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Merge branch 'actions-tweaks' into 'next'
Actions tweaks This just rewrites the action A_SetTargetsTarget currently, dunno if I'll bother to tweak any more actions in the near future \*shrugs\* That said, PLEASE check whether the action works properly before accepting the merge. It's been a while since I last did anything with this branch, so I forget entirely whether I tested it or not. See merge request !27
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commit
0a0f16a001
1 changed files with 21 additions and 34 deletions
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@ -7597,48 +7597,35 @@ void A_SetTargetsTarget(mobj_t *actor)
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{
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INT32 locvar1 = var1;
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INT32 locvar2 = var2;
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mobj_t *targetedmobj = NULL;
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thinker_t *th;
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mobj_t *mo2;
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mobj_t *oldtarg = NULL, *newtarg = NULL;
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#ifdef HAVE_BLUA
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if (LUA_CallAction("A_SetTargetsTarget", actor))
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return;
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#endif
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if ((!locvar1 && (!actor->target)) || (locvar1 && (!actor->tracer)))
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// actor's target
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if (locvar1) // or tracer
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oldtarg = actor->tracer;
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else
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oldtarg = actor->target;
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if (P_MobjWasRemoved(oldtarg))
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return;
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if ((!locvar1 && !locvar2 && (!actor->target->target))
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|| (!locvar1 && locvar2 && (!actor->target->tracer))
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|| (locvar1 && !locvar2 && (!actor->tracer->target))
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|| (locvar1 && locvar2 && (!actor->tracer->tracer)))
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return; // Don't search for nothing.
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// scan the thinkers
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for (th = thinkercap.next; th != &thinkercap; th = th->next)
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{
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if (th->function.acp1 != (actionf_p1)P_MobjThinker)
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continue;
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mo2 = (mobj_t *)th;
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if ((!locvar1 && !locvar2 && (mo2 == actor->target->target))
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|| (!locvar1 && locvar2 && (mo2 == actor->target->tracer))
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|| (locvar1 && !locvar2 && (mo2 == actor->tracer->target))
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|| (locvar1 && locvar2 && (mo2 == actor->tracer->tracer)))
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{
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targetedmobj = mo2;
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break;
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}
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}
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if (!targetedmobj)
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return; // Oops, nothing found..
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if (!locvar1)
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P_SetTarget(&actor->target, targetedmobj);
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// actor's target's target!
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if (locvar2) // or tracer
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newtarg = oldtarg->tracer;
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else
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P_SetTarget(&actor->tracer, targetedmobj);
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newtarg = oldtarg->target;
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if (P_MobjWasRemoved(newtarg))
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return;
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// set actor's new target
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if (locvar1) // or tracer
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P_SetTarget(&actor->tracer, newtarg);
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else
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P_SetTarget(&actor->target, newtarg);
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}
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// Function: A_SetObjectFlags
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