- reworked calls to P_SpawnPlayerMissile, P_AimLineAttack and P_LineAttack to use floating point angles.
This commit is contained in:
parent
39de225fa7
commit
f332a098cd
34 changed files with 356 additions and 377 deletions
|
|
@ -22,19 +22,19 @@ DEFINE_ACTION_FUNCTION(AActor, A_PosAttack)
|
|||
{
|
||||
PARAM_ACTION_PROLOGUE;
|
||||
|
||||
int angle;
|
||||
int damage;
|
||||
int slope;
|
||||
DAngle angle;
|
||||
DAngle slope;
|
||||
|
||||
if (!self->target)
|
||||
return 0;
|
||||
|
||||
A_FaceTarget (self);
|
||||
angle = self->_f_angle();
|
||||
angle = self->Angles.Yaw;
|
||||
slope = P_AimLineAttack (self, angle, MISSILERANGE);
|
||||
|
||||
S_Sound (self, CHAN_WEAPON, "grunt/attack", 1, ATTN_NORM);
|
||||
angle += pr_posattack.Random2() << 20;
|
||||
angle += pr_posattack.Random2() * (22.5 / 256);
|
||||
damage = ((pr_posattack()%5)+1)*3;
|
||||
P_LineAttack (self, angle, MISSILERANGE, slope, damage, NAME_Hitscan, NAME_BulletPuff);
|
||||
return 0;
|
||||
|
|
@ -43,16 +43,16 @@ DEFINE_ACTION_FUNCTION(AActor, A_PosAttack)
|
|||
static void A_SPosAttack2 (AActor *self)
|
||||
{
|
||||
int i;
|
||||
int bangle;
|
||||
int slope;
|
||||
DAngle bangle;
|
||||
DAngle slope;
|
||||
|
||||
A_FaceTarget (self);
|
||||
bangle = self->_f_angle();
|
||||
bangle = self->Angles.Yaw;
|
||||
slope = P_AimLineAttack (self, bangle, MISSILERANGE);
|
||||
|
||||
for (i=0 ; i<3 ; i++)
|
||||
{
|
||||
int angle = bangle + (pr_sposattack.Random2() << 20);
|
||||
DAngle angle = bangle + pr_sposattack.Random2() * (22.5 / 256);
|
||||
int damage = ((pr_sposattack()%5)+1)*3;
|
||||
P_LineAttack(self, angle, MISSILERANGE, slope, damage, NAME_Hitscan, NAME_BulletPuff);
|
||||
}
|
||||
|
|
@ -88,10 +88,10 @@ DEFINE_ACTION_FUNCTION(AActor, A_CPosAttack)
|
|||
{
|
||||
PARAM_ACTION_PROLOGUE;
|
||||
|
||||
int angle;
|
||||
int bangle;
|
||||
DAngle angle;
|
||||
DAngle bangle;
|
||||
int damage;
|
||||
int slope;
|
||||
DAngle slope;
|
||||
|
||||
if (!self->target)
|
||||
return 0;
|
||||
|
|
@ -104,10 +104,10 @@ DEFINE_ACTION_FUNCTION(AActor, A_CPosAttack)
|
|||
|
||||
S_Sound (self, CHAN_WEAPON, self->AttackSound, 1, ATTN_NORM);
|
||||
A_FaceTarget (self);
|
||||
bangle = self->_f_angle();
|
||||
bangle = self->Angles.Yaw;
|
||||
slope = P_AimLineAttack (self, bangle, MISSILERANGE);
|
||||
|
||||
angle = bangle + (pr_cposattack.Random2() << 20);
|
||||
angle = bangle + pr_cposattack.Random2() * (22.5 / 256);
|
||||
damage = ((pr_cposattack()%5)+1)*3;
|
||||
P_LineAttack (self, angle, MISSILERANGE, slope, damage, NAME_Hitscan, NAME_BulletPuff);
|
||||
return 0;
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue