P_InitAngle, to fix angle interpolation on spawning objects

This commit is contained in:
Sally Coolatta 2021-12-24 12:45:51 -05:00
parent ce01b494f4
commit cc250afd45
15 changed files with 258 additions and 163 deletions

View file

@ -235,7 +235,7 @@ mobj_t *K_SpawnSphereBox(fixed_t x, fixed_t y, fixed_t z, angle_t angle, SINT8 f
(void)amount;
drop->angle = angle;
P_InitAngle(drop, angle);
P_Thrust(drop,
FixedAngle(P_RandomFixed() * 180) + angle,
P_RandomRange(4, 12) * mapobjectscale);
@ -529,7 +529,7 @@ static void K_SpawnOvertimeLaser(fixed_t x, fixed_t y, fixed_t scale)
mo->eflags |= MFE_VERTICALFLIP;
}
mo->angle = R_PointToAngle2(mo->x, mo->y, battleovertime.x, battleovertime.y) + ANGLE_90;
P_InitAngle(mo, R_PointToAngle2(mo->x, mo->y, battleovertime.x, battleovertime.y) + ANGLE_90);
mo->renderflags |= (RF_DONTDRAW & ~(K_GetPlayerDontDrawFlag(player)));
P_SetScale(mo, scale);

View file

@ -1963,7 +1963,7 @@ void K_SpawnDashDustRelease(player_t *player)
dust = P_SpawnMobj(newx, newy, player->mo->z, MT_FASTDUST);
P_SetTarget(&dust->target, player->mo);
dust->angle = travelangle - ((i&1) ? -1 : 1)*ANGLE_45;
P_InitAngle(dust, travelangle - ((i&1) ? -1 : 1) * ANGLE_45);
dust->destscale = player->mo->scale;
P_SetScale(dust, player->mo->scale);
@ -2043,7 +2043,7 @@ void K_SpawnNormalSpeedLines(player_t *player)
MT_FASTLINE);
P_SetTarget(&fast->target, player->mo);
fast->angle = K_MomentumAngle(player->mo);
P_InitAngle(fast, K_MomentumAngle(player->mo));
fast->momx = 3*player->mo->momx/4;
fast->momy = 3*player->mo->momy/4;
fast->momz = 3*P_GetMobjZMovement(player->mo)/4;
@ -2071,7 +2071,7 @@ void K_SpawnInvincibilitySpeedLines(mobj_t *mo)
fast->momz = 3*P_GetMobjZMovement(mo)/4;
P_SetTarget(&fast->target, mo);
fast->angle = K_MomentumAngle(mo);
P_InitAngle(fast, K_MomentumAngle(mo));
fast->color = mo->color;
fast->colorized = true;
K_MatchGenericExtraFlags(fast, mo);
@ -3519,7 +3519,7 @@ void K_TakeBumpersFromPlayer(player_t *player, player_t *victim, UINT8 amount)
P_SetTarget(&newmo->tracer, victim->mo);
P_SetTarget(&newmo->target, player->mo);
newmo->angle = (diff * (newbumper-1));
P_InitAngle(newmo, (diff * (newbumper-1)));
newmo->color = victim->skincolor;
if (newbumper+1 < 2)
@ -3600,7 +3600,7 @@ void K_SpawnKartExplosion(fixed_t x, fixed_t y, fixed_t z, fixed_t radius, INT32
mobj->z -= mobj->height>>1;
// change angle
mobj->angle = R_PointToAngle2(mobj->x, mobj->y, x, y);
P_InitAngle(mobj, R_PointToAngle2(mobj->x, mobj->y, x, y));
// change slope
dist = P_AproxDistance(P_AproxDistance(x - mobj->x, y - mobj->y), z - mobj->z);
@ -3687,7 +3687,7 @@ void K_SpawnMineExplosion(mobj_t *source, UINT8 color)
{
dust = P_SpawnMobj(source->x, source->y, source->z, MT_SMOKE);
P_SetMobjState(dust, S_OPAQUESMOKE1);
dust->angle = (ANGLE_180/16) * i;
P_InitAngle(dust, (ANGLE_180/16) * i);
P_SetScale(dust, source->scale);
dust->destscale = source->scale*10;
dust->scalespeed = source->scale/12;
@ -3800,7 +3800,7 @@ static mobj_t *K_SpawnKartMissile(mobj_t *source, mobjtype_t type, angle_t an, I
th->z = th->floorz;
}
th->angle = an;
P_InitAngle(th, an);
th->momx = FixedMul(finalspeed, FINECOSINE(an>>ANGLETOFINESHIFT));
th->momy = FixedMul(finalspeed, FINESINE(an>>ANGLETOFINESHIFT));
@ -3968,7 +3968,7 @@ static void K_SpawnDriftElectricity(player_t *player)
y = P_ReturnThrustY(mo, verticalangle, verticalradius)
+ P_ReturnThrustY(mo, horizonatalangle, horizontalradius);
spark = P_SpawnMobjFromMobj(mo, x, y, 0, MT_DRIFTELECTRICITY);
spark->angle = sparkangle;
P_InitAngle(spark, sparkangle);
spark->color = color;
K_GenericExtraFlagsNoZAdjust(spark, mo);
@ -4010,7 +4010,7 @@ void K_SpawnDriftElectricSparks(player_t *player)
fixed_t yoff = P_ReturnThrustY(mo, sparkangle, sparkradius);
mobj_t *spark = P_SpawnMobjFromMobj(mo, x + xoff, y + yoff, z, MT_DRIFTELECTRICSPARK);
spark->angle = sparkangle;
P_InitAngle(spark, sparkangle);
spark->color = color;
P_InstaThrust(spark, mo->angle + ANGLE_90, hspeed);
P_SetObjectMomZ(spark, vspeed, false);
@ -4061,7 +4061,7 @@ static void K_SpawnDriftSparks(player_t *player)
spark = P_SpawnMobj(newx, newy, player->mo->z, MT_DRIFTSPARK);
P_SetTarget(&spark->target, player->mo);
spark->angle = travelangle-(ANGLE_45/5)*player->drift;
P_InitAngle(spark, travelangle-(ANGLE_45/5)*player->drift);
spark->destscale = player->mo->scale;
P_SetScale(spark, player->mo->scale);
@ -4205,7 +4205,7 @@ static void K_SpawnAIZDust(player_t *player)
newy = player->mo->y + P_ReturnThrustY(player->mo, travelangle - (player->aizdriftstrat*ANGLE_45), FixedMul(24*FRACUNIT, player->mo->scale));
spark = P_SpawnMobj(newx, newy, player->mo->z, MT_AIZDRIFTSTRAT);
spark->angle = travelangle+(player->aizdriftstrat*ANGLE_90);
P_InitAngle(spark, travelangle+(player->aizdriftstrat*ANGLE_90));
P_SetScale(spark, (spark->destscale = (3*player->mo->scale)>>2));
spark->momx = (6*player->mo->momx)/5;
@ -4257,7 +4257,7 @@ void K_SpawnBoostTrail(player_t *player)
flame = P_SpawnMobj(newx, newy, ground, MT_SNEAKERTRAIL);
P_SetTarget(&flame->target, player->mo);
flame->angle = travelangle;
P_InitAngle(flame, travelangle);
flame->fuse = TICRATE*2;
flame->destscale = player->mo->scale;
P_SetScale(flame, player->mo->scale);
@ -4313,7 +4313,7 @@ void K_SpawnSparkleTrail(mobj_t *mo)
newz = mo->z + (P_RandomRange(0, mo->height>>FRACBITS)*FRACUNIT);
sparkle = P_SpawnMobj(newx, newy, newz, MT_SPARKLETRAIL);
sparkle->angle = R_PointToAngle2(mo->x, mo->y, sparkle->x, sparkle->y);
P_InitAngle(sparkle, R_PointToAngle2(mo->x, mo->y, sparkle->x, sparkle->y));
sparkle->movefactor = R_PointToDist2(mo->x, mo->y, sparkle->x, sparkle->y); // Save the distance we spawned away from the player.
//CONS_Printf("movefactor: %d\n", sparkle->movefactor/FRACUNIT);
sparkle->extravalue1 = (sparkle->z - mo->z); // Keep track of our Z position relative to the player's, I suppose.
@ -4359,7 +4359,7 @@ void K_SpawnWipeoutTrail(mobj_t *mo, boolean offroad)
mo->z, MT_WIPEOUTTRAIL);
P_SetTarget(&dust->target, mo);
dust->angle = K_MomentumAngle(mo);
P_InitAngle(dust, K_MomentumAngle(mo));
dust->destscale = mo->scale;
P_SetScale(dust, mo->scale);
K_FlipFromObject(dust, mo);
@ -4429,7 +4429,7 @@ void K_SpawnDraftDust(mobj_t *mo)
P_SetMobjState(dust, S_DRAFTDUST1 + foff);
P_SetTarget(&dust->target, mo);
dust->angle = ang - (ANGLE_90 * sign); // point completely perpendicular from the player
P_InitAngle(dust, ang - (ANGLE_90 * sign)); // point completely perpendicular from the player
dust->destscale = mo->scale;
P_SetScale(dust, mo->scale);
K_FlipFromObject(dust, mo);
@ -4852,11 +4852,18 @@ void K_PuntMine(mobj_t *origMine, mobj_t *punter)
mine = P_SpawnMobj(origMine->x, origMine->y, origMine->z, MT_SSMINE);
P_SetTarget(&mine->target, mineOwner);
mine->angle = origMine->angle;
mine->flags2 = origMine->flags2;
mine->floorz = origMine->floorz;
mine->ceilingz = origMine->ceilingz;
// Copy interp data
mine->old_angle = origMine->old_angle;
mine->old_x = origMine->old_x;
mine->old_y = origMine->old_y;
mine->old_z = origMine->old_z;
// Since we aren't using P_KillMobj, we need to clean up the hnext reference
P_SetTarget(&mineOwner->hnext, NULL);
mineOwner->player->bananadrag = 0;
@ -4932,7 +4939,7 @@ static void K_DoThunderShield(player_t *player)
for (i=0; i<7; i++)
{
mo = P_SpawnMobj(player->mo->x, player->mo->y, player->mo->z, MT_THOK);
mo->angle = P_RandomRange(0, 359)*ANG1;
P_InitAngle(mo, P_RandomRange(0, 359)*ANG1);
mo->fuse = P_RandomRange(20, 50);
P_SetTarget(&mo->target, player->mo);
P_SetMobjState(mo, S_KLIT1);
@ -4945,7 +4952,7 @@ static void K_DoThunderShield(player_t *player)
sx = player->mo->x + FixedMul((player->mo->scale*THUNDERRADIUS), FINECOSINE((an*i)>>ANGLETOFINESHIFT));
sy = player->mo->y + FixedMul((player->mo->scale*THUNDERRADIUS), FINESINE((an*i)>>ANGLETOFINESHIFT));
mo = P_SpawnMobj(sx, sy, player->mo->z, MT_THOK);
mo-> angle = an*i;
P_InitAngle(mo, an*i);
mo->extravalue1 = THUNDERRADIUS; // Used to know whether we should teleport by radius or something.
mo->scale = player->mo->scale*3;
P_SetTarget(&mo->target, player->mo);
@ -5263,7 +5270,7 @@ static void K_ThrowLandMine(player_t *player)
P_SetScale(landMine, player->mo->scale);
landMine->destscale = player->mo->destscale;
landMine->angle = player->mo->angle;
P_InitAngle(landMine, player->mo->angle);
landMine->momz = (30 * mapobjectscale * P_MobjFlip(player->mo)) + player->mo->momz;
landMine->color = player->skincolor;
@ -5419,6 +5426,12 @@ void K_DropHnextList(player_t *player, boolean keepshields)
dropwork->floorz = work->floorz;
dropwork->ceilingz = work->ceilingz;
// Copy interp data
dropwork->old_angle = work->old_angle;
dropwork->old_x = work->old_x;
dropwork->old_y = work->old_y;
dropwork->old_z = work->old_z;
if (ponground)
{
// floorz and ceilingz aren't properly set to account for FOFs and Polyobjects on spawn
@ -5506,7 +5519,7 @@ mobj_t *K_CreatePaperItem(fixed_t x, fixed_t y, fixed_t z, angle_t angle, SINT8
P_SetScale(drop, drop->scale>>4);
drop->destscale = (3*drop->destscale)/2;
drop->angle = angle;
P_InitAngle(drop, angle);
P_Thrust(drop,
FixedAngle(P_RandomFixed() * 180) + angle,
16*mapobjectscale);
@ -5864,7 +5877,7 @@ static void K_CalculateBananaSlope(mobj_t *mobj, fixed_t x, fixed_t y, fixed_t z
}
//mobj->standingslope = slope;
P_SetPitchRollFromSlope(mobj, slope);
P_InitPitchRollFromSlope(mobj, slope);
}
// Move the hnext chain!
@ -6956,7 +6969,7 @@ void K_KartPlayerThink(player_t *player, ticcmd_t *cmd)
{
mobj_t *ring = P_SpawnMobj(player->mo->x, player->mo->y, player->mo->z, MT_RING);
ring->extravalue1 = 1; // Ring collect animation timer
ring->angle = player->mo->angle; // animation angle
P_InitAngle(ring, player->mo->angle); // animation angle
P_SetTarget(&ring->target, player->mo); // toucher for thinker
player->pickuprings++;
if (player->superring <= 3)
@ -7768,6 +7781,7 @@ void K_SpawnDriftBoostExplosion(player_t *player, int stage)
{
mobj_t *overlay = P_SpawnMobj(player->mo->x, player->mo->y, player->mo->z, MT_DRIFTEXPLODE);
P_InitAngle(overlay, K_MomentumAngle(player->mo));
P_SetTarget(&overlay->target, player->mo);
P_SetScale(overlay, (overlay->destscale = player->mo->scale));
K_FlipFromObject(overlay, player->mo);
@ -8313,9 +8327,9 @@ static void K_KartSpindashWind(mobj_t *parent)
P_SetTarget(&wind->target, parent);
if (parent->momx || parent->momy)
wind->angle = R_PointToAngle2(0, 0, parent->momx, parent->momy);
P_InitAngle(wind, R_PointToAngle2(0, 0, parent->momx, parent->momy));
else
wind->angle = parent->player->drawangle;
P_InitAngle(wind, parent->player->drawangle);
wind->momx = 3 * parent->momx / 4;
wind->momy = 3 * parent->momy / 4;
@ -8348,7 +8362,7 @@ static void K_KartSpindash(player_t *player)
mobj_t *grease;
grease = P_SpawnMobj(player->mo->x, player->mo->y, player->mo->z, MT_TIREGREASE);
P_SetTarget(&grease->target, player->mo);
grease->angle = K_MomentumAngle(player->mo);
P_InitAngle(grease, K_MomentumAngle(player->mo));
grease->extravalue1 = i;
}
}
@ -8762,7 +8776,7 @@ void K_MoveKartPlayer(player_t *player, boolean onground)
mo = P_SpawnMobj(player->mo->x, player->mo->y, player->mo->z, MT_ROCKETSNEAKER);
K_MatchGenericExtraFlags(mo, player->mo);
mo->flags |= MF_NOCLIPTHING;
mo->angle = player->mo->angle;
P_InitAngle(mo, player->mo->angle);
mo->threshold = 10;
mo->movecount = moloop%2;
mo->movedir = mo->lastlook = moloop+1;
@ -8872,7 +8886,7 @@ void K_MoveKartPlayer(player_t *player, boolean onground)
break;
}
mo->flags |= MF_NOCLIPTHING;
mo->angle = newangle;
P_InitAngle(mo, newangle);
mo->threshold = 10;
mo->movecount = player->itemamount;
mo->movedir = mo->lastlook = moloop+1;
@ -8913,7 +8927,7 @@ void K_MoveKartPlayer(player_t *player, boolean onground)
break;
}
mo->flags |= MF_NOCLIPTHING;
mo->angle = newangle;
P_InitAngle(mo, newangle);
mo->threshold = 10;
mo->movecount = player->itemamount;
mo->movedir = mo->lastlook = moloop+1;
@ -9309,7 +9323,7 @@ void K_MoveKartPlayer(player_t *player, boolean onground)
spdl = P_SpawnMobj(sx, sy, sz, MT_FASTLINE);
P_SetTarget(&spdl->target, player->mo);
spdl->angle = R_PointToAngle2(spdl->x, spdl->y, player->mo->x, player->mo->y);
P_InitAngle(spdl, R_PointToAngle2(spdl->x, spdl->y, player->mo->x, player->mo->y));
spdl->rollangle = -ANG1*90*P_MobjFlip(player->mo); // angle them downwards relative to the player's gravity...
spdl->spriteyscale = player->trickboostpower+FRACUNIT;
spdl->momx = player->mo->momx;

View file

@ -370,7 +370,7 @@ static void K_DrawFinishLineBeamForLine(fixed_t offset, angle_t aiming, line_t *
P_SetMobjState(end1, S_FINISHBEAMEND1);
end1->renderflags = RF_DONTDRAW & ~K_GetPlayerDontDrawFlag(&players[displayplayers[i]]);
end1->angle = lineangle;
P_InitAngle(end1, lineangle);
end2 = P_SpawnMobj(
v->x + (8*sx),
@ -381,7 +381,7 @@ static void K_DrawFinishLineBeamForLine(fixed_t offset, angle_t aiming, line_t *
P_SetMobjState(end2, S_FINISHBEAMEND2);
end2->renderflags = RF_DONTDRAW & ~K_GetPlayerDontDrawFlag(&players[displayplayers[i]]);
end2->angle = lineangle;
P_InitAngle(end2, lineangle);
P_SetTarget(&end2->tracer, end1);
end2->flags2 |= MF2_LINKDRAW;

View file

@ -582,7 +582,7 @@ static void K_MovePlayerToRespawnPoint(player_t *player)
P_SetTarget(&lasermo->target, player->mo);
lasermo->angle = stepha + ANGLE_90;
P_InitAngle(lasermo, stepha + ANGLE_90);
P_SetScale(lasermo, (lasermo->destscale = player->mo->scale));
}
}
@ -645,7 +645,7 @@ static void K_DropDashWait(player_t *player)
P_SetTarget(&laser->target, player->mo);
laser->angle = newangle + ANGLE_90;
P_InitAngle(laser, newangle + ANGLE_90);
laser->momz = (8 * player->mo->scale) * P_MobjFlip(player->mo);
P_SetScale(laser, (laser->destscale = player->mo->scale));
}

View file

@ -1415,7 +1415,7 @@ static int lib_pTeleportMove(lua_State *L)
INLEVEL
if (!thing)
return LUA_ErrInvalid(L, "mobj_t");
LUA_Deprecated(L, "P_TeleportMove", "P_SetOrigin or P_MoveOrigin");
LUA_Deprecated(L, "P_TeleportMove", "P_SetOrigin\" or \"P_MoveOrigin");
lua_pushboolean(L, P_SetOrigin(thing, x, y, z));
LUA_PushUserdata(L, tmthing, META_MOBJ);
P_SetTarget(&tmthing, ptmthing);
@ -1456,6 +1456,42 @@ static int lib_pMoveOrigin(lua_State *L)
return 2;
}
static int lib_pInitAngle(lua_State *L)
{
mobj_t *thing = *((mobj_t **)luaL_checkudata(L, 1, META_MOBJ));
angle_t newValue = luaL_checkangle(L, 2);
NOHUD
INLEVEL
if (!thing)
return LUA_ErrInvalid(L, "mobj_t");
P_InitAngle(thing, newValue);
return 0;
}
static int lib_pInitPitch(lua_State *L)
{
mobj_t *thing = *((mobj_t **)luaL_checkudata(L, 1, META_MOBJ));
angle_t newValue = luaL_checkangle(L, 2);
NOHUD
INLEVEL
if (!thing)
return LUA_ErrInvalid(L, "mobj_t");
P_InitPitch(thing, newValue);
return 0;
}
static int lib_pInitRoll(lua_State *L)
{
mobj_t *thing = *((mobj_t **)luaL_checkudata(L, 1, META_MOBJ));
angle_t newValue = luaL_checkangle(L, 2);
NOHUD
INLEVEL
if (!thing)
return LUA_ErrInvalid(L, "mobj_t");
P_InitRoll(thing, newValue);
return 0;
}
static int lib_pSlideMove(lua_State *L)
{
mobj_t *mo = *((mobj_t **)luaL_checkudata(L, 1, META_MOBJ));
@ -3872,6 +3908,9 @@ static luaL_Reg lib[] = {
{"P_TeleportMove",lib_pTeleportMove},
{"P_SetOrigin",lib_pSetOrigin},
{"P_MoveOrigin",lib_pMoveOrigin},
{"P_InitAngle",lib_pInitAngle},
{"P_InitPitch",lib_pInitPitch},
{"P_InitRoll",lib_pInitRoll},
{"P_SlideMove",lib_pSlideMove},
{"P_BounceMove",lib_pBounceMove},
{"P_CheckSight", lib_pCheckSight},

View file

@ -1220,7 +1220,7 @@ void A_StatueBurst(mobj_t *actor)
if (!locvar1 || !(new = P_SpawnMobjFromMobj(actor, 0, 0, 0, locvar1)))
return;
new->angle = actor->angle;
P_InitAngle(new, actor->angle);
P_SetTarget(&new->target, actor->target);
if (locvar2)
P_SetMobjState(new, (statenum_t)locvar2);
@ -2519,8 +2519,8 @@ void A_LobShot(mobj_t *actor)
P_SetTarget(&shot->target, actor); // where it came from
shot->angle = an = actor->angle;
an >>= ANGLETOFINESHIFT;
P_InitAngle(shot, actor->angle);
an = actor->angle >> ANGLETOFINESHIFT;
dist = P_AproxDistance(actor->target->x - shot->x, actor->target->y - shot->y);
@ -2886,7 +2886,7 @@ 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);
point->angle = actor->angle;
P_InitAngle(point, actor->angle);
point->fuse = dur+1;
P_SetTarget(&point->target, actor->target);
P_SetTarget(&actor->target, point);
@ -2896,7 +2896,7 @@ void A_Boss1Laser(mobj_t *actor)
point = P_SpawnMobj(x, y, z, locvar1);
P_SetTarget(&point->target, actor);
point->angle = actor->angle;
P_InitAngle(point, actor->angle);
speed = point->radius;
point->momz = FixedMul(FINECOSINE(angle>>ANGLETOFINESHIFT), speed);
point->momx = FixedMul(FINESINE(angle>>ANGLETOFINESHIFT), FixedMul(FINECOSINE(point->angle>>ANGLETOFINESHIFT), speed));
@ -2905,7 +2905,7 @@ 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);
mo->angle = point->angle;
P_InitAngle(mo, 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;
@ -2937,7 +2937,7 @@ 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);
point->angle = actor->angle;
P_InitAngle(point, actor->angle);
point->destscale = actor->scale;
P_SetScale(point, point->destscale);
P_SetTarget(&point->target, actor);
@ -3521,7 +3521,7 @@ bossjustdie:
P_ReturnThrustX(mo, mo->angle - ANGLE_90, 32<<FRACBITS),
P_ReturnThrustY(mo, mo->angle - ANGLE_90, 32<<FRACBITS),
32<<FRACBITS, MT_BOSSJUNK);
mo2->angle = mo->angle;
P_InitAngle(mo2, mo->angle);
P_InstaThrust(mo2, mo2->angle - ANGLE_90, 4*mo2->scale);
P_SetObjectMomZ(mo2, 4*FRACUNIT, false);
P_SetMobjState(mo2, S_BOSSEGLZ1);
@ -3530,7 +3530,7 @@ bossjustdie:
P_ReturnThrustX(mo, mo->angle + ANGLE_90, 32<<FRACBITS),
P_ReturnThrustY(mo, mo->angle + ANGLE_90, 32<<FRACBITS),
32<<FRACBITS, MT_BOSSJUNK);
mo2->angle = mo->angle;
P_InitAngle(mo2, mo->angle);
P_InstaThrust(mo2, mo2->angle + ANGLE_90, 4*mo2->scale);
P_SetObjectMomZ(mo2, 4*FRACUNIT, false);
P_SetMobjState(mo2, S_BOSSEGLZ2);
@ -3542,7 +3542,7 @@ bossjustdie:
P_ReturnThrustX(mo, mo->angle - ANGLE_90, 32<<FRACBITS),
P_ReturnThrustY(mo, mo->angle - ANGLE_90, 32<<FRACBITS),
32<<FRACBITS, MT_BOSSJUNK);
mo2->angle = mo->angle;
P_InitAngle(mo2, mo->angle);
P_InstaThrust(mo2, mo2->angle - ANGLE_90, 4*mo2->scale);
P_SetObjectMomZ(mo2, 4*FRACUNIT, false);
P_SetMobjState(mo2, S_BOSSTANK1);
@ -3551,7 +3551,7 @@ bossjustdie:
P_ReturnThrustX(mo, mo->angle + ANGLE_90, 32<<FRACBITS),
P_ReturnThrustY(mo, mo->angle + ANGLE_90, 32<<FRACBITS),
32<<FRACBITS, MT_BOSSJUNK);
mo2->angle = mo->angle;
P_InitAngle(mo2, mo->angle);
P_InstaThrust(mo2, mo2->angle + ANGLE_90, 4*mo2->scale);
P_SetObjectMomZ(mo2, 4*FRACUNIT, false);
P_SetMobjState(mo2, S_BOSSTANK2);
@ -3559,7 +3559,7 @@ bossjustdie:
mo2 = P_SpawnMobjFromMobj(mo, 0, 0,
mobjinfo[MT_EGGMOBILE2].height + (32<<FRACBITS),
MT_BOSSJUNK);
mo2->angle = mo->angle;
P_InitAngle(mo2, mo->angle);
P_SetObjectMomZ(mo2, 4*FRACUNIT, false);
mo2->momz += mo->momz;
P_SetMobjState(mo2, S_BOSSSPIGOT);
@ -3568,7 +3568,7 @@ bossjustdie:
case MT_EGGMOBILE3:
{
mo2 = P_SpawnMobjFromMobj(mo, 0, 0, 0, MT_BOSSJUNK);
mo2->angle = mo->angle;
P_InitAngle(mo2, mo->angle);
P_SetMobjState(mo2, S_BOSSSEBH1);
}
break;
@ -3642,7 +3642,8 @@ bossjustdie:
pole->tracer->flags |= MF_NOCLIPTHING;
P_SetScale(pole, (pole->destscale = 2*FRACUNIT));
P_SetScale(pole->tracer, (pole->tracer->destscale = 2*FRACUNIT));
pole->angle = pole->tracer->angle = mo->tracer->angle;
P_InitAngle(pole, mo->tracer->angle);
P_InitAngle(pole->tracer, 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);
@ -4011,7 +4012,7 @@ 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);
sparkle->angle = (actor->target->angle + (offset>>1)) + (offset * actor->target->player->sparkleanim);
P_InitAngle(sparkle, (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);
@ -5265,7 +5266,7 @@ void A_RockSpawn(mobj_t *actor)
mo = P_SpawnMobj(actor->x, actor->y, actor->z, MT_FALLINGROCK);
P_SetMobjState(mo, mobjinfo[type].spawnstate);
mo->angle = R_PointToAngle2(line->v2->x, line->v2->y, line->v1->x, line->v1->y);
P_InitAngle(mo, 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;
@ -7131,7 +7132,7 @@ 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?
snew->angle = (actor->angle + snext->angle) >> 1;
P_InitAngle(snew, (actor->angle + snext->angle) >> 1);
P_SetTarget(&snew->target, actor->target);
snew->fuse = actor->fuse;
@ -7283,7 +7284,7 @@ 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
mo->angle = actor->angle;
P_InitAngle(mo, actor->angle);
if (actor->eflags & MFE_VERTICALFLIP)
mo->flags2 |= MF2_OBJECTFLIP;
@ -7325,7 +7326,7 @@ 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
mo->angle = actor->angle;
P_InitAngle(mo, actor->angle);
if (actor->eflags & MFE_VERTICALFLIP)
mo->flags2 |= MF2_OBJECTFLIP;
@ -8035,7 +8036,7 @@ void A_BossJetFume(mobj_t *actor)
P_SetScale(filler, filler->destscale);
if (actor->eflags & MFE_VERTICALFLIP)
filler->flags2 |= MF2_OBJECTFLIP;
filler->angle = actor->angle - ANGLE_180;
P_InitAngle(filler, actor->angle - ANGLE_180);
P_SetTarget(&actor->tracer, filler);
}*/
@ -9745,7 +9746,7 @@ void A_TrapShot(mobj_t *actor)
S_StartSound(missile, missile->info->seesound);
P_SetTarget(&missile->target, actor);
missile->angle = actor->angle;
P_InitAngle(missile, actor->angle);
speed = FixedMul(missile->info->speed, missile->scale);
@ -10324,7 +10325,7 @@ void A_BrakLobShot(mobj_t *actor)
S_StartSound(shot, shot->info->seesound);
P_SetTarget(&shot->target, actor); // where it came from
shot->angle = actor->angle;
P_InitAngle(shot, 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));
@ -10391,7 +10392,7 @@ 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
mo->angle = fa << ANGLETOFINESHIFT;
P_InitAngle(mo, fa << ANGLETOFINESHIFT);
mo->momx = FixedMul(FINECOSINE(fa),vx);
mo->momy = FixedMul(FINESINE(fa),vx);
mo->momz = vy;
@ -10415,7 +10416,7 @@ void A_SpawnFreshCopy(mobj_t *actor)
newObject = P_SpawnMobjFromMobj(actor, 0, 0, 0, actor->type);
newObject->flags2 = actor->flags2 & MF2_AMBUSH;
newObject->angle = actor->angle;
P_InitAngle(newObject, actor->angle);
newObject->color = actor->color;
P_SetTarget(&newObject->target, actor->target);
P_SetTarget(&newObject->tracer, actor->tracer);
@ -10451,7 +10452,7 @@ mobj_t *P_InternalFlickySpawn(mobj_t *actor, mobjtype_t flickytype, fixed_t momz
}
flicky = P_SpawnMobjFromMobj(actor, offsx, offsy, 0, flickytype);
flicky->angle = actor->angle;
P_InitAngle(flicky, actor->angle);
if (flickytype == MT_SEED)
flicky->z += P_MobjFlip(actor)*(actor->height - flicky->height)/2;
@ -10601,7 +10602,7 @@ void A_FlickyCenter(mobj_t *actor)
else if (actor->flags & MF_SLIDEME) // aimless
{
actor->tracer->fuse = 0; // less than 2*TICRATE means move aimlessly.
actor->tracer->angle = P_RandomKey(180)*ANG2;
P_InitAngle(actor->tracer, P_RandomKey(180)*ANG2);
}
else //orbit
actor->tracer->fuse = FRACUNIT;
@ -11302,7 +11303,7 @@ void A_ConnectToGround(mobj_t *actor)
{
work = P_SpawnMobjFromMobj(actor, 0, 0, workz, locvar1);
if (work)
work->angle = ang;
P_InitAngle(work, ang);
ang += ANGLE_90;
workz += workh;
}
@ -11348,7 +11349,7 @@ 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
mo->angle = actor->angle;
P_InitAngle(mo, actor->angle);
if (actor->eflags & MFE_VERTICALFLIP)
mo->flags2 |= MF2_OBJECTFLIP;
@ -12095,7 +12096,7 @@ void A_Boss5MakeJunk(mobj_t *actor)
broked->fuse = TICRATE;
else
broked->fuse = (((locvar2 & 1) ? 4 : 2)*TICRATE)/3;
broked->angle = ang;
P_InitAngle(broked, 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)
@ -12174,7 +12175,7 @@ static void P_DustRing(mobjtype_t mobjtype, UINT32 div, fixed_t x, fixed_t y, fi
mobjtype
);
dust->angle = ang*i + ANGLE_90;
P_InitAngle(dust, ang*i + ANGLE_90);
P_SetScale(dust, FixedMul(initscale, scale));
dust->destscale = FixedMul(4*FRACUNIT + P_RandomFixed(), scale);
dust->scalespeed = scale/24;
@ -12379,7 +12380,7 @@ 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;
s->angle = ang;
P_InitAngle(s, ang);
P_Thrust(s, src->angle, 7*FRACUNIT);
return s;
}
@ -12751,7 +12752,7 @@ void A_SaloonDoorSpawn(mobj_t *actor)
// One door...
if (!(door = P_SpawnMobjFromMobj(actor, c, s, 0, locvar1))) return;
door->angle = ang + ANGLE_180;
P_InitAngle(door, ang + ANGLE_180);
door->extravalue1 = AngleFixed(door->angle); // Origin angle
door->extravalue2 = 0; // Angular speed
P_SetTarget(&door->tracer, actor); // Origin door
@ -12759,7 +12760,7 @@ void A_SaloonDoorSpawn(mobj_t *actor)
// ...two door!
if (!(door = P_SpawnMobjFromMobj(actor, -c, -s, 0, locvar1))) return;
door->angle = ang;
P_InitAngle(door, ang);
door->extravalue1 = AngleFixed(door->angle); // Origin angle
door->extravalue2 = 0; // Angular speed
P_SetTarget(&door->tracer, actor); // Origin door
@ -12955,7 +12956,7 @@ 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);
waypoint->angle = ang + ANGLE_90;
P_InitAngle(waypoint, ang + ANGLE_90);
P_SetTarget(&waypoint->tracer, actor);
ptera = P_SpawnMobjFromMobj(waypoint, 0, 0, 0, MT_PTERABYTE);
ptera->angle = waypoint->angle;
@ -13129,7 +13130,7 @@ 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);
segment->angle = mo->angle;
P_InitAngle(segment, mo->angle);
mo = segment;
}
for (i = 0; i < 2; i++) // spawn wings
@ -13531,7 +13532,7 @@ static void SpawnSPBDust(mobj_t *mo)
P_SetScale(dust, mo->scale*2);
dust->colorized = true;
dust->color = SKINCOLOR_RED;
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_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.
P_Thrust(dust, dust->angle, 6*dust->scale);
K_MatchGenericExtraFlags(dust, mo);
@ -13568,7 +13569,7 @@ static void SpawnSPBAIZDust(mobj_t *mo, INT32 dir)
spark->flags = MF_NOGRAVITY|MF_PAIN;
P_SetTarget(&spark->target, mo);
spark->angle = travelangle+(dir*ANGLE_90);
P_InitAngle(spark, travelangle+(dir*ANGLE_90));
P_SetScale(spark, (spark->destscale = mo->scale*3/2));
spark->momx = (6*mo->momx)/5;
@ -13587,7 +13588,7 @@ static void SpawnSPBSpeedLines(mobj_t *actor)
MT_FASTLINE);
P_SetTarget(&fast->target, actor);
fast->angle = K_MomentumAngle(actor);
P_InitAngle(fast, K_MomentumAngle(actor));
fast->color = SKINCOLOR_RED;
fast->colorized = true;
K_MatchGenericExtraFlags(fast, actor);
@ -14289,7 +14290,7 @@ void A_RandomShadowFrame(mobj_t *actor)
P_SetScale(fake, FRACUNIT*3/2);
fake->scale = FRACUNIT*3/2;
fake->destscale = FRACUNIT*3/2;
fake->angle = actor->angle;
P_InitAngle(fake, actor->angle);
fake->tics = -1;
actor->renderflags |= RF_DONTDRAW;
actor->extravalue1 = 1;
@ -14677,6 +14678,8 @@ void A_FlameShieldPaper(mobj_t *actor)
paper->frame |= framea;
}
P_InitAngle(paper, paper->angle);
paper->extravalue1 = i;
}
}

View file

@ -1184,7 +1184,7 @@ 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);
mo2->angle = mo->angle;
P_InitAngle(mo2, mo->angle);
P_SetMobjState(mo2, S_BOSSSEBH2);
if (++i == 2) // we've already removed 2 of these, let's stop now
@ -1251,6 +1251,12 @@ void P_KillMobj(mobj_t *target, mobj_t *inflictor, mobj_t *source, UINT8 damaget
kart->eflags |= MFE_DAMAGEHITLAG;
P_SetObjectMomZ(kart, 6*FRACUNIT, false);
kart->extravalue1 = target->player->kartweight;
// Copy interp data
kart->old_angle = target->old_angle;
kart->old_x = target->old_x;
kart->old_y = target->old_y;
kart->old_z = target->old_z;
}
if (source && !P_MobjWasRemoved(source))
@ -1322,7 +1328,7 @@ 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);
blast->angle = angle + i*ANGLE_90;
P_InitAngle(blast, angle + i*ANGLE_90);
P_SetScale(blast, 2*blast->scale/3);
blast->destscale = 2*blast->scale;
}
@ -1547,7 +1553,7 @@ 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;\
chunk->angle = angtweak;\
P_InitAngle(chunk, angtweak);\
P_UnsetThingPosition(chunk);\
chunk->flags = MF_NOCLIP;\
chunk->x += xmov;\
@ -1569,7 +1575,7 @@ 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;
chunk->angle = ang + ANGLE_180;
P_InitAngle(chunk, ang + ANGLE_180);
P_UnsetThingPosition(chunk);
chunk->flags = MF_NOCLIP;
chunk->x -= xoffs;
@ -1615,7 +1621,7 @@ 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;\
chunk->angle = target->angle;\
P_InitAngle(chunk, target->angle);\
P_UnsetThingPosition(chunk);\
chunk->flags = MF_NOCLIP;\
chunk->x += xmov - forwardxoffs;\
@ -1641,7 +1647,7 @@ void P_KillMobj(mobj_t *target, mobj_t *inflictor, mobj_t *source, UINT8 damaget
P_SetMobjState(chunk, target->info->deathstate);
chunk->health = 0;
chunk->angle = target->angle;
P_InitAngle(chunk, target->angle);
P_UnsetThingPosition(chunk);
chunk->flags = MF_NOCLIP;
chunk->x += forwardxoffs - xoffs;
@ -1766,7 +1772,7 @@ 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;
boom->angle = player->mo->angle;
P_InitAngle(boom, player->mo->angle);
P_SetTarget(&boom->target, player->mo);
}

View file

@ -410,6 +410,9 @@ 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);
@ -524,8 +527,8 @@ boolean P_CheckMissileSpawn(mobj_t *th);
void P_Thrust(mobj_t *mo, angle_t angle, fixed_t move);
void P_ExplodeMissile(mobj_t *mo);
void P_CheckGravity(mobj_t *mo, boolean affect);
void P_SetPitchRollFromSlope(mobj_t *mo, pslope_t *slope);
void P_SetPitchRoll(mobj_t *mo, angle_t pitch, angle_t yaw);
void P_InitPitchRollFromSlope(mobj_t *mo, pslope_t *slope);
void P_InitPitchRoll(mobj_t *mo, angle_t pitch, angle_t yaw);
fixed_t P_ScaleFromMap(fixed_t n, fixed_t scale);
fixed_t P_GetMobjHead(const mobj_t *);
fixed_t P_GetMobjFeet(const mobj_t *);

View file

@ -155,6 +155,30 @@ 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
// =========================================================================
@ -408,7 +432,7 @@ 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);
grease->angle = K_MomentumAngle(object);
P_InitAngle(grease, K_MomentumAngle(object));
grease->extravalue1 = i;
}
@ -2662,7 +2686,7 @@ boolean P_TryMove(mobj_t *thing, fixed_t x, fixed_t y, boolean allowdropoff)
if (thing->momz <= 0)
{
thing->standingslope = tmfloorslope;
P_SetPitchRollFromSlope(thing, thing->standingslope);
P_InitPitchRollFromSlope(thing, thing->standingslope);
if (thing->momz == 0 && thing->player && !startingonground)
P_PlayerHitFloor(thing->player, true);
@ -2675,7 +2699,7 @@ boolean P_TryMove(mobj_t *thing, fixed_t x, fixed_t y, boolean allowdropoff)
if (thing->momz >= 0)
{
thing->standingslope = tmceilingslope;
P_SetPitchRollFromSlope(thing, thing->standingslope);
P_InitPitchRollFromSlope(thing, thing->standingslope);
if (thing->momz == 0 && thing->player && !startingonground)
P_PlayerHitFloor(thing->player, true);

View file

@ -1231,9 +1231,9 @@ void P_CheckGravity(mobj_t *mo, boolean affect)
}
//
// P_SetPitchRollFromSlope
// P_InitPitchRollFromSlope
//
void P_SetPitchRollFromSlope(mobj_t *mo, pslope_t *slope)
void P_InitPitchRollFromSlope(mobj_t *mo, pslope_t *slope)
{
if (slope)
{
@ -1251,9 +1251,9 @@ void P_SetPitchRollFromSlope(mobj_t *mo, pslope_t *slope)
}
//
// P_SetPitchRoll
// P_InitPitchRoll
//
void P_SetPitchRoll(mobj_t *mo, angle_t pitch, angle_t yaw)
void P_InitPitchRoll(mobj_t *mo, angle_t pitch, angle_t yaw)
{
pitch = InvAngle(pitch);
yaw >>= ANGLETOFINESHIFT;
@ -1671,7 +1671,7 @@ void P_XYMovement(mobj_t *mo)
{
mo->momz = transfermomz;
mo->standingslope = NULL;
P_SetPitchRoll(mo, ANGLE_90,
P_InitPitchRoll(mo, ANGLE_90,
transferslope->xydirection
+ (transferslope->zangle
& ANGLE_180));
@ -1753,7 +1753,7 @@ void P_XYMovement(mobj_t *mo)
// Now compare the Zs of the different quantizations
if (oldangle-newangle > ANG30 && oldangle-newangle < ANGLE_180) { // Allow for a bit of sticking - this value can be adjusted later
mo->standingslope = oldslope;
P_SetPitchRollFromSlope(mo, mo->standingslope);
P_InitPitchRollFromSlope(mo, mo->standingslope);
P_SlopeLaunch(mo);
//CONS_Printf("launched off of slope - ");
@ -2277,7 +2277,7 @@ boolean P_ZMovement(mobj_t *mo)
if (((mo->eflags & MFE_VERTICALFLIP) ? tmceilingslope : tmfloorslope) && (mo->type != MT_STEAM))
{
mo->standingslope = (mo->eflags & MFE_VERTICALFLIP) ? tmceilingslope : tmfloorslope;
P_SetPitchRollFromSlope(mo, mo->standingslope);
P_InitPitchRollFromSlope(mo, mo->standingslope);
P_ReverseQuantizeMomentumToSlope(&mom, mo->standingslope);
}
@ -2383,7 +2383,7 @@ boolean P_ZMovement(mobj_t *mo)
MT_KART_TIRE
);
tire->angle = mo->angle;
P_InitAngle(tire, mo->angle);
tire->fuse = 3*TICRATE;
P_InstaThrust(tire, tireAngle, 4 * mo->scale);
P_SetObjectMomZ(tire, 4*FRACUNIT, false);
@ -2403,7 +2403,7 @@ boolean P_ZMovement(mobj_t *mo)
MT_KART_TIRE
);
tire->angle = mo->angle;
P_InitAngle(tire, mo->angle);
tire->fuse = 3*TICRATE;
P_InstaThrust(tire, tireAngle, 4 * mo->scale);
P_SetObjectMomZ(tire, 4*FRACUNIT, false);
@ -4050,7 +4050,7 @@ static void P_SpawnItemCapsuleParts(mobj_t *mobj)
part = part->hnext;
P_SetTarget(&part->target, mobj);
P_SetMobjState(part, buttState);
part->angle = i * ANG_CAPSULE;
P_InitAngle(part, i * ANG_CAPSULE);
part->movedir = spin; // rotation speed
part->movefactor = 0; // z offset
part->extravalue1 = buttScale; // relative scale
@ -4061,7 +4061,7 @@ static void P_SpawnItemCapsuleParts(mobj_t *mobj)
part = part->hnext;
P_SetTarget(&part->target, mobj);
P_SetMobjState(part, S_ITEMCAPSULE_TOP_SIDE);
part->angle = i * ANG_CAPSULE;
P_InitAngle(part, i * ANG_CAPSULE);
part->movedir = spin; // rotation speed
part->movefactor = mobj->info->height - part->info->height; // z offset
}
@ -4386,7 +4386,7 @@ void P_SpawnParaloop(fixed_t x, fixed_t y, fixed_t z, fixed_t radius, INT32 numb
mobj->z -= mobj->height>>1;
// change angle
mobj->angle = R_PointToAngle2(mobj->x, mobj->y, x, y);
P_InitAngle(mobj, R_PointToAngle2(mobj->x, mobj->y, x, y));
// change slope
dist = P_AproxDistance(P_AproxDistance(x - mobj->x, y - mobj->y), z - mobj->z);
@ -5069,7 +5069,7 @@ static void P_FlameJetSceneryThink(mobj_t *mobj)
flame = P_SpawnMobj(mobj->x, mobj->y, mobj->z, MT_FLAMEJETFLAME);
P_SetMobjState(flame, S_FLAMEJETFLAME4);
flame->angle = mobj->angle;
P_InitAngle(flame, mobj->angle);
if (mobj->flags2 & MF2_AMBUSH) // Wave up and down instead of side-to-side
flame->momz = mobj->fuse << (FRACBITS - 2);
@ -5530,7 +5530,7 @@ static void P_MobjSceneryThink(mobj_t *mobj)
{
mobj_t *blast = P_SpawnMobjFromMobj(mobj, 0, 0, 0, MT_BATTLEBUMPER_BLAST);
blast->angle = R_PointToAngle2(0, 0, mobj->momx, mobj->momy) + ANGLE_45;
P_InitAngle(blast, R_PointToAngle2(0, 0, mobj->momx, mobj->momy) + ANGLE_45);
blast->destscale *= 4;
if (i & 1)
@ -7399,7 +7399,7 @@ static boolean P_MobjRegularThink(mobj_t *mobj)
mobj->z + (mobj->height/2) + (P_RandomRange(-20,20) * mobj->scale),
MT_FASTLINE);
fast->angle = mobj->angle;
P_InitAngle(fast, mobj->angle);
fast->momx = 3*mobj->target->momx/4;
fast->momy = 3*mobj->target->momy/4;
fast->momz = 3*P_GetMobjZMovement(mobj->target)/4;
@ -7461,7 +7461,7 @@ 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);
underlay->angle = mobj->angle;
P_InitAngle(underlay, mobj->angle);
P_SetMobjState(underlay, underlayst);
}
break;
@ -8839,7 +8839,7 @@ 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);
debris->angle = FixedAngle(P_RandomRange(0,360)<<FRACBITS);
P_InitAngle(debris, 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
@ -9615,7 +9615,7 @@ 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);
bigmeatyclaw->angle = mobj->angle + ((mobj->flags2 & MF2_AMBUSH) ? ANGLE_90 : ANGLE_270);;
P_InitAngle(bigmeatyclaw, mobj->angle + ((mobj->flags2 & MF2_AMBUSH) ? ANGLE_90 : ANGLE_270));
P_SetTarget(&mobj->tracer, bigmeatyclaw);
P_SetTarget(&bigmeatyclaw->tracer, mobj);
mobj->reactiontime >>= 1;
@ -9624,7 +9624,7 @@ 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);
bigmeatyclaw->angle = mobj->angle + ((mobj->flags2 & MF2_AMBUSH) ? ANGLE_90 : ANGLE_270);;
P_InitAngle(bigmeatyclaw, mobj->angle + ((mobj->flags2 & MF2_AMBUSH) ? ANGLE_90 : ANGLE_270));
P_SetTarget(&mobj->tracer, bigmeatyclaw);
P_SetTarget(&bigmeatyclaw->tracer, mobj);
mobj->reactiontime >>= 1;
@ -9757,7 +9757,7 @@ 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));
mobj->tracer->angle = mobj->angle + ANGLE_90;
P_InitAngle(mobj->tracer, mobj->angle + ANGLE_90);
break;
case MT_TORCHFLOWER:
{
@ -9879,7 +9879,7 @@ 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);
side->angle = ang;
P_InitAngle(side, ang);
side->target = mobj;
side->threshold = i;
}
@ -9896,7 +9896,7 @@ 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);
cur->angle = mobj->angle;
P_InitAngle(cur, mobj->angle);
P_SetTarget(&cur->hprev, prev);
P_SetTarget(&prev->hnext, cur);
@ -9956,7 +9956,7 @@ 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);
cur->angle = ANGLE_90*(cur->threshold+1);
P_InitAngle(cur, ANGLE_90*(cur->threshold+1));
P_SetTarget(&cur->hprev, prev);
P_SetTarget(&prev->hnext, cur);
@ -10717,7 +10717,7 @@ void P_SpawnPlayer(INT32 playernum)
mobj = P_SpawnMobj(0, 0, 0, MT_PLAYER);
(mobj->player = p)->mo = mobj;
mobj->angle = 0;
mobj->angle = mobj->old_angle = 0;
// set color translations for player sprites
mobj->color = p->skincolor;
@ -10804,6 +10804,12 @@ void P_AfterPlayerSpawn(INT32 playernum)
mobj_t *mobj = p->mo;
UINT8 i;
// Update interpolation
mobj->old_x = mobj->x;
mobj->old_y = mobj->y;
mobj->old_z = mobj->z;
mobj->old_angle = mobj->angle;
P_SetPlayerAngle(p, mobj->angle);
p->viewheight = P_GetPlayerViewHeight(p);
@ -11398,7 +11404,7 @@ static boolean P_SetupMace(mapthing_t *mthing, mobj_t *mobj, boolean *doangle)
spawnee->friction = mroll;\
spawnee->movefactor = mwidthset;\
spawnee->movecount = dist;\
spawnee->angle = myaw;\
P_InitAngle(spawnee, myaw);\
spawnee->flags |= (MF_NOGRAVITY|mflagsapply);\
spawnee->flags2 |= (mflags2apply|moreflags2);\
spawnee->eflags |= meflagsapply;\
@ -11597,29 +11603,29 @@ 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);
seg->angle = angle - ANGLE_90;
P_InitAngle(seg, angle - ANGLE_90);
P_SetMobjState(seg, facestate);
seg = P_SpawnMobjFromMobj(mobj, -26*x1, -26*y1, 0, MT_BOOSTERSEG);
seg->angle = angle + ANGLE_90;
P_InitAngle(seg, angle + ANGLE_90);
P_SetMobjState(seg, facestate);
seg = P_SpawnMobjFromMobj(mobj, 21*x2, 21*y2, 0, MT_BOOSTERSEG);
seg->angle = angle;
P_InitAngle(seg, angle);
P_SetMobjState(seg, leftstate);
seg = P_SpawnMobjFromMobj(mobj, -21*x2, -21*y2, 0, MT_BOOSTERSEG);
seg->angle = angle;
P_InitAngle(seg, angle);
P_SetMobjState(seg, rightstate);
seg = P_SpawnMobjFromMobj(mobj, 13*(x1 + x2), 13*(y1 + y2), 0, MT_BOOSTERROLLER);
seg->angle = angle;
P_InitAngle(seg, angle);
P_SetMobjState(seg, rollerstate);
seg = P_SpawnMobjFromMobj(mobj, 13*(x1 - x2), 13*(y1 - y2), 0, MT_BOOSTERROLLER);
seg->angle = angle;
P_InitAngle(seg, angle);
P_SetMobjState(seg, rollerstate);
seg = P_SpawnMobjFromMobj(mobj, -13*(x1 + x2), -13*(y1 + y2), 0, MT_BOOSTERROLLER);
seg->angle = angle;
P_InitAngle(seg, angle);
P_SetMobjState(seg, rollerstate);
seg = P_SpawnMobjFromMobj(mobj, -13*(x1 - x2), -13*(y1 - y2), 0, MT_BOOSTERROLLER);
seg->angle = angle;
P_InitAngle(seg, angle);
P_SetMobjState(seg, rollerstate);
return true;
@ -11796,19 +11802,19 @@ 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_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;
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);
}
break;
case MT_CEZPOLE1:
case MT_CEZPOLE2:
{ // Spawn the banner
angle_t mobjangle = FixedAngle(mthing->angle << FRACBITS);
P_SpawnMobjFromMobj(mobj,
P_InitAngle(P_SpawnMobjFromMobj(mobj,
P_ReturnThrustX(mobj, mobjangle, 4 << FRACBITS),
P_ReturnThrustY(mobj, mobjangle, 4 << FRACBITS),
0, ((mobj->type == MT_CEZPOLE1) ? MT_CEZBANNER1 : MT_CEZBANNER2))->angle = mobjangle + ANGLE_90;
0, ((mobj->type == MT_CEZPOLE1) ? MT_CEZBANNER1 : MT_CEZBANNER2)), mobjangle + ANGLE_90);
}
break;
case MT_HHZTREE_TOP:
@ -11817,7 +11823,7 @@ 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);\
leaf->angle = mobjangle;\
P_InitAngle(leaf, mobjangle);\
P_SetMobjState(leaf, leaf->info->seestate);\
mobjangle += ANGLE_90
doleaf(FRACUNIT, 0);
@ -11841,7 +11847,7 @@ 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);
leaf->angle = angle;
P_InitAngle(leaf, angle);
angle += ANGLE_45;
}
break;
@ -11951,7 +11957,7 @@ 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);
base->angle = mobjangle + ANGLE_90;
P_InitAngle(base, mobjangle + ANGLE_90);
base->destscale = mobj->destscale;
P_SetScale(base, mobj->scale);
P_SetTarget(&base->target, mobj);
@ -12137,7 +12143,7 @@ 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);
leaf->angle = mobj->angle;
P_InitAngle(leaf, mobj->angle);
// Small coconut for each leaf
P_SpawnMobj(mobj->x + (32 * FINECOSINE((mobj->angle>>ANGLETOFINESHIFT) & FINEMASK)),
@ -12354,7 +12360,9 @@ static mobj_t *P_SpawnMobjFromMapThing(mapthing_t *mthing, fixed_t x, fixed_t y,
return mobj;
if (doangle)
mobj->angle = FixedAngle(mthing->angle << FRACBITS);
{
P_InitAngle(mobj, FixedAngle(mthing->angle << FRACBITS));
}
if ((mobj->flags & MF_SPRING)
&& mobj->info->damage != 0
@ -12366,8 +12374,8 @@ static mobj_t *P_SpawnMobjFromMapThing(mapthing_t *mthing, fixed_t x, fixed_t y,
mobj->spryoff = FixedMul(mobj->radius, FINESINE(a >> ANGLETOFINESHIFT));
}
mobj->pitch = FixedAngle(mthing->pitch << FRACBITS);
mobj->roll = FixedAngle(mthing->roll << FRACBITS);
P_InitPitch(mobj, FixedAngle(mthing->pitch << FRACBITS));
P_InitRoll(mobj, FixedAngle(mthing->roll << FRACBITS));
mthing->mobj = mobj;
@ -12774,7 +12782,7 @@ 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);
th->angle = an;
P_InitAngle(th, an);
an >>= ANGLETOFINESHIFT;
th->momx = FixedMul(speed, FINECOSINE(an));
th->momy = FixedMul(speed, FINESINE(an));
@ -12836,7 +12844,7 @@ 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);
th->angle = an;
P_InitAngle(th, an);
an >>= ANGLETOFINESHIFT;
th->momx = FixedMul(speed, FINECOSINE(an));
th->momy = FixedMul(speed, FINESINE(an));
@ -12901,7 +12909,7 @@ 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);
th->angle = an;
P_InitAngle(th, an);
an >>= ANGLETOFINESHIFT;
th->momx = FixedMul(speed, FINECOSINE(an));
th->momy = FixedMul(speed, FINESINE(an));
@ -12980,7 +12988,7 @@ 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);
th->angle = an;
P_InitAngle(th, an);
an >>= ANGLETOFINESHIFT;
th->momx = FixedMul(speed, FINECOSINE(an));
th->momy = FixedMul(speed, FINESINE(an));
@ -13068,7 +13076,7 @@ mobj_t *P_SPMAngle(mobj_t *source, mobjtype_t type, angle_t angle, UINT8 allowai
speed = th->info->speed;
th->angle = an;
P_InitAngle(th, an);
th->momx = FixedMul(speed, FINECOSINE(an>>ANGLETOFINESHIFT));
th->momy = FixedMul(speed, FINESINE(an>>ANGLETOFINESHIFT));

View file

@ -2885,19 +2885,19 @@ static thinker_t* LoadMobjThinker(actionf_p1 thinker)
mobj->info = &mobjinfo[mobj->type];
if (diff & MD_POS)
{
mobj->x = READFIXED(save_p);
mobj->y = READFIXED(save_p);
mobj->angle = READANGLE(save_p);
mobj->pitch = READANGLE(save_p);
mobj->roll = READANGLE(save_p);
mobj->x = mobj->old_x = READFIXED(save_p);
mobj->y = mobj->old_y = READFIXED(save_p);
mobj->angle = mobj->old_angle = READANGLE(save_p);
mobj->pitch = mobj->old_pitch = READANGLE(save_p);
mobj->roll = mobj->old_roll = READANGLE(save_p);
}
else
{
mobj->x = mobj->spawnpoint->x << FRACBITS;
mobj->y = mobj->spawnpoint->y << FRACBITS;
mobj->angle = FixedAngle(mobj->spawnpoint->angle*FRACUNIT);
mobj->pitch = FixedAngle(mobj->spawnpoint->pitch*FRACUNIT);
mobj->roll = FixedAngle(mobj->spawnpoint->roll*FRACUNIT);
mobj->x = mobj->old_x = mobj->spawnpoint->x << FRACBITS;
mobj->y = mobj->old_y = mobj->spawnpoint->y << FRACBITS;
mobj->angle = mobj->old_angle = FixedAngle(mobj->spawnpoint->angle*FRACUNIT);
mobj->pitch = mobj->old_pitch = FixedAngle(mobj->spawnpoint->pitch*FRACUNIT);
mobj->roll = mobj->old_roll = FixedAngle(mobj->spawnpoint->roll*FRACUNIT);
}
if (diff & MD_MOM)
{

View file

@ -898,7 +898,7 @@ void P_HandleSlopeLanding(mobj_t *thing, pslope_t *slope)
if (P_MobjFlip(thing)*(thing->momz) < 0) // falling, land on slope
{
thing->standingslope = slope;
P_SetPitchRollFromSlope(thing, slope);
P_InitPitchRollFromSlope(thing, slope);
thing->momz = -P_MobjFlip(thing);
}
return;
@ -914,7 +914,7 @@ void P_HandleSlopeLanding(mobj_t *thing, pslope_t *slope)
thing->momx = mom.x;
thing->momy = mom.y;
thing->standingslope = slope;
P_SetPitchRollFromSlope(thing, slope);
P_InitPitchRollFromSlope(thing, slope);
thing->momz = -P_MobjFlip(thing);
}
}

View file

@ -3633,7 +3633,7 @@ static void P_ProcessLineSpecial(line_t *line, mobj_t *mo, sector_t *callsec)
if (mobj)
{
if (line->flags & ML_EFFECT1)
mobj->angle = R_PointToAngle2(line->v1->x, line->v1->y, line->v2->x, line->v2->y);
P_InitAngle(mobj, 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
@ -3928,7 +3928,7 @@ 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);
thing->angle = player->mo->angle;
P_InitAngle(thing, player->mo->angle);
P_SetupSignObject(thing, player->mo, true); // Use :youfuckedup: sign face
}
}

View file

@ -97,7 +97,7 @@ 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);
}
thing->angle = angle;
P_InitAngle(thing, angle);
thing->momx = thing->momy = thing->momz = 0;
@ -171,7 +171,7 @@ boolean P_Teleport(mobj_t *thing, fixed_t x, fixed_t y, fixed_t z, angle_t angle
P_FlashPal(thing->player, PAL_MIXUP, 10);
}
thing->angle = angle;
P_InitAngle(thing, angle);
return true;
}

View file

@ -379,7 +379,7 @@ 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);
flag->angle = angle;
P_InitAngle(flag, angle);
angle += FixedAngle(120*FRACUNIT);
P_SetTarget(&flag->target, player->mo);
@ -2176,7 +2176,7 @@ void P_MovePlayer(player_t *player)
if (trailScale > 0)
{
const angle_t forwardangle = K_MomentumAngle(player->mo);
const fixed_t playerVisualRadius = player->mo->radius + 8*FRACUNIT;
const fixed_t playerVisualRadius = player->mo->radius + (8 * player->mo->scale);
const size_t numFrames = S_WATERTRAIL8 - S_WATERTRAIL1;
const statenum_t curOverlayFrame = S_WATERTRAIL1 + (leveltime % numFrames);
const statenum_t curUnderlayFrame = S_WATERTRAILUNDERLAY1 + (leveltime % numFrames);
@ -2197,7 +2197,7 @@ 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);
water->angle = forwardangle - ANGLE_180 - ANGLE_22h;
P_InitAngle(water, forwardangle - ANGLE_180 - ANGLE_22h);
water->destscale = trailScale;
water->momx = player->mo->momx;
water->momy = player->mo->momy;
@ -2208,7 +2208,7 @@ 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);
water->angle = forwardangle - ANGLE_180 - ANGLE_22h;
P_InitAngle(water, forwardangle - ANGLE_180 - ANGLE_22h);
water->destscale = trailScale;
water->momx = player->mo->momx;
water->momy = player->mo->momy;
@ -2220,7 +2220,7 @@ 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);
water->angle = forwardangle - ANGLE_180 + ANGLE_22h;
P_InitAngle(water, forwardangle - ANGLE_180 + ANGLE_22h);
water->destscale = trailScale;
water->momx = player->mo->momx;
water->momy = player->mo->momy;
@ -2231,7 +2231,7 @@ 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);
water->angle = forwardangle - ANGLE_180 + ANGLE_22h;
P_InitAngle(water, forwardangle - ANGLE_180 + ANGLE_22h);
water->destscale = trailScale;
water->momx = player->mo->momx;
water->momy = player->mo->momy;
@ -3989,7 +3989,7 @@ static void P_HandleFollower(player_t *player)
P_SetTarget(&player->follower, P_SpawnMobj(sx, sy, sz, MT_FOLLOWER));
P_SetFollowerState(player->follower, fl.idlestate);
P_SetTarget(&player->follower->target, player->mo); // we need that to know when we need to disappear
player->follower->angle = player->mo->angle;
P_InitAngle(player->follower, player->mo->angle);
// This is safe to only spawn it here, the follower is removed then respawned when switched.
if (bubble)
@ -4052,10 +4052,8 @@ static void P_HandleFollower(player_t *player)
if (player->pflags & PF_NOCONTEST)
player->follower->renderflags |= RF_DONTDRAW;
if (player->speed && (player->follower->momx || player->follower->momy))
player->follower->angle = K_MomentumAngle(player->follower);
// if we're moving let's make the angle the direction we're moving towards. This is to avoid drifting / reverse looking awkward.
// Make sure the follower itself is also moving however, otherwise we'll be facing angle 0
// if we're moving let's make the angle the direction we're moving towards. This is to avoid drifting / reverse looking awkward.
player->follower->angle = K_MomentumAngle(player->follower);
// Finally, if the follower has bubbles, move them, set their scale, etc....
// This is what I meant earlier by it being easier, now we can just use this weird lil loop to get the job done!