (6,
actor->x - FixedMul (finecosine[(moveangle)>>ANGLETOFINESHIFT], actor->radius*2),
actor->y - FixedMul (finesine[(moveangle)>>ANGLETOFINESHIFT], actor->radius*2),
actor->z - (actor->height>>3) * (actor->momz>>16) + (2*actor->height)/3,
actor->z - (actor->height>>3) * (actor->velz>>16) + (2*actor->height)/3,
moveangle + ANG180, 2, 2);
}
if (effects & FX_FOUNTAINMASK)