by Gez » Sun Apr 08, 2012 5:42 pm
Blue-green on blue? I hope Randy isn't colourblind.
Anyway, looking at the ZDoom function and comparing it with ChocoStrife, I don't see a difference:
ZDoom:
Spoiler:
Code: Select all
DEFINE_ACTION_FUNCTION(AActor, A_InquisitorAttack)
{
AActor *proj;
if (self->target == NULL)
return;
A_FaceTarget (self);
self->z += 32*FRACBITS;
self->angle -= ANGLE_45/32;
proj = P_SpawnMissileZAimed (self, self->z, self->target, PClass::FindClass("InquisitorShot"));
if (proj != NULL)
{
proj->velz += 9*FRACUNIT;
}
self->angle += ANGLE_45/16;
proj = P_SpawnMissileZAimed (self, self->z, self->target, PClass::FindClass("InquisitorShot"));
if (proj != NULL)
{
proj->velz += 16*FRACUNIT;
}
self->z -= 32*FRACBITS;
}
Choco:
Spoiler:
Code: Select all
void A_InqGrenade(mobj_t* actor)
{
mobj_t* mo;
if(!actor->target)
return;
A_FaceTarget(actor);
actor->z += MAXRADIUS;
// grenade 1
actor->angle -= (ANG45 / 32);
mo = P_SpawnFacingMissile(actor, actor->target, MT_INQGRENADE);
mo->momz += (9*FRACUNIT);
// grenade 2
actor->angle += (ANG45 / 16);
mo = P_SpawnFacingMissile(actor, actor->target, MT_INQGRENADE);
mo->momz += (16*FRACUNIT);
actor->z -= MAXRADIUS;
}
MAXRADIUS is 32*FRACUNIT.
Blue-green on blue? I hope Randy isn't colourblind.
Anyway, looking at the ZDoom function and comparing it with ChocoStrife, I don't see a difference:
ZDoom:
[spoiler][code]DEFINE_ACTION_FUNCTION(AActor, A_InquisitorAttack)
{
AActor *proj;
if (self->target == NULL)
return;
A_FaceTarget (self);
self->z += 32*FRACBITS;
self->angle -= ANGLE_45/32;
proj = P_SpawnMissileZAimed (self, self->z, self->target, PClass::FindClass("InquisitorShot"));
if (proj != NULL)
{
proj->velz += 9*FRACUNIT;
}
self->angle += ANGLE_45/16;
proj = P_SpawnMissileZAimed (self, self->z, self->target, PClass::FindClass("InquisitorShot"));
if (proj != NULL)
{
proj->velz += 16*FRACUNIT;
}
self->z -= 32*FRACBITS;
}
[/code][/spoiler]
Choco:
[spoiler][code]void A_InqGrenade(mobj_t* actor)
{
mobj_t* mo;
if(!actor->target)
return;
A_FaceTarget(actor);
actor->z += MAXRADIUS;
// grenade 1
actor->angle -= (ANG45 / 32);
mo = P_SpawnFacingMissile(actor, actor->target, MT_INQGRENADE);
mo->momz += (9*FRACUNIT);
// grenade 2
actor->angle += (ANG45 / 16);
mo = P_SpawnFacingMissile(actor, actor->target, MT_INQGRENADE);
mo->momz += (16*FRACUNIT);
actor->z -= MAXRADIUS;
}[/code]
MAXRADIUS is 32*FRACUNIT.[/spoiler]