mirror of
https://github.com/KartKrewDev/RingRacers.git
synced 2025-10-30 08:01:28 +00:00
Remove P_InitAngle and its kin, considered on a case-by-case basis for also setting old_angle as well.
This commit is contained in:
parent
c85206f633
commit
3a4b485c5d
15 changed files with 141 additions and 168 deletions
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@ -266,7 +266,7 @@ mobj_t *K_SpawnSphereBox(fixed_t x, fixed_t y, fixed_t z, angle_t angle, SINT8 f
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{
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mobj_t *drop = P_SpawnMobj(x, y, z, MT_SPHEREBOX);
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P_InitAngle(drop, angle);
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drop->angle = angle;
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P_Thrust(drop,
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FixedAngle(P_RandomFixed() * 180) + angle,
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P_RandomRange(4, 12) * mapobjectscale);
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@ -604,7 +604,7 @@ static void K_SpawnOvertimeLaser(fixed_t x, fixed_t y, fixed_t scale)
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mo->eflags |= MFE_VERTICALFLIP;
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}
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P_InitAngle(mo, R_PointToAngle2(mo->x, mo->y, battleovertime.x, battleovertime.y) + ANGLE_90);
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mo->angle = R_PointToAngle2(mo->x, mo->y, battleovertime.x, battleovertime.y) + ANGLE_90;
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mo->renderflags |= (RF_DONTDRAW & ~(K_GetPlayerDontDrawFlag(player)));
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P_SetScale(mo, scale);
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@ -572,7 +572,7 @@ boolean K_DropTargetCollide(mobj_t *t1, mobj_t *t2)
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if (t2deflect < ANG10)
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P_InstaThrust(t2, t2angle, t2speed);
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P_InitAngle(t1, R_PointToAngle2(0, 0, t1->momx, t1->momy));
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t1->angle = t1->old_angle = R_PointToAngle2(0, 0, t1->momx, t1->momy);
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t1->reactiontime = 7*(t1speed+t2speed)/FRACUNIT;
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if (t1->reactiontime < 10)
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@ -619,7 +619,6 @@ boolean K_DropTargetCollide(mobj_t *t1, mobj_t *t2)
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{
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blast->angle += ANGLE_90;
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}
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P_InitAngle(blast, blast->angle);
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blast->destscale *= 10;
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}
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@ -330,7 +330,7 @@ void K_HandleFollower(player_t *player)
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K_UpdateFollowerState(player->follower, fl.idlestate, FOLLOWERSTATE_IDLE);
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P_SetTarget(&player->follower->target, player->mo); // we need that to know when we need to disappear
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P_InitAngle(player->follower, player->mo->angle);
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player->follower->angle = player->follower->old_angle = player->mo->angle;
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// This is safe to only spawn it here, the follower is removed then respawned when switched.
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if (bubble)
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56
src/k_kart.c
56
src/k_kart.c
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@ -2053,7 +2053,7 @@ void K_SpawnDashDustRelease(player_t *player)
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dust = P_SpawnMobj(newx, newy, player->mo->z, MT_FASTDUST);
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P_SetTarget(&dust->target, player->mo);
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P_InitAngle(dust, travelangle - ((i&1) ? -1 : 1) * ANGLE_45);
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dust->angle = travelangle - (((i&1) ? -1 : 1) * ANGLE_45);
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dust->destscale = player->mo->scale;
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P_SetScale(dust, player->mo->scale);
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@ -2217,7 +2217,7 @@ void K_SpawnNormalSpeedLines(player_t *player)
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MT_FASTLINE);
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P_SetTarget(&fast->target, player->mo);
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P_InitAngle(fast, K_MomentumAngle(player->mo));
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fast->angle = K_MomentumAngle(player->mo);
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fast->momx = 3*player->mo->momx/4;
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fast->momy = 3*player->mo->momy/4;
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fast->momz = 3*P_GetMobjZMovement(player->mo)/4;
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@ -2268,7 +2268,7 @@ void K_SpawnInvincibilitySpeedLines(mobj_t *mo)
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P_SetMobjState(fast, S_KARTINVLINES1);
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P_SetTarget(&fast->target, mo);
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P_InitAngle(fast, K_MomentumAngle(mo));
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fast->angle = K_MomentumAngle(mo);
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fast->momx = 3*mo->momx/4;
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fast->momy = 3*mo->momy/4;
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@ -3958,7 +3958,7 @@ void K_TakeBumpersFromPlayer(player_t *player, player_t *victim, UINT8 amount)
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P_SetTarget(&newmo->tracer, victim->mo);
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P_SetTarget(&newmo->target, player->mo);
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P_InitAngle(newmo, (diff * (newbumper-1)));
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newmo->angle = (diff * (newbumper-1));
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newmo->color = victim->skincolor;
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if (newbumper+1 < 2)
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@ -4046,7 +4046,7 @@ void K_SpawnMineExplosion(mobj_t *source, UINT8 color)
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{
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dust = P_SpawnMobj(source->x, source->y, source->z, MT_SMOKE);
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P_SetMobjState(dust, S_OPAQUESMOKE1);
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P_InitAngle(dust, (ANGLE_180/16) * i);
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dust->angle = (ANGLE_180/16) * i;
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P_SetScale(dust, source->scale);
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dust->destscale = source->scale*10;
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dust->scalespeed = source->scale/12;
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@ -4196,7 +4196,7 @@ static mobj_t *K_SpawnKartMissile(mobj_t *source, mobjtype_t type, angle_t an, I
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th->z = th->floorz;
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}
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P_InitAngle(th, an);
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th->angle = an;
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th->momx = FixedMul(finalspeed, FINECOSINE(an>>ANGLETOFINESHIFT));
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th->momy = FixedMul(finalspeed, FINESINE(an>>ANGLETOFINESHIFT));
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@ -4369,7 +4369,7 @@ static void K_SpawnDriftElectricity(player_t *player)
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y = P_ReturnThrustY(mo, verticalangle, verticalradius)
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+ P_ReturnThrustY(mo, horizonatalangle, horizontalradius);
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spark = P_SpawnMobjFromMobj(mo, x, y, 0, MT_DRIFTELECTRICITY);
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P_InitAngle(spark, sparkangle);
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spark->angle = sparkangle;
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spark->momx = mo->momx;
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spark->momy = mo->momy;
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spark->momz = mo->momz;
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@ -4414,7 +4414,7 @@ void K_SpawnDriftElectricSparks(player_t *player)
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fixed_t yoff = P_ReturnThrustY(mo, sparkangle, sparkradius);
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mobj_t *spark = P_SpawnMobjFromMobj(mo, x + xoff, y + yoff, z, MT_DRIFTELECTRICSPARK);
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P_InitAngle(spark, sparkangle);
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spark->angle = sparkangle;
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spark->color = color;
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P_InstaThrust(spark, mo->angle + ANGLE_90, hspeed);
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P_SetObjectMomZ(spark, vspeed, false);
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@ -4465,7 +4465,7 @@ static void K_SpawnDriftSparks(player_t *player)
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spark = P_SpawnMobj(newx, newy, player->mo->z, MT_DRIFTSPARK);
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P_SetTarget(&spark->target, player->mo);
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P_InitAngle(spark, travelangle-(ANGLE_45/5)*player->drift);
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spark->angle = travelangle-((ANGLE_45/5)*player->drift);
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spark->destscale = player->mo->scale;
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P_SetScale(spark, player->mo->scale);
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@ -4609,7 +4609,7 @@ static void K_SpawnAIZDust(player_t *player)
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newy = player->mo->y + P_ReturnThrustY(player->mo, travelangle - (player->aizdriftstrat*ANGLE_45), FixedMul(24*FRACUNIT, player->mo->scale));
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spark = P_SpawnMobj(newx, newy, player->mo->z, MT_AIZDRIFTSTRAT);
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P_InitAngle(spark, travelangle+(player->aizdriftstrat*ANGLE_90));
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spark->angle = travelangle+(player->aizdriftstrat*ANGLE_90);
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P_SetScale(spark, (spark->destscale = (3*player->mo->scale)>>2));
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spark->momx = (6*player->mo->momx)/5;
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@ -4661,7 +4661,7 @@ void K_SpawnBoostTrail(player_t *player)
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flame = P_SpawnMobj(newx, newy, ground, MT_SNEAKERTRAIL);
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P_SetTarget(&flame->target, player->mo);
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P_InitAngle(flame, travelangle);
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flame->angle = travelangle;
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flame->fuse = TICRATE*2;
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flame->destscale = player->mo->scale;
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P_SetScale(flame, player->mo->scale);
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@ -4708,7 +4708,7 @@ void K_SpawnSparkleTrail(mobj_t *mo)
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sparkle = P_SpawnMobj(newx, newy, newz, MT_SPARKLETRAIL);
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P_InitAngle(sparkle, R_PointToAngle2(mo->x, mo->y, sparkle->x, sparkle->y));
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sparkle->angle = R_PointToAngle2(mo->x, mo->y, sparkle->x, sparkle->y);
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sparkle->movefactor = R_PointToDist2(mo->x, mo->y, sparkle->x, sparkle->y); // Save the distance we spawned away from the player.
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//CONS_Printf("movefactor: %d\n", sparkle->movefactor/FRACUNIT);
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@ -4758,7 +4758,7 @@ void K_SpawnWipeoutTrail(mobj_t *mo)
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mo->z, MT_WIPEOUTTRAIL);
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P_SetTarget(&dust->target, mo);
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P_InitAngle(dust, K_MomentumAngle(mo));
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dust->angle = K_MomentumAngle(mo);
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dust->destscale = mo->scale;
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P_SetScale(dust, mo->scale);
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K_FlipFromObject(dust, mo);
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@ -4824,7 +4824,7 @@ void K_SpawnDraftDust(mobj_t *mo)
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P_SetMobjState(dust, S_DRAFTDUST1 + foff);
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P_SetTarget(&dust->target, mo);
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P_InitAngle(dust, ang - (ANGLE_90 * sign)); // point completely perpendicular from the player
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dust->angle = ang - (ANGLE_90 * sign); // point completely perpendicular from the player
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dust->destscale = mo->scale;
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P_SetScale(dust, mo->scale);
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K_FlipFromObject(dust, mo);
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@ -4999,7 +4999,7 @@ static void K_SpawnTripwireVFX(mobj_t *mo)
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mo->z, MT_DRIFTDUST);
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P_SetTarget(&dust->target, mo);
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P_InitAngle(dust, ang - (ANGLE_90 * sign)); // point completely perpendicular from the player
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dust->angle = ang - (ANGLE_90 * sign); // point completely perpendicular from the player
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P_SetScale(dust, mo->scale);
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dust->destscale = mo->scale * 6;
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dust->scalespeed = mo->scale/12;
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@ -5444,7 +5444,7 @@ static void K_DoLightningShield(player_t *player)
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for (i=0; i<7; i++)
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{
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mo = P_SpawnMobj(player->mo->x, player->mo->y, player->mo->z, MT_THOK);
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P_InitAngle(mo, P_RandomRange(0, 359)*ANG1);
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mo->angle = P_RandomRange(0, 359)*ANG1;
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mo->fuse = P_RandomRange(20, 50);
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P_SetTarget(&mo->target, player->mo);
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P_SetMobjState(mo, S_KLIT1);
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@ -5457,7 +5457,7 @@ static void K_DoLightningShield(player_t *player)
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sx = player->mo->x + FixedMul((player->mo->scale*THUNDERRADIUS), FINECOSINE((an*i)>>ANGLETOFINESHIFT));
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sy = player->mo->y + FixedMul((player->mo->scale*THUNDERRADIUS), FINESINE((an*i)>>ANGLETOFINESHIFT));
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mo = P_SpawnMobj(sx, sy, player->mo->z, MT_THOK);
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P_InitAngle(mo, an*i);
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mo->angle = an*i;
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mo->extravalue1 = THUNDERRADIUS; // Used to know whether we should teleport by radius or something.
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mo->scale = player->mo->scale*3;
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P_SetTarget(&mo->target, player->mo);
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@ -5782,7 +5782,7 @@ static void K_ThrowLandMine(player_t *player)
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P_SetScale(landMine, player->mo->scale);
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landMine->destscale = player->mo->destscale;
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P_InitAngle(landMine, player->mo->angle);
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landMine->angle = player->mo->angle;
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landMine->momz = (30 * mapobjectscale * P_MobjFlip(player->mo)) + player->mo->momz;
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landMine->color = player->skincolor;
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@ -6099,7 +6099,7 @@ mobj_t *K_CreatePaperItem(fixed_t x, fixed_t y, fixed_t z, angle_t angle, SINT8
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P_SetScale(drop, drop->scale>>4);
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drop->destscale = (3*drop->destscale)/2;
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P_InitAngle(drop, angle);
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drop->angle = angle;
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P_Thrust(drop,
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FixedAngle(P_RandomFixed() * 180) + angle,
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16*mapobjectscale);
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@ -7607,7 +7607,7 @@ void K_KartPlayerThink(player_t *player, ticcmd_t *cmd)
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{
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mobj_t *ring = P_SpawnMobj(player->mo->x, player->mo->y, player->mo->z, MT_RING);
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ring->extravalue1 = 1; // Ring collect animation timer
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P_InitAngle(ring, player->mo->angle); // animation angle
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ring->angle = player->mo->angle; // animation angle
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P_SetTarget(&ring->target, player->mo); // toucher for thinker
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player->pickuprings++;
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if (player->superring <= 3)
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@ -8575,7 +8575,7 @@ void K_SpawnDriftBoostExplosion(player_t *player, int stage)
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{
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mobj_t *overlay = P_SpawnMobj(player->mo->x, player->mo->y, player->mo->z, MT_DRIFTEXPLODE);
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P_InitAngle(overlay, K_MomentumAngle(player->mo));
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overlay->angle = K_MomentumAngle(player->mo);
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P_SetTarget(&overlay->target, player->mo);
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P_SetScale(overlay, (overlay->destscale = player->mo->scale));
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K_FlipFromObject(overlay, player->mo);
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@ -9255,9 +9255,9 @@ static void K_KartSpindashWind(mobj_t *parent)
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P_SetTarget(&wind->target, parent);
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if (parent->momx || parent->momy)
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P_InitAngle(wind, R_PointToAngle2(0, 0, parent->momx, parent->momy));
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wind->angle = R_PointToAngle2(0, 0, parent->momx, parent->momy);
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else
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P_InitAngle(wind, parent->player->drawangle);
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wind->angle = parent->player->drawangle;
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wind->momx = 3 * parent->momx / 4;
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wind->momy = 3 * parent->momy / 4;
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@ -9306,7 +9306,7 @@ static void K_KartSpindash(player_t *player)
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mobj_t *grease;
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grease = P_SpawnMobj(player->mo->x, player->mo->y, player->mo->z, MT_TIREGREASE);
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P_SetTarget(&grease->target, player->mo);
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P_InitAngle(grease, K_MomentumAngle(player->mo));
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grease->angle = K_MomentumAngle(player->mo);
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grease->extravalue1 = i;
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}
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}
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@ -9741,7 +9741,7 @@ void K_MoveKartPlayer(player_t *player, boolean onground)
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mo = P_SpawnMobj(player->mo->x, player->mo->y, player->mo->z, MT_ROCKETSNEAKER);
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K_MatchGenericExtraFlags(mo, player->mo);
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mo->flags |= MF_NOCLIPTHING;
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P_InitAngle(mo, player->mo->angle);
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mo->angle = player->mo->angle;
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mo->threshold = 10;
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mo->movecount = moloop%2;
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mo->movedir = mo->lastlook = moloop+1;
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@ -9841,7 +9841,7 @@ void K_MoveKartPlayer(player_t *player, boolean onground)
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break;
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}
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mo->flags |= MF_NOCLIPTHING;
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P_InitAngle(mo, newangle);
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mo->angle = newangle;
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mo->threshold = 10;
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mo->movecount = player->itemamount;
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mo->movedir = mo->lastlook = moloop+1;
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@ -9883,7 +9883,7 @@ void K_MoveKartPlayer(player_t *player, boolean onground)
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break;
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}
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mo->flags |= MF_NOCLIPTHING;
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P_InitAngle(mo, newangle);
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mo->angle = newangle;
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mo->threshold = 10;
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mo->movecount = player->itemamount;
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mo->movedir = mo->lastlook = moloop+1;
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@ -10345,7 +10345,7 @@ void K_MoveKartPlayer(player_t *player, boolean onground)
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spdl = P_SpawnMobj(sx, sy, sz, MT_FASTLINE);
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P_SetTarget(&spdl->target, player->mo);
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P_InitAngle(spdl, R_PointToAngle2(spdl->x, spdl->y, player->mo->x, player->mo->y));
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spdl->angle = R_PointToAngle2(spdl->x, spdl->y, player->mo->x, player->mo->y);
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spdl->rollangle = -ANG1*90*P_MobjFlip(player->mo); // angle them downwards relative to the player's gravity...
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spdl->spriteyscale = player->trickboostpower+FRACUNIT;
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spdl->momx = player->mo->momx;
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@ -370,7 +370,7 @@ static void K_DrawFinishLineBeamForLine(fixed_t offset, angle_t aiming, line_t *
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P_SetMobjState(end1, S_FINISHBEAMEND1);
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end1->renderflags = RF_DONTDRAW & ~K_GetPlayerDontDrawFlag(&players[displayplayers[i]]);
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P_InitAngle(end1, lineangle);
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end1->angle = lineangle;
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end2 = P_SpawnMobj(
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v->x + (8*sx),
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@ -381,7 +381,7 @@ static void K_DrawFinishLineBeamForLine(fixed_t offset, angle_t aiming, line_t *
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P_SetMobjState(end2, S_FINISHBEAMEND2);
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end2->renderflags = RF_DONTDRAW & ~K_GetPlayerDontDrawFlag(&players[displayplayers[i]]);
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P_InitAngle(end2, lineangle);
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end2->angle = lineangle;
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P_SetTarget(&end2->tracer, end1);
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end2->flags2 |= MF2_LINKDRAW;
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@ -575,7 +575,7 @@ static void K_MovePlayerToRespawnPoint(player_t *player)
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P_SetTarget(&lasermo->target, player->mo);
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P_InitAngle(lasermo, stepha + ANGLE_90);
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lasermo->angle = stepha + ANGLE_90;
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P_SetScale(lasermo, (lasermo->destscale = player->mo->scale));
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}
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}
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@ -638,7 +638,7 @@ static void K_DropDashWait(player_t *player)
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P_SetTarget(&laser->target, player->mo);
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P_InitAngle(laser, newangle + ANGLE_90);
|
||||
laser->angle = newangle + ANGLE_90;
|
||||
laser->momz = (8 * player->mo->scale) * P_MobjFlip(player->mo);
|
||||
P_SetScale(laser, (laser->destscale = player->mo->scale));
|
||||
}
|
||||
|
|
|
|||
|
|
@ -1493,7 +1493,8 @@ static int lib_pSetAngle(lua_State *L)
|
|||
|
||||
if (!thing)
|
||||
return LUA_ErrInvalid(L, "mobj_t");
|
||||
P_InitAngle(thing, newValue);
|
||||
//P_SetAngle(thing, newValue);
|
||||
thing->angle = thing->old_angle = newValue;
|
||||
return 0;
|
||||
}
|
||||
|
||||
|
|
@ -1505,7 +1506,8 @@ static int lib_pSetPitch(lua_State *L)
|
|||
INLEVEL
|
||||
if (!thing)
|
||||
return LUA_ErrInvalid(L, "mobj_t");
|
||||
P_InitPitch(thing, newValue);
|
||||
//P_SetPitch(thing, newValue);
|
||||
thing->pitch = thing->old_pitch = newValue;
|
||||
return 0;
|
||||
}
|
||||
|
||||
|
|
@ -1517,7 +1519,8 @@ static int lib_pSetRoll(lua_State *L)
|
|||
INLEVEL
|
||||
if (!thing)
|
||||
return LUA_ErrInvalid(L, "mobj_t");
|
||||
P_InitRoll(thing, newValue);
|
||||
//P_SetRoll(thing, newValue);
|
||||
thing->roll = thing->old_roll = newValue;
|
||||
return 0;
|
||||
}
|
||||
|
||||
|
|
|
|||
|
|
@ -1221,7 +1221,7 @@ void A_StatueBurst(mobj_t *actor)
|
|||
if (!locvar1 || !(new = P_SpawnMobjFromMobj(actor, 0, 0, 0, locvar1)))
|
||||
return;
|
||||
|
||||
P_InitAngle(new, actor->angle);
|
||||
new->angle = actor->angle;
|
||||
P_SetTarget(&new->target, actor->target);
|
||||
if (locvar2)
|
||||
P_SetMobjState(new, (statenum_t)locvar2);
|
||||
|
|
@ -2509,7 +2509,7 @@ void A_LobShot(mobj_t *actor)
|
|||
|
||||
P_SetTarget(&shot->target, actor); // where it came from
|
||||
|
||||
P_InitAngle(shot, actor->angle);
|
||||
shot->angle = actor->angle;
|
||||
an = actor->angle >> ANGLETOFINESHIFT;
|
||||
|
||||
dist = P_AproxDistance(actor->target->x - shot->x, actor->target->y - shot->y);
|
||||
|
|
@ -2876,7 +2876,7 @@ void A_Boss1Laser(mobj_t *actor)
|
|||
S_StartSound(actor, mobjinfo[locvar1].seesound);
|
||||
|
||||
point = P_SpawnMobj(x + P_ReturnThrustX(actor, actor->angle, actor->radius), y + P_ReturnThrustY(actor, actor->angle, actor->radius), actor->z - actor->height / 2, MT_EGGMOBILE_TARGET);
|
||||
P_InitAngle(point, actor->angle);
|
||||
point->angle = actor->angle;
|
||||
point->fuse = dur+1;
|
||||
P_SetTarget(&point->target, actor->target);
|
||||
P_SetTarget(&actor->target, point);
|
||||
|
|
@ -2886,7 +2886,7 @@ void A_Boss1Laser(mobj_t *actor)
|
|||
|
||||
point = P_SpawnMobj(x, y, z, locvar1);
|
||||
P_SetTarget(&point->target, actor);
|
||||
P_InitAngle(point, actor->angle);
|
||||
point->angle = actor->angle;
|
||||
speed = point->radius;
|
||||
point->momz = FixedMul(FINECOSINE(angle>>ANGLETOFINESHIFT), speed);
|
||||
point->momx = FixedMul(FINESINE(angle>>ANGLETOFINESHIFT), FixedMul(FINECOSINE(point->angle>>ANGLETOFINESHIFT), speed));
|
||||
|
|
@ -2895,7 +2895,7 @@ void A_Boss1Laser(mobj_t *actor)
|
|||
for (i = 0; i < 256; i++)
|
||||
{
|
||||
mobj_t *mo = P_SpawnMobj(point->x, point->y, point->z, point->type);
|
||||
P_InitAngle(mo, point->angle);
|
||||
mo->angle = point->angle;
|
||||
mo->color = LASERCOLORS[((UINT8)(i + 3*dur) >> 2) % sizeof(LASERCOLORS)]; // codeing
|
||||
P_UnsetThingPosition(mo);
|
||||
mo->flags = MF_NOCLIP|MF_NOCLIPHEIGHT|MF_NOGRAVITY|MF_SCENERY;
|
||||
|
|
@ -2927,7 +2927,7 @@ void A_Boss1Laser(mobj_t *actor)
|
|||
if (z - floorz < mobjinfo[MT_EGGMOBILE_FIRE].height>>1 && dur & 1)
|
||||
{
|
||||
point = P_SpawnMobj(x, y, floorz, MT_EGGMOBILE_FIRE);
|
||||
P_InitAngle(point, actor->angle);
|
||||
point->angle = actor->angle;
|
||||
point->destscale = actor->scale;
|
||||
P_SetScale(point, point->destscale);
|
||||
P_SetTarget(&point->target, actor);
|
||||
|
|
@ -3511,7 +3511,7 @@ bossjustdie:
|
|||
P_ReturnThrustX(mo, mo->angle - ANGLE_90, 32<<FRACBITS),
|
||||
P_ReturnThrustY(mo, mo->angle - ANGLE_90, 32<<FRACBITS),
|
||||
32<<FRACBITS, MT_BOSSJUNK);
|
||||
P_InitAngle(mo2, mo->angle);
|
||||
mo2->angle = mo->angle;
|
||||
P_InstaThrust(mo2, mo2->angle - ANGLE_90, 4*mo2->scale);
|
||||
P_SetObjectMomZ(mo2, 4*FRACUNIT, false);
|
||||
P_SetMobjState(mo2, S_BOSSEGLZ1);
|
||||
|
|
@ -3520,7 +3520,7 @@ bossjustdie:
|
|||
P_ReturnThrustX(mo, mo->angle + ANGLE_90, 32<<FRACBITS),
|
||||
P_ReturnThrustY(mo, mo->angle + ANGLE_90, 32<<FRACBITS),
|
||||
32<<FRACBITS, MT_BOSSJUNK);
|
||||
P_InitAngle(mo2, mo->angle);
|
||||
mo2->angle = mo->angle;
|
||||
P_InstaThrust(mo2, mo2->angle + ANGLE_90, 4*mo2->scale);
|
||||
P_SetObjectMomZ(mo2, 4*FRACUNIT, false);
|
||||
P_SetMobjState(mo2, S_BOSSEGLZ2);
|
||||
|
|
@ -3532,7 +3532,7 @@ bossjustdie:
|
|||
P_ReturnThrustX(mo, mo->angle - ANGLE_90, 32<<FRACBITS),
|
||||
P_ReturnThrustY(mo, mo->angle - ANGLE_90, 32<<FRACBITS),
|
||||
32<<FRACBITS, MT_BOSSJUNK);
|
||||
P_InitAngle(mo2, mo->angle);
|
||||
mo2->angle = mo->angle;
|
||||
P_InstaThrust(mo2, mo2->angle - ANGLE_90, 4*mo2->scale);
|
||||
P_SetObjectMomZ(mo2, 4*FRACUNIT, false);
|
||||
P_SetMobjState(mo2, S_BOSSTANK1);
|
||||
|
|
@ -3541,7 +3541,7 @@ bossjustdie:
|
|||
P_ReturnThrustX(mo, mo->angle + ANGLE_90, 32<<FRACBITS),
|
||||
P_ReturnThrustY(mo, mo->angle + ANGLE_90, 32<<FRACBITS),
|
||||
32<<FRACBITS, MT_BOSSJUNK);
|
||||
P_InitAngle(mo2, mo->angle);
|
||||
mo2->angle = mo->angle;
|
||||
P_InstaThrust(mo2, mo2->angle + ANGLE_90, 4*mo2->scale);
|
||||
P_SetObjectMomZ(mo2, 4*FRACUNIT, false);
|
||||
P_SetMobjState(mo2, S_BOSSTANK2);
|
||||
|
|
@ -3549,7 +3549,7 @@ bossjustdie:
|
|||
mo2 = P_SpawnMobjFromMobj(mo, 0, 0,
|
||||
mobjinfo[MT_EGGMOBILE2].height + (32<<FRACBITS),
|
||||
MT_BOSSJUNK);
|
||||
P_InitAngle(mo2, mo->angle);
|
||||
mo2->angle = mo->angle;
|
||||
P_SetObjectMomZ(mo2, 4*FRACUNIT, false);
|
||||
mo2->momz += mo->momz;
|
||||
P_SetMobjState(mo2, S_BOSSSPIGOT);
|
||||
|
|
@ -3558,7 +3558,7 @@ bossjustdie:
|
|||
case MT_EGGMOBILE3:
|
||||
{
|
||||
mo2 = P_SpawnMobjFromMobj(mo, 0, 0, 0, MT_BOSSJUNK);
|
||||
P_InitAngle(mo2, mo->angle);
|
||||
mo2->angle = mo->angle;
|
||||
P_SetMobjState(mo2, S_BOSSSEBH1);
|
||||
}
|
||||
break;
|
||||
|
|
@ -3610,8 +3610,8 @@ bossjustdie:
|
|||
pole->tracer->flags |= MF_NOCLIPTHING;
|
||||
P_SetScale(pole, (pole->destscale = 2*FRACUNIT));
|
||||
P_SetScale(pole->tracer, (pole->tracer->destscale = 2*FRACUNIT));
|
||||
P_InitAngle(pole, mo->tracer->angle);
|
||||
P_InitAngle(pole->tracer, mo->tracer->angle);
|
||||
pole->angle = mo->tracer->angle;
|
||||
pole->tracer->angle = mo->tracer->angle;
|
||||
pole->tracer->tracer->angle = pole->angle - ANGLE_90;
|
||||
pole->momx = P_ReturnThrustX(pole, pole->angle, speed);
|
||||
pole->momy = P_ReturnThrustY(pole, pole->angle, speed);
|
||||
|
|
@ -3980,7 +3980,7 @@ void A_AttractChase(mobj_t *actor)
|
|||
|
||||
sparkle = P_SpawnMobj(actor->target->x, actor->target->y, actor->target->z, MT_RINGSPARKS);
|
||||
P_SetTarget(&sparkle->target, actor->target);
|
||||
P_InitAngle(sparkle, (actor->target->angle + (offset>>1)) + (offset * actor->target->player->sparkleanim));
|
||||
sparkle->angle = (actor->target->angle + (offset>>1)) + (offset * actor->target->player->sparkleanim);
|
||||
actor->target->player->sparkleanim = (actor->target->player->sparkleanim+1) % 20;
|
||||
|
||||
P_KillMobj(actor, actor->target, actor->target, DMG_NORMAL);
|
||||
|
|
@ -5264,7 +5264,7 @@ void A_RockSpawn(mobj_t *actor)
|
|||
|
||||
mo = P_SpawnMobj(actor->x, actor->y, actor->z, MT_FALLINGROCK);
|
||||
P_SetMobjState(mo, mobjinfo[type].spawnstate);
|
||||
P_InitAngle(mo, R_PointToAngle2(line->v2->x, line->v2->y, line->v1->x, line->v1->y));
|
||||
mo->angle = R_PointToAngle2(line->v2->x, line->v2->y, line->v1->x, line->v1->y);
|
||||
|
||||
P_InstaThrust(mo, mo->angle, dist + randomoomph);
|
||||
mo->momz = dist + randomoomph;
|
||||
|
|
@ -7010,7 +7010,7 @@ void A_Boss3ShockThink(mobj_t *actor)
|
|||
snew->momx = (actor->momx + snext->momx) >> 1;
|
||||
snew->momy = (actor->momy + snext->momy) >> 1;
|
||||
snew->momz = (actor->momz + snext->momz) >> 1; // is this really needed?
|
||||
P_InitAngle(snew, (actor->angle + snext->angle) >> 1);
|
||||
snew->angle = (actor->angle + snext->angle) >> 1;
|
||||
P_SetTarget(&snew->target, actor->target);
|
||||
snew->fuse = actor->fuse;
|
||||
|
||||
|
|
@ -7166,7 +7166,7 @@ void A_SpawnObjectAbsolute(mobj_t *actor)
|
|||
mo = P_SpawnMobj(x<<FRACBITS, y<<FRACBITS, z<<FRACBITS, type);
|
||||
|
||||
// Spawn objects with an angle matching the spawner's, rather than spawning Eastwards - Monster Iestyn
|
||||
P_InitAngle(mo, actor->angle);
|
||||
mo->angle = actor->angle;
|
||||
|
||||
if (actor->eflags & MFE_VERTICALFLIP)
|
||||
mo->flags2 |= MF2_OBJECTFLIP;
|
||||
|
|
@ -7208,7 +7208,7 @@ void A_SpawnObjectRelative(mobj_t *actor)
|
|||
(actor->eflags & MFE_VERTICALFLIP) ? ((actor->z + actor->height - mobjinfo[type].height) - FixedMul(z<<FRACBITS, actor->scale)) : (actor->z + FixedMul(z<<FRACBITS, actor->scale)), type);
|
||||
|
||||
// Spawn objects with an angle matching the spawner's, rather than spawning Eastwards - Monster Iestyn
|
||||
P_InitAngle(mo, actor->angle);
|
||||
mo->angle = actor->angle;
|
||||
|
||||
if (actor->eflags & MFE_VERTICALFLIP)
|
||||
mo->flags2 |= MF2_OBJECTFLIP;
|
||||
|
|
@ -7918,7 +7918,7 @@ void A_BossJetFume(mobj_t *actor)
|
|||
P_SetScale(filler, filler->destscale);
|
||||
if (actor->eflags & MFE_VERTICALFLIP)
|
||||
filler->flags2 |= MF2_OBJECTFLIP;
|
||||
P_InitAngle(filler, actor->angle - ANGLE_180);
|
||||
filler->angle = actor->angle - ANGLE_180;
|
||||
|
||||
P_SetTarget(&actor->tracer, filler);
|
||||
}*/
|
||||
|
|
@ -9671,7 +9671,7 @@ void A_TrapShot(mobj_t *actor)
|
|||
S_StartSound(missile, missile->info->seesound);
|
||||
|
||||
P_SetTarget(&missile->target, actor);
|
||||
P_InitAngle(missile, actor->angle);
|
||||
missile->angle = actor->angle;
|
||||
|
||||
speed = FixedMul(missile->info->speed, missile->scale);
|
||||
|
||||
|
|
@ -10248,7 +10248,7 @@ void A_BrakLobShot(mobj_t *actor)
|
|||
S_StartSound(shot, shot->info->seesound);
|
||||
P_SetTarget(&shot->target, actor); // where it came from
|
||||
|
||||
P_InitAngle(shot, actor->angle);
|
||||
shot->angle = actor->angle;
|
||||
|
||||
// Horizontal axes first. First parameter is initial horizontal impulse, second is to correct its angle.
|
||||
shot->momx = FixedMul(FixedMul(v, FINECOSINE(theta >> ANGLETOFINESHIFT)), FINECOSINE(shot->angle >> ANGLETOFINESHIFT));
|
||||
|
|
@ -10315,7 +10315,7 @@ void A_NapalmScatter(mobj_t *actor)
|
|||
mo = P_SpawnMobj(actor->x, actor->y, actor->z, typeOfShot);
|
||||
P_SetTarget(&mo->target, actor->target); // Transfer target so Brak doesn't hit himself like an idiot
|
||||
|
||||
P_InitAngle(mo, fa << ANGLETOFINESHIFT);
|
||||
mo->angle = fa << ANGLETOFINESHIFT;
|
||||
mo->momx = FixedMul(FINECOSINE(fa),vx);
|
||||
mo->momy = FixedMul(FINESINE(fa),vx);
|
||||
mo->momz = vy;
|
||||
|
|
@ -10339,7 +10339,7 @@ void A_SpawnFreshCopy(mobj_t *actor)
|
|||
|
||||
newObject = P_SpawnMobjFromMobj(actor, 0, 0, 0, actor->type);
|
||||
newObject->flags2 = actor->flags2 & MF2_AMBUSH;
|
||||
P_InitAngle(newObject, actor->angle);
|
||||
newObject->angle = actor->angle;
|
||||
newObject->color = actor->color;
|
||||
P_SetTarget(&newObject->target, actor->target);
|
||||
P_SetTarget(&newObject->tracer, actor->tracer);
|
||||
|
|
@ -10375,7 +10375,7 @@ mobj_t *P_InternalFlickySpawn(mobj_t *actor, mobjtype_t flickytype, fixed_t momz
|
|||
}
|
||||
|
||||
flicky = P_SpawnMobjFromMobj(actor, offsx, offsy, 0, flickytype);
|
||||
P_InitAngle(flicky, actor->angle);
|
||||
flicky->angle = actor->angle;
|
||||
|
||||
if (flickytype == MT_SEED)
|
||||
flicky->z += P_MobjFlip(actor)*(actor->height - flicky->height)/2;
|
||||
|
|
@ -10525,7 +10525,7 @@ void A_FlickyCenter(mobj_t *actor)
|
|||
else if (actor->flags & MF_SLIDEME) // aimless
|
||||
{
|
||||
actor->tracer->fuse = 0; // less than 2*TICRATE means move aimlessly.
|
||||
P_InitAngle(actor->tracer, P_RandomKey(180)*ANG2);
|
||||
actor->tracer->angle = P_RandomKey(180)*ANG2;
|
||||
}
|
||||
else //orbit
|
||||
actor->tracer->fuse = FRACUNIT;
|
||||
|
|
@ -11222,7 +11222,7 @@ void A_ConnectToGround(mobj_t *actor)
|
|||
{
|
||||
work = P_SpawnMobjFromMobj(actor, 0, 0, workz, locvar1);
|
||||
if (work)
|
||||
P_InitAngle(work, ang);
|
||||
work->angle = ang;
|
||||
ang += ANGLE_90;
|
||||
workz += workh;
|
||||
}
|
||||
|
|
@ -11268,7 +11268,7 @@ void A_SpawnParticleRelative(mobj_t *actor)
|
|||
(actor->eflags & MFE_VERTICALFLIP) ? ((actor->z + actor->height - mobjinfo[MT_PARTICLE].height) - FixedMul(z<<FRACBITS, actor->scale)) : (actor->z + FixedMul(z<<FRACBITS, actor->scale)), MT_PARTICLE);
|
||||
|
||||
// Spawn objects with an angle matching the spawner's, rather than spawning Eastwards - Monster Iestyn
|
||||
P_InitAngle(mo, actor->angle);
|
||||
mo->angle = actor->angle;
|
||||
|
||||
if (actor->eflags & MFE_VERTICALFLIP)
|
||||
mo->flags2 |= MF2_OBJECTFLIP;
|
||||
|
|
@ -12015,7 +12015,7 @@ void A_Boss5MakeJunk(mobj_t *actor)
|
|||
broked->fuse = TICRATE;
|
||||
else
|
||||
broked->fuse = (((locvar2 & 1) ? 4 : 2)*TICRATE)/3;
|
||||
P_InitAngle(broked, ang);
|
||||
broked->angle = ang;
|
||||
P_InstaThrust(broked, ang, ((locvar2 & 2) ? 8 : 5)*actor->scale);
|
||||
P_SetObjectMomZ(broked, (((locvar2) ? 4 : 0) + P_RandomRange(2, 5))<<FRACBITS, false);
|
||||
if (locvar1 > 0)
|
||||
|
|
@ -12094,7 +12094,7 @@ static void P_DustRing(mobjtype_t mobjtype, UINT32 div, fixed_t x, fixed_t y, fi
|
|||
mobjtype
|
||||
);
|
||||
|
||||
P_InitAngle(dust, ang*i + ANGLE_90);
|
||||
dust->angle = ang*i + ANGLE_90;
|
||||
P_SetScale(dust, FixedMul(initscale, scale));
|
||||
dust->destscale = FixedMul(4*FRACUNIT + P_RandomFixed(), scale);
|
||||
dust->scalespeed = scale/24;
|
||||
|
|
@ -12299,7 +12299,7 @@ static mobj_t *P_TrainSeg(mobj_t *src, fixed_t x, fixed_t y, fixed_t z, angle_t
|
|||
s->fuse = 16*TICRATE;
|
||||
s->sprite = spr;
|
||||
s->frame = frame|FF_PAPERSPRITE;
|
||||
P_InitAngle(s, ang);
|
||||
s->angle = ang;
|
||||
P_Thrust(s, src->angle, 7*FRACUNIT);
|
||||
return s;
|
||||
}
|
||||
|
|
@ -12671,7 +12671,7 @@ void A_SaloonDoorSpawn(mobj_t *actor)
|
|||
|
||||
// One door...
|
||||
if (!(door = P_SpawnMobjFromMobj(actor, c, s, 0, locvar1))) return;
|
||||
P_InitAngle(door, ang + ANGLE_180);
|
||||
door->angle = ang + ANGLE_180;
|
||||
door->extravalue1 = AngleFixed(door->angle); // Origin angle
|
||||
door->extravalue2 = 0; // Angular speed
|
||||
P_SetTarget(&door->tracer, actor); // Origin door
|
||||
|
|
@ -12679,7 +12679,7 @@ void A_SaloonDoorSpawn(mobj_t *actor)
|
|||
|
||||
// ...two door!
|
||||
if (!(door = P_SpawnMobjFromMobj(actor, -c, -s, 0, locvar1))) return;
|
||||
P_InitAngle(door, ang);
|
||||
door->angle = ang;
|
||||
door->extravalue1 = AngleFixed(door->angle); // Origin angle
|
||||
door->extravalue2 = 0; // Angular speed
|
||||
P_SetTarget(&door->tracer, actor); // Origin door
|
||||
|
|
@ -12875,7 +12875,7 @@ void A_SpawnPterabytes(mobj_t *actor)
|
|||
c = FINECOSINE(fa);
|
||||
s = FINESINE(fa);
|
||||
waypoint = P_SpawnMobjFromMobj(actor, FixedMul(c, rad), FixedMul(s, rad), 0, MT_PTERABYTEWAYPOINT);
|
||||
P_InitAngle(waypoint, ang + ANGLE_90);
|
||||
waypoint->angle = ang + ANGLE_90;
|
||||
P_SetTarget(&waypoint->tracer, actor);
|
||||
ptera = P_SpawnMobjFromMobj(waypoint, 0, 0, 0, MT_PTERABYTE);
|
||||
ptera->angle = waypoint->angle;
|
||||
|
|
@ -13049,7 +13049,7 @@ void A_DragonbomberSpawn(mobj_t *actor)
|
|||
segment = P_SpawnMobjFromMobj(mo, x, y, 0, MT_DRAGONTAIL);
|
||||
P_SetTarget(&segment->target, mo);
|
||||
P_SetTarget(&mo->tracer, segment);
|
||||
P_InitAngle(segment, mo->angle);
|
||||
segment->angle = mo->angle;
|
||||
mo = segment;
|
||||
}
|
||||
for (i = 0; i < 2; i++) // spawn wings
|
||||
|
|
@ -13465,7 +13465,7 @@ static void SpawnSPBDust(mobj_t *mo)
|
|||
P_SetScale(dust, mo->scale*2);
|
||||
dust->colorized = true;
|
||||
dust->color = SKINCOLOR_RED;
|
||||
P_InitAngle(dust, mo->angle - FixedAngle(FRACUNIT*90 - FRACUNIT*180*i)); // The first one will spawn to the right of the spb, the second one to the left.
|
||||
dust->angle = mo->angle - FixedAngle(FRACUNIT*90 - FRACUNIT*180*i); // The first one will spawn to the right of the spb, the second one to the left.
|
||||
P_Thrust(dust, dust->angle, 6*dust->scale);
|
||||
|
||||
K_MatchGenericExtraFlags(dust, mo);
|
||||
|
|
@ -13502,7 +13502,7 @@ static void SpawnSPBAIZDust(mobj_t *mo, INT32 dir)
|
|||
spark->flags = MF_NOGRAVITY|MF_PAIN;
|
||||
P_SetTarget(&spark->target, mo);
|
||||
|
||||
P_InitAngle(spark, travelangle+(dir*ANGLE_90));
|
||||
spark->angle = travelangle+(dir*ANGLE_90);
|
||||
P_SetScale(spark, (spark->destscale = mo->scale*3/2));
|
||||
|
||||
spark->momx = (6*mo->momx)/5;
|
||||
|
|
@ -13521,7 +13521,7 @@ static void SpawnSPBSpeedLines(mobj_t *actor)
|
|||
MT_FASTLINE);
|
||||
|
||||
P_SetTarget(&fast->target, actor);
|
||||
P_InitAngle(fast, K_MomentumAngle(actor));
|
||||
fast->angle = K_MomentumAngle(actor);
|
||||
fast->color = SKINCOLOR_RED;
|
||||
fast->colorized = true;
|
||||
K_MatchGenericExtraFlags(fast, actor);
|
||||
|
|
@ -14111,7 +14111,7 @@ void A_RandomShadowFrame(mobj_t *actor)
|
|||
P_SetScale(fake, FRACUNIT*3/2);
|
||||
fake->scale = FRACUNIT*3/2;
|
||||
fake->destscale = FRACUNIT*3/2;
|
||||
P_InitAngle(fake, actor->angle);
|
||||
fake->angle = actor->angle;
|
||||
fake->tics = -1;
|
||||
actor->renderflags |= RF_DONTDRAW;
|
||||
actor->extravalue1 = 1;
|
||||
|
|
@ -14499,8 +14499,6 @@ void A_FlameShieldPaper(mobj_t *actor)
|
|||
paper->frame |= framea;
|
||||
}
|
||||
|
||||
P_InitAngle(paper, paper->angle);
|
||||
|
||||
paper->extravalue1 = i;
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -1202,7 +1202,7 @@ void P_KillMobj(mobj_t *target, mobj_t *inflictor, mobj_t *source, UINT8 damaget
|
|||
mo->angle = FixedAngle((P_RandomKey(36)*10)<<FRACBITS);
|
||||
|
||||
mo2 = P_SpawnMobjFromMobj(mo, 0, 0, 0, MT_BOSSJUNK);
|
||||
P_InitAngle(mo2, mo->angle);
|
||||
mo2->angle = mo->angle;
|
||||
P_SetMobjState(mo2, S_BOSSSEBH2);
|
||||
|
||||
if (++i == 2) // we've already removed 2 of these, let's stop now
|
||||
|
|
@ -1346,7 +1346,7 @@ void P_KillMobj(mobj_t *target, mobj_t *inflictor, mobj_t *source, UINT8 damaget
|
|||
for (i = 0; i < 2; i++)
|
||||
{
|
||||
mobj_t *blast = P_SpawnMobjFromMobj(target, 0, 0, target->info->height >> 1, MT_BATTLEBUMPER_BLAST);
|
||||
P_InitAngle(blast, angle + i*ANGLE_90);
|
||||
blast->angle = angle + i*ANGLE_90;
|
||||
P_SetScale(blast, 2*blast->scale/3);
|
||||
blast->destscale = 2*blast->scale;
|
||||
}
|
||||
|
|
@ -1576,7 +1576,7 @@ void P_KillMobj(mobj_t *target, mobj_t *inflictor, mobj_t *source, UINT8 damaget
|
|||
chunk = P_SpawnMobjFromMobj(target, 0, 0, 0, MT_SPIKE);\
|
||||
P_SetMobjState(chunk, target->info->xdeathstate);\
|
||||
chunk->health = 0;\
|
||||
P_InitAngle(chunk, angtweak);\
|
||||
chunk->angle = angtweak;\
|
||||
P_UnsetThingPosition(chunk);\
|
||||
chunk->flags = MF_NOCLIP;\
|
||||
chunk->x += xmov;\
|
||||
|
|
@ -1598,7 +1598,7 @@ void P_KillMobj(mobj_t *target, mobj_t *inflictor, mobj_t *source, UINT8 damaget
|
|||
chunk = P_SpawnMobjFromMobj(target, 0, 0, 0, MT_SPIKE);
|
||||
P_SetMobjState(chunk, target->info->deathstate);
|
||||
chunk->health = 0;
|
||||
P_InitAngle(chunk, ang + ANGLE_180);
|
||||
chunk->angle = ang + ANGLE_180;
|
||||
P_UnsetThingPosition(chunk);
|
||||
chunk->flags = MF_NOCLIP;
|
||||
chunk->x -= xoffs;
|
||||
|
|
@ -1644,7 +1644,7 @@ void P_KillMobj(mobj_t *target, mobj_t *inflictor, mobj_t *source, UINT8 damaget
|
|||
chunk = P_SpawnMobjFromMobj(target, 0, 0, 0, MT_WALLSPIKE);\
|
||||
P_SetMobjState(chunk, target->info->xdeathstate);\
|
||||
chunk->health = 0;\
|
||||
P_InitAngle(chunk, target->angle);\
|
||||
chunk->angle = target->angle;\
|
||||
P_UnsetThingPosition(chunk);\
|
||||
chunk->flags = MF_NOCLIP;\
|
||||
chunk->x += xmov - forwardxoffs;\
|
||||
|
|
@ -1670,7 +1670,7 @@ void P_KillMobj(mobj_t *target, mobj_t *inflictor, mobj_t *source, UINT8 damaget
|
|||
|
||||
P_SetMobjState(chunk, target->info->deathstate);
|
||||
chunk->health = 0;
|
||||
P_InitAngle(chunk, target->angle);
|
||||
chunk->angle = target->angle;
|
||||
P_UnsetThingPosition(chunk);
|
||||
chunk->flags = MF_NOCLIP;
|
||||
chunk->x += forwardxoffs - xoffs;
|
||||
|
|
@ -1794,7 +1794,7 @@ static boolean P_KillPlayer(player_t *player, mobj_t *inflictor, mobj_t *source,
|
|||
|
||||
boom = P_SpawnMobj(player->mo->x, player->mo->y, player->mo->z, MT_FZEROBOOM);
|
||||
boom->scale = player->mo->scale;
|
||||
P_InitAngle(boom, player->mo->angle);
|
||||
boom->angle = player->mo->angle;
|
||||
P_SetTarget(&boom->target, player->mo);
|
||||
}
|
||||
|
||||
|
|
|
|||
|
|
@ -416,9 +416,6 @@ boolean P_TryMove(mobj_t *thing, fixed_t x, fixed_t y, boolean allowdropoff);
|
|||
boolean P_Move(mobj_t *actor, fixed_t speed);
|
||||
boolean P_SetOrigin(mobj_t *thing, fixed_t x, fixed_t y, fixed_t z);
|
||||
boolean P_MoveOrigin(mobj_t *thing, fixed_t x, fixed_t y, fixed_t z);
|
||||
void P_InitAngle(mobj_t *thing, angle_t newValue);
|
||||
void P_InitPitch(mobj_t *thing, angle_t newValue);
|
||||
void P_InitRoll(mobj_t *thing, angle_t newValue);
|
||||
void P_SlideMove(mobj_t *mo);
|
||||
void P_BouncePlayerMove(mobj_t *mo);
|
||||
void P_BounceMove(mobj_t *mo);
|
||||
|
|
|
|||
27
src/p_map.c
27
src/p_map.c
|
|
@ -158,31 +158,6 @@ boolean P_MoveOrigin(mobj_t *thing, fixed_t x, fixed_t y, fixed_t z)
|
|||
return P_TeleportMove(thing, x, y, z);
|
||||
}
|
||||
|
||||
//
|
||||
// P_InitAngle - Change an object's angle, including interp values.
|
||||
//
|
||||
void P_InitAngle(mobj_t *thing, angle_t newValue)
|
||||
{
|
||||
thing->angle = thing->old_angle = newValue;
|
||||
}
|
||||
|
||||
//
|
||||
// P_InitPitch - Change an object's pitch, including interp values.
|
||||
//
|
||||
void P_InitPitch(mobj_t *thing, angle_t newValue)
|
||||
{
|
||||
thing->pitch = thing->old_pitch = newValue;
|
||||
}
|
||||
|
||||
//
|
||||
// P_InitRoll - Change an object's roll, including interp values.
|
||||
//
|
||||
void P_InitRoll(mobj_t *thing, angle_t newValue)
|
||||
{
|
||||
thing->roll = thing->old_roll = newValue;
|
||||
}
|
||||
|
||||
|
||||
// =========================================================================
|
||||
// MOVEMENT ITERATOR FUNCTIONS
|
||||
// =========================================================================
|
||||
|
|
@ -432,7 +407,7 @@ boolean P_DoSpring(mobj_t *spring, mobj_t *object)
|
|||
mobj_t *grease;
|
||||
grease = P_SpawnMobj(object->x, object->y, object->z, MT_TIREGREASE);
|
||||
P_SetTarget(&grease->target, object);
|
||||
P_InitAngle(grease, K_MomentumAngle(object));
|
||||
grease->angle = K_MomentumAngle(object);
|
||||
grease->extravalue1 = i;
|
||||
}
|
||||
}
|
||||
|
|
|
|||
86
src/p_mobj.c
86
src/p_mobj.c
|
|
@ -2412,7 +2412,7 @@ boolean P_ZMovement(mobj_t *mo)
|
|||
MT_KART_TIRE
|
||||
);
|
||||
|
||||
P_InitAngle(tire, mo->angle);
|
||||
tire->angle = mo->angle;
|
||||
tire->fuse = 3*TICRATE;
|
||||
P_InstaThrust(tire, tireAngle, 4 * mo->scale);
|
||||
P_SetObjectMomZ(tire, 4*FRACUNIT, false);
|
||||
|
|
@ -2432,7 +2432,7 @@ boolean P_ZMovement(mobj_t *mo)
|
|||
MT_KART_TIRE
|
||||
);
|
||||
|
||||
P_InitAngle(tire, mo->angle);
|
||||
tire->angle = mo->angle;
|
||||
tire->fuse = 3*TICRATE;
|
||||
P_InstaThrust(tire, tireAngle, 4 * mo->scale);
|
||||
P_SetObjectMomZ(tire, 4*FRACUNIT, false);
|
||||
|
|
@ -4201,7 +4201,7 @@ static void P_SpawnItemCapsuleParts(mobj_t *mobj)
|
|||
part = part->hnext;
|
||||
P_SetTarget(&part->target, mobj);
|
||||
P_SetMobjState(part, buttState);
|
||||
P_InitAngle(part, i * ANG_CAPSULE);
|
||||
part->angle = i * ANG_CAPSULE;
|
||||
part->movedir = spin; // rotation speed
|
||||
part->movefactor = 0; // z offset
|
||||
part->extravalue1 = buttScale; // relative scale
|
||||
|
|
@ -4212,7 +4212,7 @@ static void P_SpawnItemCapsuleParts(mobj_t *mobj)
|
|||
part = part->hnext;
|
||||
P_SetTarget(&part->target, mobj);
|
||||
P_SetMobjState(part, S_ITEMCAPSULE_TOP_SIDE);
|
||||
P_InitAngle(part, i * ANG_CAPSULE);
|
||||
part->angle = i * ANG_CAPSULE;
|
||||
part->movedir = spin; // rotation speed
|
||||
part->movefactor = mobj->info->height - part->info->height; // z offset
|
||||
}
|
||||
|
|
@ -4540,7 +4540,7 @@ void P_SpawnParaloop(fixed_t x, fixed_t y, fixed_t z, fixed_t radius, INT32 numb
|
|||
mobj->z -= mobj->height>>1;
|
||||
|
||||
// change angle
|
||||
P_InitAngle(mobj, R_PointToAngle2(mobj->x, mobj->y, x, y));
|
||||
mobj->angle = R_PointToAngle2(mobj->x, mobj->y, x, y);
|
||||
|
||||
// change slope
|
||||
dist = P_AproxDistance(P_AproxDistance(x - mobj->x, y - mobj->y), z - mobj->z);
|
||||
|
|
@ -5229,7 +5229,7 @@ static void P_FlameJetSceneryThink(mobj_t *mobj)
|
|||
flame = P_SpawnMobj(mobj->x, mobj->y, mobj->z, MT_FLAMEJETFLAME);
|
||||
P_SetMobjState(flame, S_FLAMEJETFLAME4);
|
||||
|
||||
P_InitAngle(flame, mobj->angle);
|
||||
flame->angle = mobj->angle;
|
||||
|
||||
if (mobj->flags2 & MF2_AMBUSH) // Wave up and down instead of side-to-side
|
||||
flame->momz = mobj->fuse << (FRACBITS - 2);
|
||||
|
|
@ -5718,7 +5718,7 @@ static void P_MobjSceneryThink(mobj_t *mobj)
|
|||
blast->angle += ANGLE_90;
|
||||
S_StartSound(blast, sfx_cdfm64);
|
||||
}
|
||||
P_InitAngle(blast, blast->angle);
|
||||
blast->angle = blast->angle;
|
||||
|
||||
blast->destscale *= 4;
|
||||
}
|
||||
|
|
@ -5863,7 +5863,7 @@ static void P_MobjSceneryThink(mobj_t *mobj)
|
|||
mobj->x = mobj->target->x;
|
||||
mobj->y = mobj->target->y;
|
||||
|
||||
P_InitAngle (mobj, R_PointToAngle(mobj->x, mobj->y) + ANGLE_90); // literally only happened because i wanted to ^L^R the SPR_ITEM's
|
||||
mobj->angle = R_PointToAngle(mobj->x, mobj->y) + ANGLE_90; // literally only happened because i wanted to ^L^R the SPR_ITEM's
|
||||
|
||||
if (!r_splitscreen && players[displayplayers[0]].mo)
|
||||
{
|
||||
|
|
@ -7668,7 +7668,7 @@ static boolean P_MobjRegularThink(mobj_t *mobj)
|
|||
mobj->z + (mobj->height/2) + (P_RandomRange(-20,20) * mobj->scale),
|
||||
MT_FASTLINE);
|
||||
|
||||
P_InitAngle(fast, mobj->angle);
|
||||
fast->angle = mobj->angle;
|
||||
fast->momx = 3*mobj->target->momx/4;
|
||||
fast->momy = 3*mobj->target->momy/4;
|
||||
fast->momz = 3*P_GetMobjZMovement(mobj->target)/4;
|
||||
|
|
@ -7730,7 +7730,7 @@ static boolean P_MobjRegularThink(mobj_t *mobj)
|
|||
if (underlayst != S_NULL)
|
||||
{
|
||||
mobj_t *underlay = P_SpawnMobj(mobj->target->x, mobj->target->y, mobj->target->z, MT_FLAMESHIELDUNDERLAY);
|
||||
P_InitAngle(underlay, mobj->angle);
|
||||
underlay->angle = mobj->angle;
|
||||
P_SetMobjState(underlay, underlayst);
|
||||
}
|
||||
break;
|
||||
|
|
@ -9156,7 +9156,7 @@ static boolean P_FuseThink(mobj_t *mobj)
|
|||
for (i = 0; i < 5; i++)
|
||||
{
|
||||
mobj_t *debris = P_SpawnMobj(mobj->x, mobj->y, mobj->z, MT_SMK_ICEBLOCK_DEBRIS);
|
||||
P_InitAngle(debris, FixedAngle(P_RandomRange(0,360)<<FRACBITS));
|
||||
debris->angle = FixedAngle(P_RandomRange(0,360)<<FRACBITS);
|
||||
P_InstaThrust(debris, debris->angle, P_RandomRange(3,18)*(FRACUNIT/4));
|
||||
debris->momz = P_RandomRange(4,8)<<FRACBITS;
|
||||
if (!i) // kinda hacky :V
|
||||
|
|
@ -9964,7 +9964,7 @@ mobj_t *P_SpawnMobj(fixed_t x, fixed_t y, fixed_t z, mobjtype_t type)
|
|||
case MT_CRUSHSTACEAN:
|
||||
{
|
||||
mobj_t *bigmeatyclaw = P_SpawnMobjFromMobj(mobj, 0, 0, 0, MT_CRUSHCLAW);
|
||||
P_InitAngle(bigmeatyclaw, mobj->angle + ((mobj->flags2 & MF2_AMBUSH) ? ANGLE_90 : ANGLE_270));
|
||||
bigmeatyclaw->angle = mobj->angle + ((mobj->flags2 & MF2_AMBUSH) ? ANGLE_90 : ANGLE_270);
|
||||
P_SetTarget(&mobj->tracer, bigmeatyclaw);
|
||||
P_SetTarget(&bigmeatyclaw->tracer, mobj);
|
||||
mobj->reactiontime >>= 1;
|
||||
|
|
@ -9973,7 +9973,7 @@ mobj_t *P_SpawnMobj(fixed_t x, fixed_t y, fixed_t z, mobjtype_t type)
|
|||
case MT_BANPYURA:
|
||||
{
|
||||
mobj_t *bigmeatyclaw = P_SpawnMobjFromMobj(mobj, 0, 0, 0, MT_BANPSPRING);
|
||||
P_InitAngle(bigmeatyclaw, mobj->angle + ((mobj->flags2 & MF2_AMBUSH) ? ANGLE_90 : ANGLE_270));
|
||||
bigmeatyclaw->angle = mobj->angle + ((mobj->flags2 & MF2_AMBUSH) ? ANGLE_90 : ANGLE_270);
|
||||
P_SetTarget(&mobj->tracer, bigmeatyclaw);
|
||||
P_SetTarget(&bigmeatyclaw->tracer, mobj);
|
||||
mobj->reactiontime >>= 1;
|
||||
|
|
@ -10109,7 +10109,7 @@ mobj_t *P_SpawnMobj(fixed_t x, fixed_t y, fixed_t z, mobjtype_t type)
|
|||
break;
|
||||
case MT_MINECARTEND:
|
||||
P_SetTarget(&mobj->tracer, P_SpawnMobjFromMobj(mobj, 0, 0, 0, MT_MINECARTENDSOLID));
|
||||
P_InitAngle(mobj->tracer, mobj->angle + ANGLE_90);
|
||||
mobj->tracer->angle = mobj->angle + ANGLE_90;
|
||||
break;
|
||||
case MT_TORCHFLOWER:
|
||||
{
|
||||
|
|
@ -10231,7 +10231,7 @@ mobj_t *P_SpawnMobj(fixed_t x, fixed_t y, fixed_t z, mobjtype_t type)
|
|||
angle_t ang = i * diff;
|
||||
mobj_t *side = P_SpawnMobj(mobj->x + FINECOSINE((ang>>ANGLETOFINESHIFT) & FINEMASK),
|
||||
mobj->y + FINESINE((ang>>ANGLETOFINESHIFT) & FINEMASK), mobj->z, MT_DAYTONAPINETREE_SIDE);
|
||||
P_InitAngle(side, ang);
|
||||
side->angle = ang;
|
||||
side->target = mobj;
|
||||
side->threshold = i;
|
||||
}
|
||||
|
|
@ -10248,7 +10248,7 @@ mobj_t *P_SpawnMobj(fixed_t x, fixed_t y, fixed_t z, mobjtype_t type)
|
|||
|
||||
cur = P_SpawnMobj(mobj->x + FINECOSINE(((mobj->angle*8)>>ANGLETOFINESHIFT) & FINEMASK),
|
||||
mobj->y + FINESINE(((mobj->angle*8)>>ANGLETOFINESHIFT) & FINEMASK), mobj->z, MT_EZZPROPELLER_BLADE);
|
||||
P_InitAngle(cur, mobj->angle);
|
||||
cur->angle = mobj->angle;
|
||||
|
||||
P_SetTarget(&cur->hprev, prev);
|
||||
P_SetTarget(&prev->hnext, cur);
|
||||
|
|
@ -10314,7 +10314,7 @@ mobj_t *P_SpawnMobj(fixed_t x, fixed_t y, fixed_t z, mobjtype_t type)
|
|||
cur->threshold = i;
|
||||
P_MoveOrigin(cur, cur->x + ((cur->radius>>FRACBITS) * FINECOSINE((FixedAngle((90*cur->threshold)<<FRACBITS)>>ANGLETOFINESHIFT) & FINEMASK)),
|
||||
cur->y + ((cur->radius>>FRACBITS) * FINESINE((FixedAngle((90*cur->threshold)<<FRACBITS)>>ANGLETOFINESHIFT) & FINEMASK)), cur->z);
|
||||
P_InitAngle(cur, ANGLE_90*(cur->threshold+1));
|
||||
cur->angle = ANGLE_90*(cur->threshold+1);
|
||||
|
||||
P_SetTarget(&cur->hprev, prev);
|
||||
P_SetTarget(&prev->hnext, cur);
|
||||
|
|
@ -11849,7 +11849,7 @@ static boolean P_SetupMace(mapthing_t *mthing, mobj_t *mobj, boolean *doangle)
|
|||
spawnee->friction = mroll;\
|
||||
spawnee->movefactor = mwidthset;\
|
||||
spawnee->movecount = dist;\
|
||||
P_InitAngle(spawnee, myaw);\
|
||||
spawnee->angle = myaw;\
|
||||
spawnee->flags |= (MF_NOGRAVITY|mflagsapply);\
|
||||
spawnee->flags2 |= (mflags2apply|moreflags2);\
|
||||
spawnee->eflags |= meflagsapply;\
|
||||
|
|
@ -12048,29 +12048,29 @@ static boolean P_SetupBooster(mapthing_t* mthing, mobj_t* mobj, boolean strong)
|
|||
statenum_t rollerstate = strong ? S_REDBOOSTERROLLER : S_YELLOWBOOSTERROLLER;
|
||||
|
||||
mobj_t *seg = P_SpawnMobjFromMobj(mobj, 26*x1, 26*y1, 0, MT_BOOSTERSEG);
|
||||
P_InitAngle(seg, angle - ANGLE_90);
|
||||
seg->angle = angle - ANGLE_90;
|
||||
P_SetMobjState(seg, facestate);
|
||||
seg = P_SpawnMobjFromMobj(mobj, -26*x1, -26*y1, 0, MT_BOOSTERSEG);
|
||||
P_InitAngle(seg, angle + ANGLE_90);
|
||||
seg->angle = angle + ANGLE_90;
|
||||
P_SetMobjState(seg, facestate);
|
||||
seg = P_SpawnMobjFromMobj(mobj, 21*x2, 21*y2, 0, MT_BOOSTERSEG);
|
||||
P_InitAngle(seg, angle);
|
||||
seg->angle = angle;
|
||||
P_SetMobjState(seg, leftstate);
|
||||
seg = P_SpawnMobjFromMobj(mobj, -21*x2, -21*y2, 0, MT_BOOSTERSEG);
|
||||
P_InitAngle(seg, angle);
|
||||
seg->angle = angle;
|
||||
P_SetMobjState(seg, rightstate);
|
||||
|
||||
seg = P_SpawnMobjFromMobj(mobj, 13*(x1 + x2), 13*(y1 + y2), 0, MT_BOOSTERROLLER);
|
||||
P_InitAngle(seg, angle);
|
||||
seg->angle = angle;
|
||||
P_SetMobjState(seg, rollerstate);
|
||||
seg = P_SpawnMobjFromMobj(mobj, 13*(x1 - x2), 13*(y1 - y2), 0, MT_BOOSTERROLLER);
|
||||
P_InitAngle(seg, angle);
|
||||
seg->angle = angle;
|
||||
P_SetMobjState(seg, rollerstate);
|
||||
seg = P_SpawnMobjFromMobj(mobj, -13*(x1 + x2), -13*(y1 + y2), 0, MT_BOOSTERROLLER);
|
||||
P_InitAngle(seg, angle);
|
||||
seg->angle = angle;
|
||||
P_SetMobjState(seg, rollerstate);
|
||||
seg = P_SpawnMobjFromMobj(mobj, -13*(x1 - x2), -13*(y1 - y2), 0, MT_BOOSTERROLLER);
|
||||
P_InitAngle(seg, angle);
|
||||
seg->angle = angle;
|
||||
P_SetMobjState(seg, rollerstate);
|
||||
|
||||
return true;
|
||||
|
|
@ -12247,19 +12247,19 @@ static boolean P_SetupSpawnedMapThing(mapthing_t *mthing, mobj_t *mobj, boolean
|
|||
case MT_THZTREE:
|
||||
{ // Spawn the branches
|
||||
angle_t mobjangle = FixedAngle((mthing->angle % 113) << FRACBITS);
|
||||
P_InitAngle(P_SpawnMobjFromMobj(mobj, FRACUNIT, 0, 0, MT_THZTREEBRANCH), mobjangle + ANGLE_22h);
|
||||
P_InitAngle(P_SpawnMobjFromMobj(mobj, 0, FRACUNIT, 0, MT_THZTREEBRANCH), mobjangle + ANGLE_157h);
|
||||
P_InitAngle(P_SpawnMobjFromMobj(mobj, -FRACUNIT, 0, 0, MT_THZTREEBRANCH), mobjangle + ANGLE_270);
|
||||
P_SpawnMobjFromMobj(mobj, FRACUNIT, 0, 0, MT_THZTREEBRANCH)->angle = mobjangle + ANGLE_22h;
|
||||
P_SpawnMobjFromMobj(mobj, 0, FRACUNIT, 0, MT_THZTREEBRANCH)->angle = mobjangle + ANGLE_157h;
|
||||
P_SpawnMobjFromMobj(mobj, -FRACUNIT, 0, 0, MT_THZTREEBRANCH)->angle = mobjangle + ANGLE_270;
|
||||
}
|
||||
break;
|
||||
case MT_CEZPOLE1:
|
||||
case MT_CEZPOLE2:
|
||||
{ // Spawn the banner
|
||||
angle_t mobjangle = FixedAngle(mthing->angle << FRACBITS);
|
||||
P_InitAngle(P_SpawnMobjFromMobj(mobj,
|
||||
P_SpawnMobjFromMobj(mobj,
|
||||
P_ReturnThrustX(mobj, mobjangle, 4 << FRACBITS),
|
||||
P_ReturnThrustY(mobj, mobjangle, 4 << FRACBITS),
|
||||
0, ((mobj->type == MT_CEZPOLE1) ? MT_CEZBANNER1 : MT_CEZBANNER2)), mobjangle + ANGLE_90);
|
||||
0, ((mobj->type == MT_CEZPOLE1) ? MT_CEZBANNER1 : MT_CEZBANNER2))->angle = mobjangle + ANGLE_90;
|
||||
}
|
||||
break;
|
||||
case MT_HHZTREE_TOP:
|
||||
|
|
@ -12268,7 +12268,7 @@ static boolean P_SetupSpawnedMapThing(mapthing_t *mthing, mobj_t *mobj, boolean
|
|||
mobj_t* leaf;
|
||||
#define doleaf(x, y) \
|
||||
leaf = P_SpawnMobjFromMobj(mobj, x, y, 0, MT_HHZTREE_PART);\
|
||||
P_InitAngle(leaf, mobjangle);\
|
||||
leaf->angle = mobjangle;\
|
||||
P_SetMobjState(leaf, leaf->info->seestate);\
|
||||
mobjangle += ANGLE_90
|
||||
doleaf(FRACUNIT, 0);
|
||||
|
|
@ -12292,7 +12292,7 @@ static boolean P_SetupSpawnedMapThing(mapthing_t *mthing, mobj_t *mobj, boolean
|
|||
fixed_t xoffs = FINECOSINE(fa);
|
||||
fixed_t yoffs = FINESINE(fa);
|
||||
mobj_t* leaf = P_SpawnMobjFromMobj(mobj, xoffs, yoffs, 0, MT_BIGFERNLEAF);
|
||||
P_InitAngle(leaf, angle);
|
||||
leaf->angle = angle;
|
||||
angle += ANGLE_45;
|
||||
}
|
||||
break;
|
||||
|
|
@ -12402,7 +12402,7 @@ static boolean P_SetupSpawnedMapThing(mapthing_t *mthing, mobj_t *mobj, boolean
|
|||
mobj->x - P_ReturnThrustX(mobj, mobjangle, baseradius),
|
||||
mobj->y - P_ReturnThrustY(mobj, mobjangle, baseradius),
|
||||
mobj->z, MT_WALLSPIKEBASE);
|
||||
P_InitAngle(base, mobjangle + ANGLE_90);
|
||||
base->angle = mobjangle + ANGLE_90;
|
||||
base->destscale = mobj->destscale;
|
||||
P_SetScale(base, mobj->scale);
|
||||
P_SetTarget(&base->target, mobj);
|
||||
|
|
@ -12608,7 +12608,7 @@ static boolean P_SetupSpawnedMapThing(mapthing_t *mthing, mobj_t *mobj, boolean
|
|||
|
||||
leaf = P_SpawnMobj(mobj->x + FINECOSINE((mobj->angle>>ANGLETOFINESHIFT) & FINEMASK),
|
||||
mobj->y + FINESINE((mobj->angle>>ANGLETOFINESHIFT) & FINEMASK), top, MT_AAZTREE_LEAF);
|
||||
P_InitAngle(leaf, mobj->angle);
|
||||
leaf->angle = mobj->angle;
|
||||
|
||||
// Small coconut for each leaf
|
||||
P_SpawnMobj(mobj->x + (32 * FINECOSINE((mobj->angle>>ANGLETOFINESHIFT) & FINEMASK)),
|
||||
|
|
@ -12826,7 +12826,7 @@ static mobj_t *P_SpawnMobjFromMapThing(mapthing_t *mthing, fixed_t x, fixed_t y,
|
|||
|
||||
if (doangle)
|
||||
{
|
||||
P_InitAngle(mobj, FixedAngle(mthing->angle << FRACBITS));
|
||||
mobj->angle = FixedAngle(mthing->angle << FRACBITS);
|
||||
}
|
||||
|
||||
if ((mobj->flags & MF_SPRING)
|
||||
|
|
@ -12839,8 +12839,8 @@ static mobj_t *P_SpawnMobjFromMapThing(mapthing_t *mthing, fixed_t x, fixed_t y,
|
|||
mobj->spryoff = FixedMul(mobj->radius, FINESINE(a >> ANGLETOFINESHIFT));
|
||||
}
|
||||
|
||||
P_InitPitch(mobj, FixedAngle(mthing->pitch << FRACBITS));
|
||||
P_InitRoll(mobj, FixedAngle(mthing->roll << FRACBITS));
|
||||
mobj->pitch = FixedAngle(mthing->pitch << FRACBITS);
|
||||
mobj->roll = FixedAngle(mthing->roll << FRACBITS);
|
||||
|
||||
mthing->mobj = mobj;
|
||||
|
||||
|
|
@ -13247,7 +13247,7 @@ mobj_t *P_SpawnXYZMissile(mobj_t *source, mobj_t *dest, mobjtype_t type,
|
|||
P_SetTarget(&th->target, source); // where it came from
|
||||
an = R_PointToAngle2(x, y, dest->x, dest->y);
|
||||
|
||||
P_InitAngle(th, an);
|
||||
th->angle = an;
|
||||
an >>= ANGLETOFINESHIFT;
|
||||
th->momx = FixedMul(speed, FINECOSINE(an));
|
||||
th->momy = FixedMul(speed, FINESINE(an));
|
||||
|
|
@ -13309,7 +13309,7 @@ mobj_t *P_SpawnAlteredDirectionMissile(mobj_t *source, mobjtype_t type, fixed_t
|
|||
P_SetTarget(&th->target, source->target); // where it came from
|
||||
an = R_PointToAngle2(0, 0, source->momx, source->momy) + (ANG1*shiftingAngle);
|
||||
|
||||
P_InitAngle(th, an);
|
||||
th->angle = an;
|
||||
an >>= ANGLETOFINESHIFT;
|
||||
th->momx = FixedMul(speed, FINECOSINE(an));
|
||||
th->momy = FixedMul(speed, FINESINE(an));
|
||||
|
|
@ -13374,7 +13374,7 @@ mobj_t *P_SpawnPointMissile(mobj_t *source, fixed_t xa, fixed_t ya, fixed_t za,
|
|||
P_SetTarget(&th->target, source); // where it came from
|
||||
an = R_PointToAngle2(x, y, xa, ya);
|
||||
|
||||
P_InitAngle(th, an);
|
||||
th->angle = an;
|
||||
an >>= ANGLETOFINESHIFT;
|
||||
th->momx = FixedMul(speed, FINECOSINE(an));
|
||||
th->momy = FixedMul(speed, FINESINE(an));
|
||||
|
|
@ -13453,7 +13453,7 @@ mobj_t *P_SpawnMissile(mobj_t *source, mobj_t *dest, mobjtype_t type)
|
|||
else
|
||||
an = R_PointToAngle2(source->x, source->y, dest->x, dest->y);
|
||||
|
||||
P_InitAngle(th, an);
|
||||
th->angle = an;
|
||||
an >>= ANGLETOFINESHIFT;
|
||||
th->momx = FixedMul(speed, FINECOSINE(an));
|
||||
th->momy = FixedMul(speed, FINESINE(an));
|
||||
|
|
@ -13541,7 +13541,7 @@ mobj_t *P_SPMAngle(mobj_t *source, mobjtype_t type, angle_t angle, UINT8 allowai
|
|||
|
||||
speed = th->info->speed;
|
||||
|
||||
P_InitAngle(th, an);
|
||||
th->angle = an;
|
||||
th->momx = FixedMul(speed, FINECOSINE(an>>ANGLETOFINESHIFT));
|
||||
th->momy = FixedMul(speed, FINESINE(an>>ANGLETOFINESHIFT));
|
||||
|
||||
|
|
|
|||
|
|
@ -3711,7 +3711,7 @@ static void P_ProcessLineSpecial(line_t *line, mobj_t *mo, sector_t *callsec)
|
|||
if (mobj)
|
||||
{
|
||||
if (line->flags & ML_EFFECT1)
|
||||
P_InitAngle(mobj, R_PointToAngle2(line->v1->x, line->v1->y, line->v2->x, line->v2->y));
|
||||
mobj->angle = R_PointToAngle2(line->v1->x, line->v1->y, line->v2->x, line->v2->y);
|
||||
CONS_Debug(DBG_GAMELOGIC, "Linedef Type %d - Spawn Object: %d spawned at (%d, %d, %d)\n", line->special, mobj->type, mobj->x>>FRACBITS, mobj->y>>FRACBITS, mobj->z>>FRACBITS); //TODO: Convert mobj->type to a string somehow.
|
||||
}
|
||||
else
|
||||
|
|
@ -4005,7 +4005,7 @@ void P_SetupSignExit(player_t *player)
|
|||
if (player->mo && !P_MobjWasRemoved(player->mo))
|
||||
{
|
||||
thing = P_SpawnMobj(player->mo->x, player->mo->y, player->mo->floorz, MT_SIGN);
|
||||
P_InitAngle(thing, player->mo->angle);
|
||||
thing->angle = player->mo->angle;
|
||||
P_SetupSignObject(thing, player->mo, true); // Use :youfuckedup: sign face
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -97,7 +97,8 @@ void P_MixUp(mobj_t *thing, fixed_t x, fixed_t y, fixed_t z, angle_t angle,
|
|||
P_FlashPal(thing->player, PAL_MIXUP, 10);
|
||||
}
|
||||
|
||||
P_InitAngle(thing, angle);
|
||||
thing->old_angle += (angle-thing->angle);
|
||||
thing->angle = angle;
|
||||
|
||||
thing->momx = thing->momy = thing->momz = 0;
|
||||
|
||||
|
|
|
|||
10
src/p_user.c
10
src/p_user.c
|
|
@ -384,7 +384,7 @@ void P_GiveFinishFlags(player_t *player)
|
|||
fixed_t xoffs = FINECOSINE(fa);
|
||||
fixed_t yoffs = FINESINE(fa);
|
||||
mobj_t* flag = P_SpawnMobjFromMobj(player->mo, xoffs, yoffs, 0, MT_FINISHFLAG);
|
||||
P_InitAngle(flag, angle);
|
||||
flag->angle = angle;
|
||||
angle += FixedAngle(120*FRACUNIT);
|
||||
|
||||
P_SetTarget(&flag->target, player->mo);
|
||||
|
|
@ -2289,7 +2289,7 @@ void P_MovePlayer(player_t *player)
|
|||
// underlay
|
||||
water = P_SpawnMobj(x1, y1,
|
||||
((player->mo->eflags & MFE_VERTICALFLIP) ? player->mo->waterbottom - FixedMul(mobjinfo[MT_WATERTRAILUNDERLAY].height, player->mo->scale) : player->mo->watertop), MT_WATERTRAILUNDERLAY);
|
||||
P_InitAngle(water, forwardangle - ANGLE_180 - ANGLE_22h);
|
||||
water->angle = forwardangle - ANGLE_180 - ANGLE_22h;
|
||||
water->destscale = trailScale;
|
||||
water->momx = player->mo->momx;
|
||||
water->momy = player->mo->momy;
|
||||
|
|
@ -2300,7 +2300,7 @@ void P_MovePlayer(player_t *player)
|
|||
// overlay
|
||||
water = P_SpawnMobj(x1, y1,
|
||||
((player->mo->eflags & MFE_VERTICALFLIP) ? player->mo->waterbottom - FixedMul(mobjinfo[MT_WATERTRAIL].height, player->mo->scale) : player->mo->watertop), MT_WATERTRAIL);
|
||||
P_InitAngle(water, forwardangle - ANGLE_180 - ANGLE_22h);
|
||||
water->angle = forwardangle - ANGLE_180 - ANGLE_22h;
|
||||
water->destscale = trailScale;
|
||||
water->momx = player->mo->momx;
|
||||
water->momy = player->mo->momy;
|
||||
|
|
@ -2312,7 +2312,7 @@ void P_MovePlayer(player_t *player)
|
|||
// Underlay
|
||||
water = P_SpawnMobj(x2, y2,
|
||||
((player->mo->eflags & MFE_VERTICALFLIP) ? player->mo->waterbottom - FixedMul(mobjinfo[MT_WATERTRAILUNDERLAY].height, player->mo->scale) : player->mo->watertop), MT_WATERTRAILUNDERLAY);
|
||||
P_InitAngle(water, forwardangle - ANGLE_180 + ANGLE_22h);
|
||||
water->angle = forwardangle - ANGLE_180 + ANGLE_22h;
|
||||
water->destscale = trailScale;
|
||||
water->momx = player->mo->momx;
|
||||
water->momy = player->mo->momy;
|
||||
|
|
@ -2323,7 +2323,7 @@ void P_MovePlayer(player_t *player)
|
|||
// Overlay
|
||||
water = P_SpawnMobj(x2, y2,
|
||||
((player->mo->eflags & MFE_VERTICALFLIP) ? player->mo->waterbottom - FixedMul(mobjinfo[MT_WATERTRAIL].height, player->mo->scale) : player->mo->watertop), MT_WATERTRAIL);
|
||||
P_InitAngle(water, forwardangle - ANGLE_180 + ANGLE_22h);
|
||||
water->angle = forwardangle - ANGLE_180 + ANGLE_22h;
|
||||
water->destscale = trailScale;
|
||||
water->momx = player->mo->momx;
|
||||
water->momy = player->mo->momy;
|
||||
|
|
|
|||
Loading…
Add table
Reference in a new issue