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Rev 8697 Rev 8698
Line 8270... Line 8270...
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    return -1;
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    return -1;
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}
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}
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int
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int
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MissileSeek(int16_t Weapon, int16_t delay_tics, int16_t aware_range, int16_t dang_shift, int16_t turn_limit, int16_t z_limit)
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MissileSeek(int16_t Weapon, int16_t delay_tics, int16_t aware_range/*, int16_t dang_shift, int16_t turn_limit, int16_t z_limit*/)
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{
8276
{
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    SPRITEp sp = &sprite[Weapon];
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    SPRITEp sp = &sprite[Weapon];
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    USERp u = User[Weapon];
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    USERp u = User[Weapon];
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8279
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    int zh;
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    int zh;
Line 8353... Line 8353...
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    return 0;
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    return 0;
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}
8354
}
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// combination of vector manipulation
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// combination of vector manipulation
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int
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int
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ComboMissileSeek(int16_t Weapon, int16_t delay_tics, int16_t aware_range, int16_t dang_shift, int16_t turn_limit, int16_t z_limit)
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ComboMissileSeek(int16_t Weapon, int16_t delay_tics, int16_t aware_range/*, int16_t dang_shift, int16_t turn_limit, int16_t z_limit*/)
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{
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{
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    SPRITEp sp = &sprite[Weapon];
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    SPRITEp sp = &sprite[Weapon];
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    USERp u = User[Weapon];
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    USERp u = User[Weapon];
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    int dist;
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    int dist;
Line 8689... Line 8689...
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    ox = sp->x;
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    ox = sp->x;
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    oy = sp->y;
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    oy = sp->y;
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    oz = sp->z;
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    oz = sp->z;
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//MissileSeek(int16_t Weapon, int16_t delay_tics, int16_t aware_range, int16_t dang_shift, int16_t turn_limit, int16_t z_limit)
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//MissileSeek(int16_t Weapon, int16_t delay_tics, int16_t aware_range/*, int16_t dang_shift, int16_t turn_limit, int16_t z_limit*/)
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    //MissileSeek(Weapon, 20, 1024, 6, 80, 6);
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    //MissileSeek(Weapon, 20, 1024/*, 6, 80, 6*/);
8696
    DoBlurExtend(Weapon, 0, 4);
8696
    DoBlurExtend(Weapon, 0, 4);
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8698
    dax = MOVEx(sp->xvel, sp->ang);
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    dax = MOVEx(sp->xvel, sp->ang);
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    day = MOVEy(sp->xvel, sp->ang);
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    day = MOVEy(sp->xvel, sp->ang);
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    daz = sp->zvel;
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    daz = sp->zvel;
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        PlaySound(DIGI_MINEBEEP,&sp->x,&sp->y,&sp->z,v3df_follow);
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        PlaySound(DIGI_MINEBEEP,&sp->x,&sp->y,&sp->z,v3df_follow);
10184
    }
10184
    }
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    if (TEST(u->Flags, SPR_FIND_PLAYER))
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    if (TEST(u->Flags, SPR_FIND_PLAYER))
10187
    {
10187
    {
10188
        //MissileSeek(Weapon, 10, 768, 3, 48, 6);
10188
        //MissileSeek(Weapon, 10, 768/*, 3, 48, 6*/);
10189
        VectorMissileSeek(Weapon, 30, 16, 128, 768);
10189
        VectorMissileSeek(Weapon, 30, 16, 128, 768);
10190
    }
10190
    }
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    u->ret = move_missile(Weapon, u->xchange, u->ychange, u->zchange, u->ceiling_dist, u->floor_dist, CLIPMASK_MISSILE, MISSILEMOVETICS);
10192
    u->ret = move_missile(Weapon, u->xchange, u->ychange, u->zchange, u->ceiling_dist, u->floor_dist, CLIPMASK_MISSILE, MISSILEMOVETICS);
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10193
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{
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{
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    SPRITEp sp = &sprite[Weapon];
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    SPRITEp sp = &sprite[Weapon];
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    USERp u = User[Weapon];
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    USERp u = User[Weapon];
10478
    int32_t dax, day, daz;
10478
    int32_t dax, day, daz;
10479
10479
10480
    MissileSeek(Weapon, 30, 768, 4, 48, 6);
10480
    MissileSeek(Weapon, 30, 768/*, 4, 48, 6*/);
10481
    DoBlurExtend(Weapon, 0, 4);
10481
    DoBlurExtend(Weapon, 0, 4);
10482
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10483
    dax = MOVEx(sp->xvel, sp->ang);
10483
    dax = MOVEx(sp->xvel, sp->ang);
10484
    day = MOVEy(sp->xvel, sp->ang);
10484
    day = MOVEy(sp->xvel, sp->ang);
10485
    daz = sp->zvel;
10485
    daz = sp->zvel;
Line 10526... Line 10526...
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10527
    DoBlurExtend(Weapon, 0, 4);
10527
    DoBlurExtend(Weapon, 0, 4);
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10529
    // only seek on Electro's after a hit on an actor
10529
    // only seek on Electro's after a hit on an actor
10530
    if (u->Counter > 0)
10530
    if (u->Counter > 0)
10531
        MissileSeek(Weapon, 30, 512, 3, 52, 2);
10531
        MissileSeek(Weapon, 30, 512/*, 3, 52, 2*/);
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10533
    dax = MOVEx(sp->xvel, sp->ang);
10533
    dax = MOVEx(sp->xvel, sp->ang);
10534
    day = MOVEy(sp->xvel, sp->ang);
10534
    day = MOVEy(sp->xvel, sp->ang);
10535
    daz = sp->zvel;
10535
    daz = sp->zvel;
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