Merge branch 'eggscalibur_fixes' into 'next'

One Eggscalibur fix

Use mobj->watertop instead of mobj->spawnpoint->z. CEZ3 is far from fixed in multiplayer, but this is still one less thing to worry about.

See merge request !148
This commit is contained in:
Monster Iestyn 2017-01-07 10:47:02 -05:00
commit 45fdfd9f37
1 changed files with 7 additions and 7 deletions

View File

@ -4436,7 +4436,7 @@ static void P_Boss4MoveSpikeballs(mobj_t *mobj, angle_t angle, fixed_t fz)
{
INT32 s;
mobj_t *base = mobj, *seg;
fixed_t dist, bz = (mobj->spawnpoint->z+16)<<FRACBITS;
fixed_t dist, bz = mobj->watertop+(16<<FRACBITS);
while ((base = base->tracer))
{
for (seg = base, dist = 172*FRACUNIT, s = 9; seg; seg = seg->hnext, dist += 124*FRACUNIT, --s)
@ -4450,7 +4450,7 @@ static void P_Boss4PinchSpikeballs(mobj_t *mobj, angle_t angle, fixed_t fz)
{
INT32 s;
mobj_t *base = mobj, *seg;
fixed_t dist, bz = (mobj->spawnpoint->z+16)<<FRACBITS;
fixed_t dist, bz = mobj->watertop+(16<<FRACBITS);
while ((base = base->tracer))
{
for (seg = base, dist = 112*FRACUNIT, s = 9; seg; seg = seg->hnext, dist += 132*FRACUNIT, --s)
@ -4566,7 +4566,7 @@ static void P_Boss4Thinker(mobj_t *mobj)
INT32 i, arm;
mobj_t *seg, *base = mobj;
// First frame init, spawn all the things.
mobj->spawnpoint->z = mobj->z>>FRACBITS;
mobj->watertop = mobj->z;
z = mobj->z + mobj->height/2 - mobjinfo[MT_EGGMOBILE4_MACE].height/2;
for (arm = 0; arm <3 ; arm++)
{
@ -4622,7 +4622,7 @@ static void P_Boss4Thinker(mobj_t *mobj)
case 3:
{
fixed_t z;
if (mobj->z < (mobj->spawnpoint->z+512)<<FRACBITS)
if (mobj->z < mobj->watertop+(512<<FRACBITS))
mobj->momz = 8*FRACUNIT;
else
{
@ -4631,7 +4631,7 @@ static void P_Boss4Thinker(mobj_t *mobj)
}
mobj->movecount += 400<<(FRACBITS>>1);
mobj->movecount %= 360*FRACUNIT;
z = mobj->z - (mobj->spawnpoint->z<<FRACBITS) - mobjinfo[MT_EGGMOBILE4_MACE].height - mobj->height/2;
z = mobj->z - mobj->watertop - mobjinfo[MT_EGGMOBILE4_MACE].height - mobj->height/2;
if (z < 0) // We haven't risen high enough to pull the spikeballs along yet
P_Boss4MoveSpikeballs(mobj, FixedAngle(mobj->movecount), 0); // So don't pull the spikeballs along yet.
else
@ -4641,13 +4641,13 @@ static void P_Boss4Thinker(mobj_t *mobj)
// Pinch phase!
case 4:
{
if (mobj->z < (mobj->spawnpoint->z+512+128*(mobj->info->damage-mobj->health))<<FRACBITS)
if (mobj->z < (mobj->watertop + ((512+128*(mobj->info->damage-mobj->health))<<FRACBITS)))
mobj->momz = 8*FRACUNIT;
else
mobj->momz = 0;
mobj->movecount += (800+800*(mobj->info->damage-mobj->health))<<(FRACBITS>>1);
mobj->movecount %= 360*FRACUNIT;
P_Boss4PinchSpikeballs(mobj, FixedAngle(mobj->movecount), mobj->z - (mobj->spawnpoint->z<<FRACBITS) - mobjinfo[MT_EGGMOBILE4_MACE].height - mobj->height/2);
P_Boss4PinchSpikeballs(mobj, FixedAngle(mobj->movecount), mobj->z - mobj->watertop - mobjinfo[MT_EGGMOBILE4_MACE].height - mobj->height/2);
if (!mobj->target || !mobj->target->health)
P_SupermanLook4Players(mobj);