Removed the previously used homers code and instead used old one to keep good ol' Gameplay; Removed FrameCount steps from track_track_goal() and scaled homing vector accordingly to this change, including properly scaling it to FrameTime; Made code more similar between D1X and D2X; Introduced different turn rates for different difficulty levels
This commit is contained in:
parent
cac223991f
commit
ee53409d18
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@ -3,6 +3,7 @@ D2X-Rebirth Changelog
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20100615
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--------
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main/game.c, main/gameseq.c: Resetting GameTime, Next/Last_flare/laser/missile_time in reset_time() together so GameTime-rollover-fallbacks will not create a massive delay when starting a new level
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main/laser.c: Removed the previously used homers code and instead used old one to keep good ol' Gameplay; Removed FrameCount steps from track_track_goal() and scaled homing vector accordingly to this change, including properly scaling it to FrameTime; Made code more similar between D1X and D2X; Introduced different turn rates for different difficulty levels
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20100614
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--------
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148
main/laser.c
148
main/laser.c
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@ -50,6 +50,8 @@ COPYRIGHT 1993-1999 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED.
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#include "physics.h"
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#include "multi.h"
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#define NEWHOMER
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int Laser_rapid_fire = 0;
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object *Guided_missile[MAX_PLAYERS]={NULL,NULL,NULL,NULL,NULL,NULL,NULL,NULL};
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@ -59,7 +61,7 @@ int find_homing_object_complete(vms_vector *curpos, object *tracker, int track_o
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extern char Multi_is_guided;
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extern char BounceCheat;
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extern void newdemo_record_guided_end();
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extern void newdemo_record_guided_start();
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@ -84,7 +86,7 @@ void Laser_render(object *obj)
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Error( "Invalid weapon type in Laser_render\n" );
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}
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#endif
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switch( Weapon_info[obj->id].render_type ) {
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case WEAPON_RENDER_LASER:
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Int3(); // Not supported anymore!
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@ -147,7 +149,7 @@ void Laser_render(object *obj)
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// Changed by MK on 06/06/95: Now must be 4.0 seconds old. Much valid Net-complaining.
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int laser_are_related( int o1, int o2 )
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{
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if ( (o1<0) || (o2<0) )
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if ( (o1<0) || (o2<0) )
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return 0;
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// See if o2 is the parent of o1
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@ -155,8 +157,8 @@ int laser_are_related( int o1, int o2 )
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if ( (Objects[o1].ctype.laser_info.parent_num==o2) && (Objects[o1].ctype.laser_info.parent_signature==Objects[o2].signature) )
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{
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// o1 is a weapon, o2 is the parent of 1, so if o1 is PROXIMITY_BOMB and o2 is player, they are related only if o1 < 2.0 seconds old
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if ((Objects[o1].id == PHOENIX_ID && (GameTime > Objects[o1].ctype.laser_info.creation_time + F1_0/4)) ||
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(Objects[o1].id == GUIDEDMISS_ID && (GameTime > Objects[o1].ctype.laser_info.creation_time + F1_0*2)) ||
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if ((Objects[o1].id == PHOENIX_ID && (GameTime > Objects[o1].ctype.laser_info.creation_time + F1_0/4)) ||
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(Objects[o1].id == GUIDEDMISS_ID && (GameTime > Objects[o1].ctype.laser_info.creation_time + F1_0*2)) ||
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(((Objects[o1].id == PROXIMITY_ID) || (Objects[o1].id == SUPERPROX_ID)) && (GameTime > Objects[o1].ctype.laser_info.creation_time + F1_0*4))) {
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return 0;
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} else
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@ -169,8 +171,8 @@ int laser_are_related( int o1, int o2 )
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if ( (Objects[o2].ctype.laser_info.parent_num==o1) && (Objects[o2].ctype.laser_info.parent_signature==Objects[o1].signature) )
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{
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// o2 is a weapon, o1 is the parent of 2, so if o2 is PROXIMITY_BOMB and o1 is player, they are related only if o1 < 2.0 seconds old
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if ((Objects[o2].id == PHOENIX_ID && (GameTime > Objects[o2].ctype.laser_info.creation_time + F1_0/4)) ||
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(Objects[o2].id == GUIDEDMISS_ID && (GameTime > Objects[o2].ctype.laser_info.creation_time + F1_0*2)) ||
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if ((Objects[o2].id == PHOENIX_ID && (GameTime > Objects[o2].ctype.laser_info.creation_time + F1_0/4)) ||
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(Objects[o2].id == GUIDEDMISS_ID && (GameTime > Objects[o2].ctype.laser_info.creation_time + F1_0*2)) ||
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(((Objects[o2].id == PROXIMITY_ID) || (Objects[o2].id == SUPERPROX_ID)) && (GameTime > Objects[o2].ctype.laser_info.creation_time + F1_0*4))) {
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return 0;
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} else
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@ -179,7 +181,7 @@ int laser_are_related( int o1, int o2 )
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}
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// They must both be weapons
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if ( Objects[o1].type != OBJ_WEAPON || Objects[o2].type != OBJ_WEAPON )
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if ( Objects[o1].type != OBJ_WEAPON || Objects[o2].type != OBJ_WEAPON )
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return 0;
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// Here is the 09/07/94 change -- Siblings must be identical, others can hurt each other
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@ -259,7 +261,7 @@ int create_weapon_object(int weapon_type,int segnum,vms_vector *position)
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objnum = obj_create( OBJ_WEAPON, weapon_type, segnum, position, NULL, laser_radius, CT_WEAPON, MT_PHYSICS, rtype );
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if (objnum == -1)
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return -1;
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obj = &Objects[objnum];
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if (Weapon_info[weapon_type].render_type == WEAPON_RENDER_POLYMODEL) {
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@ -428,7 +430,7 @@ void create_omega_blobs(int firing_segnum, vms_vector *firing_pos, vms_vector *g
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objp->size = Weapon_info[objp->id].blob_size;
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objp->shields = fixmul(OMEGA_DAMAGE_SCALE*FrameTime, Weapon_info[objp->id].strength[Difficulty_level]);
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objp->ctype.laser_info.parent_type = parent_objp->type;
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objp->ctype.laser_info.parent_signature = parent_objp->signature;
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objp->ctype.laser_info.parent_num = parent_objp-Objects;
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@ -587,7 +589,7 @@ void do_omega_stuff(object *parent_objp, vms_vector *firing_pos, object *weapon_
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}
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// ---------------------------------------------------------------------------------
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// Initializes a laser after Fire is pressed
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// Initializes a laser after Fire is pressed
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// Returns object number.
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int Laser_create_new( vms_vector * direction, vms_vector * position, int segnum, int parent, int weapon_type, int make_sound )
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{
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@ -621,7 +623,7 @@ int Laser_create_new( vms_vector * direction, vms_vector * position, int segnum,
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vm_vector_2_matrix( &obj->orient, direction, &Objects[parent].orient.uvec ,NULL);
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if (( &Objects[parent] != Viewer ) && (Objects[parent].type != OBJ_WEAPON)) {
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// Muzzle flash
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// Muzzle flash
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if (Weapon_info[obj->id].flash_vclip > -1 )
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object_create_muzzle_flash( obj->segnum, &obj->pos, Weapon_info[obj->id].flash_size, Weapon_info[obj->id].flash_vclip );
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}
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@ -663,9 +665,9 @@ int Laser_create_new( vms_vector * direction, vms_vector * position, int segnum,
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if (weapon_type == FLARE_ID)
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obj->mtype.phys_info.flags |= PF_STICK; //this obj sticks to walls
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obj->shields = Weapon_info[obj->id].strength[Difficulty_level];
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// Fill in laser-specific data
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obj->lifeleft = Weapon_info[obj->id].lifetime;
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@ -706,7 +708,7 @@ int Laser_create_new( vms_vector * direction, vms_vector * position, int segnum,
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vm_vector_2_matrix( &obj->orient,direction, &Objects[parent].orient.uvec ,NULL);
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if (( &Objects[parent] != Viewer ) && (Objects[parent].type != OBJ_WEAPON)) {
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// Muzzle flash
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// Muzzle flash
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if (Weapon_info[obj->id].flash_vclip > -1 )
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object_create_muzzle_flash( obj->segnum, &obj->pos, Weapon_info[obj->id].flash_size, Weapon_info[obj->id].flash_vclip );
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}
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@ -770,7 +772,7 @@ int Laser_create_new( vms_vector * direction, vms_vector * position, int segnum,
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vm_vec_copy_scale( &obj->mtype.phys_info.velocity, direction, weapon_speed + parent_speed );
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// Set thrust
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// Set thrust
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if (Weapon_info[weapon_type].thrust != 0) {
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obj->mtype.phys_info.thrust = obj->mtype.phys_info.velocity;
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vm_vec_scale(&obj->mtype.phys_info.thrust, fixdiv(Weapon_info[obj->id].thrust, weapon_speed+parent_speed));
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@ -898,7 +900,6 @@ int object_is_trackable(int track_goal, object *tracker, fix *dot)
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} else {
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return 0;
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}
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}
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extern int Robots_kill_robots_cheat;
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@ -920,7 +921,7 @@ int call_find_homing_object_complete(object *tracker, vms_vector *curpos)
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goal2_type = OBJ_ROBOT;
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Assert(tracker->ctype.laser_info.parent_type == OBJ_ROBOT);
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return find_homing_object_complete(curpos, tracker, OBJ_PLAYER, goal2_type);
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}
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}
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} else
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return find_homing_object_complete( curpos, tracker, OBJ_ROBOT, -1);
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}
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@ -1131,17 +1132,24 @@ int find_homing_object_complete(vms_vector *curpos, object *tracker, int track_o
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// Computes and returns a fairly precise dot product.
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int track_track_goal(int track_goal, object *tracker, fix *dot)
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{
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#ifdef NEWHOMER
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if (object_is_trackable(track_goal, tracker, dot) && (tracker-Objects)) {
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return track_goal;
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} else if (tracker-Objects)
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#else
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// Every 8 frames for each object, scan all objects.
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if (object_is_trackable(track_goal, tracker, dot) && ((((tracker-Objects) ^ FrameCount) % 8) != 0)) {
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return track_goal;
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} else if ((((tracker-Objects) ^ FrameCount) % 4) == 0) {
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} else if ((((tracker-Objects) ^ FrameCount) % 4) == 0)
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#endif
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{
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int rval = -2;
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// If player fired missile, then search for an object, if not, then give up.
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if (Objects[tracker->ctype.laser_info.parent_num].type == OBJ_PLAYER) {
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int goal_type;
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if (track_goal == -1)
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if (track_goal == -1)
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{
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if (Game_mode & GM_MULTI)
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{
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@ -1154,8 +1162,8 @@ int track_track_goal(int track_goal, object *tracker, fix *dot)
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}
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else
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rval = find_homing_object_complete(&tracker->pos, tracker, OBJ_PLAYER, OBJ_ROBOT);
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}
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else
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}
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else
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{
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goal_type = Objects[tracker->ctype.laser_info.track_goal].type;
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if ((goal_type == OBJ_PLAYER) || (goal_type == OBJ_ROBOT))
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else
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rval = -1;
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}
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}
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}
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else {
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int goal_type, goal2_type = -1;
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@ -1189,7 +1197,7 @@ int track_track_goal(int track_goal, object *tracker, fix *dot)
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void Laser_player_fire_spread_delay(object *obj, int laser_type, int gun_num, fix spreadr, fix spreadu, fix delay_time, int make_sound, int harmless)
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{
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int LaserSeg, Fate;
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int LaserSeg, Fate;
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vms_vector LaserPos, LaserDir;
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fvi_query fq;
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fvi_info hit_data;
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@ -1232,16 +1240,16 @@ void Laser_player_fire_spread_delay(object *obj, int laser_type, int gun_num, fi
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//SORT OF HACK... IF ABOVE WAS CORRECT THIS WOULDNT BE NECESSARY.
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if ( vm_vec_dist_quick(&LaserPos, &obj->pos) > 0x50000 )
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return;
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if (Fate==HIT_WALL) {
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return;
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return;
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}
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if (Fate==HIT_OBJECT) {
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// if ( Objects[hit_data.hit_object].type == OBJ_ROBOT )
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// Objects[hit_data.hit_object].flags |= OF_SHOULD_BE_DEAD;
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// if ( Objects[hit_data.hit_object].type != OBJ_POWERUP )
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// return;
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// return;
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//as of 12/6/94, we don't care if the laser is stuck in an object. We
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//just fire away normally
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}
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@ -1341,7 +1349,7 @@ void Flare_create(object *obj)
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Players[Player_num].energy -= energy_usage;
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if (Players[Player_num].energy <= 0) {
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Players[Player_num].energy = 0;
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Players[Player_num].energy = 0;
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// -- auto_select_weapon(0);
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}
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@ -1431,6 +1439,10 @@ void Laser_TurnSpeedLimit(vms_vector* vec_forward, vms_vector* vec_to_target, fi
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*vec_forward = *vec_to_target;
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}
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#ifdef NEWHOMER
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fix homing_turn_base[NDL] = { 20, 30, 40, 50, 60 };
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#endif
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//-------------------------------------------------------------------------------------------
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//sequence this laser object for this _frame_ (underscores added here to aid MK in his searching!)
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void Laser_do_weapon_sequence(object *obj)
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@ -1496,53 +1508,51 @@ void Laser_do_weapon_sequence(object *obj)
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dist_to_player = vm_vec_dist_quick(&obj->pos, &Objects[track_goal].pos);
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if ((dist_to_player < Players[Player_num].homing_object_dist) || (Players[Player_num].homing_object_dist < 0))
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Players[Player_num].homing_object_dist = dist_to_player;
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}
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if (track_goal != -1) {
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fix turn_radius;
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turn_radius = 0x0024 * F1_0;
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#ifdef NEWHOMER
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vm_vec_sub(&vector_to_object, &Objects[track_goal].pos, &obj->pos);
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// we need normalized exact vectors here
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vm_vec_normalize (&vector_to_object);
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vm_vec_normalize_quick(&vector_to_object);
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temp_vec = obj->mtype.phys_info.velocity;
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// gives magnitude
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speed = vm_vec_normalize (&temp_vec);
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// homing missile speeds : insane - 0x005a
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speed = vm_vec_normalize(&temp_vec);
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max_speed = Weapon_info[obj->id].speed[Difficulty_level];
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if (speed+F1_0 < max_speed)
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{
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if (speed+F1_0 < max_speed) {
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speed += fixmul(max_speed, FrameTime/2);
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if (speed > max_speed)
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speed = max_speed;
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}
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dot = vm_vec_dot(&temp_vec, &vector_to_object);
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// Old homers only get valid track_goal every 8 frames. That was changed so scale vector to object accordingly.
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vm_vec_scale(&vector_to_object, F1_0/4);
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// Scale vector to object to current FrameTime.
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vm_vec_scale(&vector_to_object, F1_0/((float)(F1_0/homing_turn_base[Difficulty_level])/FrameTime));
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Laser_TurnSpeedLimit(&temp_vec, &vector_to_object, speed, turn_radius);
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vm_vec_add2(&temp_vec, &vector_to_object);
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// The boss' smart children track better...
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if (Weapon_info[obj->id].render_type != WEAPON_RENDER_POLYMODEL)
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vm_vec_add2(&temp_vec, &vector_to_object);
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vm_vec_normalize(&temp_vec);
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vm_vec_scale(&temp_vec, speed);
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obj->mtype.phys_info.velocity = temp_vec;
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// orient it directly by movement vector
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if (Weapon_info[obj->id].render_type == WEAPON_RENDER_POLYMODEL)
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vm_vector_2_matrix (&obj->orient, &temp_vec, NULL, NULL);
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// apply speed
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vm_vec_scale (&temp_vec, speed);
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obj->mtype.phys_info.velocity = temp_vec;
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// Subtract off life proportional to amount turned.
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// For hardest turn, it will lose 2 seconds per second.
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{
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fix lifelost, absdot;
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absdot = abs(F1_0 - dot);
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lifelost = fixmul(absdot*32, FrameTime);
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obj->lifeleft -= lifelost;
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}
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#if 0 // OLD - ORIGINAL - MISSILE TRACKING CODE
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// Only polygon objects have visible orientation, so only they should turn.
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if (Weapon_info[obj->id].render_type == WEAPON_RENDER_POLYMODEL)
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homing_missile_turn_towards_velocity(obj, &temp_vec); // temp_vec is normalized velocity.
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#else // OLD - ORIGINAL - MISSILE TRACKING CODE
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vm_vec_sub(&vector_to_object, &Objects[track_goal].pos, &obj->pos);
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vm_vec_normalize_quick(&vector_to_object);
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@ -1568,9 +1578,9 @@ void Laser_do_weapon_sequence(object *obj)
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// For hardest turn, it will lose 2 seconds per second.
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{
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fix lifelost, absdot;
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absdot = abs(F1_0 - dot);
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lifelost = fixmul(absdot*32, FrameTime);
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obj->lifeleft -= lifelost;
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}
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@ -1668,7 +1678,7 @@ if (Zbonkers) {
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Next_laser_fire_time += F1_0/25;
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laser_level = Players[Player_num].laser_level;
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flags = 0;
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if (Primary_weapon == SPREADFIRE_INDEX) {
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|
@ -1707,7 +1717,7 @@ if (Zbonkers) {
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}
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}
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Global_laser_firing_count = 0;
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Global_laser_firing_count = 0;
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return rval;
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}
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|
@ -1818,7 +1828,7 @@ int do_laser_firing(int objnum, int weapon_num, int level, int flags, int nfires
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int make_sound = 1;
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//if (d_rand() > 24576)
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// make_sound = 1;
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Laser_player_fire_spread( objp, GAUSS_ID, 6, (d_rand()/8 - 32767/16)/5, (d_rand()/8 - 32767/16)/5, make_sound, 0);
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if (nfires > 1) {
|
||||
Laser_player_fire_spread( objp, GAUSS_ID, 6, (d_rand()/8 - 32767/16)/5, (d_rand()/8 - 32767/16)/5, 0, 0);
|
||||
|
@ -1840,7 +1850,7 @@ int do_laser_firing(int objnum, int weapon_num, int level, int flags, int nfires
|
|||
case 3: spreadr = F1_0/42; spreadu = F1_0/17; break; // 67.5 degrees
|
||||
case 4: spreadr = 0; spreadu = F1_0/16; break; // 90 degrees
|
||||
case 5: spreadr = -F1_0/42; spreadu = F1_0/17; break; // 112.5 degrees
|
||||
case 6: spreadr = -F1_0/22; spreadu = F1_0/22; break; // 135 degrees
|
||||
case 6: spreadr = -F1_0/22; spreadu = F1_0/22; break; // 135 degrees
|
||||
case 7: spreadr = -F1_0/17; spreadu = F1_0/42; break; // 157.5 degrees
|
||||
default:
|
||||
Error("Invalid helix_orientation value %x\n",helix_orient);
|
||||
|
@ -1906,7 +1916,7 @@ int create_homing_missile(object *objp, int goal_obj, int objtype, int make_soun
|
|||
make_random_vector(&random_vector);
|
||||
vm_vec_scale_add2(&vector_to_goal, &random_vector, F1_0/4);
|
||||
vm_vec_normalize_quick(&vector_to_goal);
|
||||
}
|
||||
}
|
||||
|
||||
// Create a vector towards the goal, then add some noise to it.
|
||||
objnum = Laser_create_new(&vector_to_goal, &objp->pos, objp->segnum, objp-Objects, objtype, make_sound);
|
||||
|
@ -2029,7 +2039,7 @@ void create_smart_children(object *objp, int num_smart_children)
|
|||
// -- case SUPERPROX_ID: blob_id = SMART_MINE_HOMING_ID; break;
|
||||
// -- case ROBOT_SUPERPROX_ID: blob_id = ROBOT_SMART_MINE_HOMING_ID; break;
|
||||
// -- case EARTHSHAKER_ID: blob_id = EARTHSHAKER_MEGA_ID; break;
|
||||
// -- default: Int3(); //bogus id for weapon
|
||||
// -- default: Int3(); //bogus id for weapon
|
||||
// -- }
|
||||
// -- break;
|
||||
// -- case OBJ_PLAYER:
|
||||
|
@ -2038,7 +2048,7 @@ void create_smart_children(object *objp, int num_smart_children)
|
|||
// -- case ROBOT_SUPERPROX_ID: Int3(); break;
|
||||
// -- case EARTHSHAKER_ID: blob_id = EARTHSHAKER_MEGA_ID; break;
|
||||
// -- case SMART_ID: blob_id = PLAYER_SMART_HOMING_ID; break;
|
||||
// -- default: Int3(); //bogus id for weapon
|
||||
// -- default: Int3(); //bogus id for weapon
|
||||
// -- }
|
||||
// -- break;
|
||||
// -- case OBJ_ROBOT:
|
||||
|
@ -2068,10 +2078,10 @@ int Missile_gun = 0;
|
|||
void release_guided_missile(int player_num)
|
||||
{
|
||||
if (player_num == Player_num)
|
||||
{
|
||||
{
|
||||
if (Guided_missile[player_num]==NULL)
|
||||
return;
|
||||
|
||||
|
||||
Missile_viewer = Guided_missile[player_num];
|
||||
#ifdef NETWORK
|
||||
if (Game_mode & GM_MULTI)
|
||||
|
@ -2079,7 +2089,7 @@ void release_guided_missile(int player_num)
|
|||
#endif
|
||||
if (Newdemo_state==ND_STATE_RECORDING)
|
||||
newdemo_record_guided_end();
|
||||
}
|
||||
}
|
||||
|
||||
Guided_missile[player_num] = NULL;
|
||||
}
|
||||
|
@ -2146,7 +2156,7 @@ void do_missile_firing(int drop_bomb)
|
|||
else if (weapon != CONCUSSION_INDEX)
|
||||
maybe_drop_net_powerup(Secondary_weapon_to_powerup[weapon]);
|
||||
#endif
|
||||
|
||||
|
||||
if (weapon == MEGA_INDEX || weapon == SMISSILE5_INDEX) {
|
||||
vms_vector force_vec;
|
||||
|
||||
|
@ -2154,7 +2164,7 @@ void do_missile_firing(int drop_bomb)
|
|||
force_vec.y = -(ConsoleObject->orient.fvec.y << 7);
|
||||
force_vec.z = -(ConsoleObject->orient.fvec.z << 7);
|
||||
phys_apply_force(ConsoleObject, &force_vec);
|
||||
|
||||
|
||||
force_vec.x = (force_vec.x >> 4) + d_rand() - 16384;
|
||||
force_vec.y = (force_vec.y >> 4) + d_rand() - 16384;
|
||||
force_vec.z = (force_vec.z >> 4) + d_rand() - 16384;
|
||||
|
@ -2162,7 +2172,7 @@ void do_missile_firing(int drop_bomb)
|
|||
}
|
||||
|
||||
#ifdef NETWORK
|
||||
if (Game_mode & GM_MULTI)
|
||||
if (Game_mode & GM_MULTI)
|
||||
{
|
||||
Network_laser_fired = 1; //how many
|
||||
Network_laser_gun = weapon + MISSILE_ADJUST;
|
||||
|
|
Loading…
Reference in a new issue