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EarthQuake Wicked Sick!
Joined: 02 Apr 2004 Location: Athens, Ohio. Dieblieber gonna getcha!
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Posted: Tue Aug 28, 2012 4:40 am Post subject: [DeHackEd] A_Mushroom lacking Unknown 1 and Unknown 2 fields |
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The A_Mushroom codepointer is a feature carried over from MBF.
As described in mbfedit.txt:
Code: | A_Mushroom creates a mushroom-like explosion, throwing fireballs up in all
directions. There is primary damage from the explosion itself, and then
secondary damage from contact with the fireballs. The missile damage of the
spawning object controls how many fireballs are created. Optionally, the
misc1 ("Unknown 1") and misc2 ("Unknown 2") fields may be used to control
the angle and speed of the fireballs. These fields are fixed-point (16.16),
instead of whole numbers. |
Currently, the missile damage parameter works correctly, but the "Unknown 1" and "Unknown 2" fields are ignored. I'm posting this here because these are a part of the original MBF behavior. They control the speed and angle of the projectiles spawned.
Tested by Jad in latest b28. Works in ZDoom. |
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Aeyesx Dominating!
Joined: 13 Oct 2012
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Posted: Wed Dec 10, 2014 8:28 pm Post subject: |
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+1 This should be quite usefull >), even I think it could be done using ACS in 1.10. |
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Body-Guard Unstoppable!
Joined: 08 Jan 2006 Location: Hungary
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Posted: Mon Jan 05, 2015 12:32 pm Post subject: |
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The main problem I see with this is that dehacked frame parameters are integers, and this needs fixed point numbers. I have no idea how that would affect using Unknown 1 / 2 on weapon frames (sprite offseting). |
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Sr69Mm-jC Unstoppable!
Joined: 21 Jul 2011
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Posted: Mon Jan 05, 2015 1:04 pm Post subject: |
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Body-Guard wrote: | The main problem I see with this is that dehacked frame parameters are integers, and this needs fixed point numbers. |
At first I thought it could work the same way fixed point numbers representation works for Width/Height/Speed/etc (as well the way it works in ACS) - as in, it gets shifted by 16 bits (or in other words, as you very well know, it's multiplied by 65536 and truncated to integer) - but now that I look at the source code it seems that "unknown 1/2" fields are stored in BYTE / SBYTE types which means that's not possible here. So that's a valid concern I guess.
Body-Guard wrote: | I have no idea how that would affect using Unknown 1 / 2 on weapon frames (sprite offseting). |
Shouldn't A_Mushroom be only used by actors and not weapons? If that's the case then this isn't a problem to begin with. |
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Body-Guard Unstoppable!
Joined: 08 Jan 2006 Location: Hungary
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Posted: Mon Jan 05, 2015 1:08 pm Post subject: |
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I mean if the solution was to change the data type of the unknown fields to fixed point. |
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Kilgore Air Cavalry
Joined: 17 Jun 2003 Location: Up the river
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Posted: Mon Aug 24, 2015 11:17 am Post subject: |
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Done; it will show up on the next release. It expects Unknown1 & Unknown2 in fixed format. |
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Aeyesx Dominating!
Joined: 13 Oct 2012
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Posted: Mon Aug 24, 2015 12:24 pm Post subject: |
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