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https://git.do.srb2.org/STJr/SRB2.git
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#define STATE() doesn't work in VC?
#define STATE() doesn't work in VC?
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parent
3b532c4c6e
commit
50c1f6e73a
7 changed files with 33 additions and 38 deletions
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@ -682,6 +682,7 @@ playersprite_t spr2defaults[NUMPLAYERSPRITES] = {
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0, // SPR2_XTRA (should never be referenced)
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};
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// Doesn't work with VC
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#define STATE(sprite, frame, duration, action, var1, var2, nextstate) \
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{ sprite, frame, duration, action, { ACTION_INTEGER_VAL(var1), ACTION_INTEGER_VAL(var2) }, nextstate }
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@ -33,8 +33,6 @@
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extern CV_PossibleValue_t Color_cons_t[];
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boolean LUA_CallAction(enum actionnum actionnum, mobj_t *actor);
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state_t *astate;
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boolean LUA_ValueIsValidActionVal(lua_State *L, int i)
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@ -49,7 +49,7 @@ int LUA_Call(lua_State *L, int nargs, int nresults, int errorhandlerindex);
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boolean LUA_CallAction(enum actionnum actionnum, mobj_t *actor, action_val_t *args, unsigned argcount);
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boolean LUA_ValueIsValidActionVal(lua_State *L, int i);
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void LUA_ValueToActionVal(lua_State *L, int i, action_val_t *val);
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void LUA_LoadLump(UINT16 wad, UINT16 lump, boolean noresults);
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boolean LUA_LoadLump(UINT16 wad, UINT16 lump);
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void LUA_DoLump(UINT16 wad, UINT16 lump, boolean noresults);
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#ifdef LUA_ALLOW_BYTECODE
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void LUA_DumpFile(const char *filename);
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@ -2909,7 +2909,7 @@ void A_1upThinker(mobj_t *actor, action_val_t *args, unsigned argcount)
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}
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}
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if (closestplayer == -1 || skins[players[closestplayer].skin].sprites[SPR2_LIFE].numframes == 0)
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if (closestplayer == -1 || skins[players[closestplayer].skin]->sprites[SPR2_LIFE].numframes == 0)
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{ // Closest player not found (no players in game?? may be empty dedicated server!), or does not have correct sprite.
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if (actor->tracer)
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{
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@ -3285,7 +3285,7 @@ static void P_DoBossVictory(mobj_t *mo)
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{
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if (!playeringame[i])
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continue;
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P_DoPlayerExit(&players[i]);
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P_DoPlayerExit(&players[i], false );
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}
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}
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else
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@ -8534,6 +8534,26 @@ void A_Dye(mobj_t *actor, action_val_t *args, unsigned argcount)
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}
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}
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// Function: A_SetTranslation
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//
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// Description: Changes the translation of an actor.
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//
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// var1 = translation ID
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// var2 = unused
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//
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void A_SetTranslation(mobj_t *actor, action_val_t *args, unsigned argcount)
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{
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INT32 locvar1 = GET_ARG(GetInteger, 0);
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if (LUA_CallAction(A_SETTRANSLATION, actor, args, argcount))
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return;
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if (R_TranslationIsValid(locvar1))
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actor->translation = (UINT32)locvar1;
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else
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actor->translation = 0;
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}
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// Function: A_MoveRelative
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//
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// Description: Moves an object (wrapper for P_Thrust)
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@ -10297,7 +10317,7 @@ void A_ForceWin(mobj_t *actor, action_val_t *args, unsigned argcount)
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{
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if (!playeringame[i])
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continue;
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P_DoPlayerExit(&players[i]);
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P_DoPlayerExit(&players[i], false);
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}
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}
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@ -175,6 +175,7 @@ void A_SetRandomTics(mobj_t *actor, action_val_t *args, unsigned argcount);
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void A_ChangeColorRelative(mobj_t *actor, action_val_t *args, unsigned argcount);
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void A_ChangeColorAbsolute(mobj_t *actor, action_val_t *args, unsigned argcount);
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void A_Dye(mobj_t *actor, action_val_t *args, unsigned argcount);
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void A_SetTranslation(mobj_t *actor, action_val_t *args, unsigned argcount);
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void A_MoveRelative(mobj_t *actor, action_val_t *args, unsigned argcount);
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void A_MoveAbsolute(mobj_t *actor, action_val_t *args, unsigned argcount);
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void A_Thrust(mobj_t *actor, action_val_t *args, unsigned argcount);
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37
src/p_mobj.c
37
src/p_mobj.c
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@ -6917,32 +6917,6 @@ void P_RunOverlays(void)
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continue;
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}
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if (!splitscreen /*&& rendermode != render_soft*/)
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{
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angle_t viewingangle;
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if (players[displayplayer].awayviewtics && players[displayplayer].awayviewmobj != NULL && !P_MobjWasRemoved(players[displayplayer].awayviewmobj))
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viewingangle = R_PointToAngle2(mo->target->x, mo->target->y, players[displayplayer].awayviewmobj->x, players[displayplayer].awayviewmobj->y);
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else if (!camera.chase && players[displayplayer].mo)
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viewingangle = R_PointToAngle2(mo->target->x, mo->target->y, players[displayplayer].mo->x, players[displayplayer].mo->y);
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else
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viewingangle = R_PointToAngle2(mo->target->x, mo->target->y, camera.x, camera.y);
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if (!(mo->state->frame & FF_ANIMATE))
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{
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INT32 var1 = Action_ValueToInteger(mo->state->vars[0]);
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if (var1)
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viewingangle += ANGLE_180;
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}
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destx = mo->target->x + P_ReturnThrustX(mo->target, viewingangle, FixedMul(FRACUNIT/4, mo->scale));
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desty = mo->target->y + P_ReturnThrustY(mo->target, viewingangle, FixedMul(FRACUNIT/4, mo->scale));
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}
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else
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{
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destx = mo->target->x;
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desty = mo->target->y;
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}
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mo->eflags = (mo->eflags & ~MFE_VERTICALFLIP) | (mo->target->eflags & MFE_VERTICALFLIP);
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mo->scale = mo->destscale = mo->target->scale;
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mo->old_scale = mo->target->old_scale;
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@ -6965,21 +6939,22 @@ void P_RunOverlays(void)
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mo->height = mo->target->height;
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if (mo->eflags & MFE_VERTICALFLIP)
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{
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mo->z = (mo->target->z + mo->target->height - mo->height) - zoffs;
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mo->z = mo->target->z + mo->target->height - mo->height - zoffs;
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if (mo->scale == mo->old_scale)
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mo->old_z = mo->target->old_z + mo->target->height - mo->height - zoffs;
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else // Interpolate height scale changes - mo and mo->target have the same scales here, so don't interpolate them individually
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mo->old_z = mo->target->old_z + FixedMul(mo->target->height - mo->height, FixedDiv(mo->old_scale, mo->scale)) - zoffs;
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}
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else
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mo->z = mo->target->z + zoffs;
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if (Action_ValueToInteger(mo->state->vars[0]))
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{
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mo->z = mo->target->z + zoffs;
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mo->old_z = mo->target->old_z + zoffs;
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}
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if (!(mo->state->frame & FF_ANIMATE) && Action_ValueToInteger(mo->state->vars[0]))
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P_SetUnderlayPosition(mo);
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if (!(mo->state->frame & FF_ANIMATE))
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{
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if (Action_ValueToInteger(mo->state->vars[0]))
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P_SetUnderlayPosition(mo);
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}
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else
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P_SetThingPosition(mo);
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P_CheckPosition(mo, mo->x, mo->y);
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@ -3518,7 +3518,7 @@ void R_ThingOffsetOverlay(mobj_t *thing, fixed_t *x, fixed_t *y)
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do // Get the overlay's offset
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{
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// Does the overlay use FF_ANIMATE? If not, if var1 is non-zero, it's an underlay instead of an overlay
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if (!(mobj->state->frame & FF_ANIMATE) && mobj->state->var1)
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if (!(mobj->state->frame & FF_ANIMATE) && Action_ValueToInteger(mobj->state->vars[0]))
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offset += 1; // Underlay below the target, away from the camera
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else
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offset -= 1; // Overlay on top of the target, towards the camera
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