mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-11-25 13:41:05 +00:00
Merge commit '6552e5a7a18cb334dfa1000e0c52836df2edec95'
This commit is contained in:
commit
0362deefc4
12 changed files with 82 additions and 28 deletions
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@ -167,7 +167,7 @@ void APowerup::Serialize(FSerializer &arc)
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PalEntry APowerup::GetBlend ()
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{
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if (EffectTics <= BLINKTHRESHOLD && !(EffectTics & 8))
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if (isBlinking())
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return 0;
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if (IsSpecialColormap(BlendColor)) return 0;
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@ -202,6 +202,22 @@ void APowerup::CallInitEffect()
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else InitEffect();
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}
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//===========================================================================
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//
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// APowerup :: isBlinking
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//
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//===========================================================================
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bool APowerup::isBlinking() const
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{
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return (EffectTics <= BLINKTHRESHOLD && (EffectTics & 8) && !(ItemFlags & IF_NOSCREENBLINK));
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}
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DEFINE_ACTION_FUNCTION(APowerup, isBlinking)
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{
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PARAM_SELF_PROLOGUE(APowerup);
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ACTION_RETURN_BOOL(self->isBlinking());
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}
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//===========================================================================
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//
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@ -222,7 +238,7 @@ void APowerup::DoEffect ()
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if (Colormap != NOFIXEDCOLORMAP)
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{
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if (EffectTics > BLINKTHRESHOLD || (EffectTics & 8))
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if (!isBlinking())
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{
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Owner->player->fixedcolormap = Colormap;
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}
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@ -294,7 +310,7 @@ bool APowerup::DrawPowerup (int x, int y)
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{
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return false;
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}
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if (EffectTics > BLINKTHRESHOLD || !(EffectTics & 16))
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if (!isBlinking())
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{
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FTexture *pic = TexMan(Icon);
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screen->DrawTexture (pic, x, y,
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@ -904,7 +920,7 @@ void APowerLightAmp::DoEffect ()
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if (Owner->player != NULL && Owner->player->fixedcolormap < NUMCOLORMAPS)
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{
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if (EffectTics > BLINKTHRESHOLD || (EffectTics & 8))
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if (!isBlinking())
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{
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Owner->player->fixedlightlevel = 1;
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}
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@ -30,6 +30,7 @@ public:
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virtual void InitEffect ();
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virtual void DoEffect () override;
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virtual void EndEffect ();
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bool isBlinking() const;
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protected:
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void CallInitEffect();
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@ -645,6 +645,8 @@ void AInventory::BecomeItem ()
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RemoveFromHash ();
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flags &= ~MF_SPECIAL;
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ChangeStatNum(STAT_INVENTORY);
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// stop all sounds this item is playing.
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for(int i = 1;i<=7;i++) S_StopSound(this, i);
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SetState (FindState("Held"));
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}
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@ -46,6 +46,7 @@ enum
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IF_ALWAYSRESPAWN = 1<<23, // Always respawn, regardless of dmflag
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IF_TRANSFER = 1<<24, // All inventory items that the inventory item contains is also transfered to the pickuper
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IF_NOTELEPORTFREEZE = 1<<25, // does not 'freeze' the player right after teleporting.
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IF_NOSCREENBLINK = 1<<26, // Does not blink the screen overlay when expiring.
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};
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@ -17,6 +17,7 @@
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#include "doomstat.h"
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#include "doomdata.h"
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#include "g_levellocals.h"
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#include "virtual.h"
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#define MAX_RANDOMSPAWNERS_RECURSION 32 // Should be largely more than enough, honestly.
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static FRandom pr_randomspawn("RandomSpawn");
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@ -211,6 +212,12 @@ class ARandomSpawner : public AActor
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AActor *rep = GetDefaultByType(GetClass()->GetReplacee());
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if (rep && ((rep->flags4 & MF4_BOSSDEATH) || (rep->flags2 & MF2_BOSS)))
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boss = true;
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IFVIRTUAL(ARandomSpawner, PostSpawn)
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{
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VMValue params[2] = { (DObject*)this, newmobj };
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GlobalVMStack.Call(func, params, 2, nullptr, 0, nullptr);
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}
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}
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if (boss)
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this->tracer = newmobj;
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@ -2270,6 +2270,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_CustomRailgun)
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PARAM_FLOAT_DEF (spawnofs_z)
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PARAM_INT_DEF (SpiralOffset)
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PARAM_INT_DEF (limit)
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PARAM_FLOAT_DEF (veleffect)
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if (range == 0) range = 8192.;
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if (sparsity == 0) sparsity = 1;
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@ -2308,7 +2309,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_CustomRailgun)
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// Let the aim trail behind the player
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if (aim)
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{
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saved_angle = self->Angles.Yaw = self->AngleTo(self->target, -self->target->Vel.X * 3, -self->target->Vel.Y * 3);
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saved_angle = self->Angles.Yaw = self->AngleTo(self->target, -self->target->Vel.X * veleffect, -self->target->Vel.Y * veleffect);
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if (aim == CRF_AIMDIRECT)
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{
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@ -2318,7 +2319,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_CustomRailgun)
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spawnofs_xy * self->Angles.Yaw.Cos(),
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spawnofs_xy * self->Angles.Yaw.Sin()));
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spawnofs_xy = 0;
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self->Angles.Yaw = self->AngleTo(self->target,- self->target->Vel.X * 3, -self->target->Vel.Y * 3);
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self->Angles.Yaw = self->AngleTo(self->target,- self->target->Vel.X * veleffect, -self->target->Vel.Y * veleffect);
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}
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if (self->target->flags & MF_SHADOW)
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@ -952,7 +952,7 @@ static inline bool isFakePain(AActor *target, AActor *inflictor, int damage)
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// Returns the amount of damage actually inflicted upon the target, or -1 if
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// the damage was cancelled.
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int P_DamageMobj (AActor *target, AActor *inflictor, AActor *source, int damage, FName mod, int flags, DAngle angle)
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static int DamageMobj (AActor *target, AActor *inflictor, AActor *source, int damage, FName mod, int flags, DAngle angle)
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{
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DAngle ang;
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player_t *player = NULL;
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@ -1589,9 +1589,24 @@ DEFINE_ACTION_FUNCTION(AActor, DamageMobj)
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PARAM_NAME(mod);
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PARAM_INT_DEF(flags);
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PARAM_FLOAT_DEF(angle);
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ACTION_RETURN_INT(P_DamageMobj(self, inflictor, source, damage, mod, flags, angle));
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ACTION_RETURN_INT(DamageMobj(self, inflictor, source, damage, mod, flags, angle));
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}
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int P_DamageMobj(AActor *target, AActor *inflictor, AActor *source, int damage, FName mod, int flags, DAngle angle)
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{
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IFVIRTUALPTR(target, AActor, DamageMobj)
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{
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VMValue params[7] = { target, inflictor, source, damage, mod.GetIndex(), flags, angle.Degrees };
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VMReturn ret;
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int retval;
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ret.IntAt(&retval);
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GlobalVMStack.Call(func, params, 7, &ret, 1, nullptr);
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return retval;
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}
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else return DamageMobj(target, inflictor, source, damage, mod, flags, angle);
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}
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void P_PoisonMobj (AActor *target, AActor *inflictor, AActor *source, int damage, int duration, int period, FName type)
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{
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// Check for invulnerability.
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@ -408,6 +408,7 @@ static FFlagDef InventoryFlagDefs[] =
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DEFINE_FLAG(IF, ALWAYSRESPAWN, AInventory, ItemFlags),
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DEFINE_FLAG(IF, TRANSFER, AInventory, ItemFlags),
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DEFINE_FLAG(IF, NOTELEPORTFREEZE, AInventory, ItemFlags),
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DEFINE_FLAG(IF, NOSCREENBLINK, AInventory, ItemFlags),
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DEFINE_DUMMY_FLAG(FORCERESPAWNINSURVIVAL, false),
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@ -407,7 +407,7 @@ public:
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virtual FString GetStats()
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{
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FString stats;
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size_t pos, len;
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size_t pos = 0, len = 0;
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ALfloat volume;
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ALint offset;
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ALint processed;
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@ -429,28 +429,34 @@ public:
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return stats;
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}
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pos = Decoder->getSampleOffset();
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len = Decoder->getSampleLength();
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if (Decoder != nullptr)
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{
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pos = Decoder->getSampleOffset();
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len = Decoder->getSampleLength();
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}
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lock.unlock();
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stats = (state == AL_INITIAL) ? "Buffering" : (state == AL_STOPPED) ? "Underrun" :
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(state == AL_PLAYING || state == AL_PAUSED) ? "Ready" : "Unknown state";
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if(state == AL_STOPPED)
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offset = BufferCount * (Data.Size()/FrameSize);
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else
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{
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size_t rem = queued*(Data.Size()/FrameSize) - offset;
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if(pos > rem) pos -= rem;
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else if(len > 0) pos += len - rem;
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else pos = 0;
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}
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pos = (size_t)(pos * 1000.0 / SampleRate);
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len = (size_t)(len * 1000.0 / SampleRate);
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stats.AppendFormat(",%3u%% buffered", 100 - 100*offset/(BufferCount*(Data.Size()/FrameSize)));
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stats.AppendFormat(", %zu.%03zu", pos/1000, pos%1000);
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if(len > 0)
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stats.AppendFormat(" / %zu.%03zu", len/1000, len%1000);
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if (Decoder != nullptr)
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{
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if (state == AL_STOPPED)
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offset = BufferCount * (Data.Size() / FrameSize);
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else
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{
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size_t rem = queued*(Data.Size() / FrameSize) - offset;
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if (pos > rem) pos -= rem;
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else if (len > 0) pos += len - rem;
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else pos = 0;
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}
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pos = (size_t)(pos * 1000.0 / SampleRate);
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len = (size_t)(len * 1000.0 / SampleRate);
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stats.AppendFormat(",%3u%% buffered", 100 - 100 * offset / (BufferCount*(Data.Size() / FrameSize)));
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stats.AppendFormat(", %zu.%03zu", pos / 1000, pos % 1000);
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if (len > 0)
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stats.AppendFormat(" / %zu.%03zu", len / 1000, len % 1000);
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}
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if(state == AL_PAUSED)
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stats += ", paused";
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if(state == AL_PLAYING)
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@ -364,7 +364,7 @@ class Actor : Thinker native
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native void SetIdle(bool nofunction = false);
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native bool CheckMeleeRange();
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native bool CheckMeleeRange2();
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native int DamageMobj(Actor inflictor, Actor source, int damage, Name mod, int flags = 0, double angle = 0);
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native virtual int DamageMobj(Actor inflictor, Actor source, int damage, Name mod, int flags = 0, double angle = 0);
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native void PoisonMobj (Actor inflictor, Actor source, int damage, int duration, int period, Name type);
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native double AimLineAttack(double angle, double distance, out FTranslatedLineTarget pLineTarget = null, double vrange = 0., int flags = 0, Actor target = null, Actor friender = null);
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native Actor, int LineAttack(double angle, double distance, double pitch, int damage, Name damageType, class<Actor> pufftype, int flags = 0, out FTranslatedLineTarget victim = null);
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@ -703,7 +703,7 @@ class Actor : Thinker native
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native action state A_Jump(int chance, statelabel label, ...);
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native void A_SpawnProjectile(class<Actor> missiletype, double spawnheight = 32, double spawnofs_xy = 0, double angle = 0, int flags = 0, double pitch = 0, int ptr = AAPTR_TARGET);
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native void A_CustomBulletAttack(double spread_xy, double spread_z, int numbullets, int damageperbullet, class<Actor> pufftype = "BulletPuff", double range = 0, int flags = 0, int ptr = AAPTR_TARGET, class<Actor> missile = null, double Spawnheight = 32, double Spawnofs_xy = 0);
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native void A_CustomRailgun(int damage, int spawnofs_xy = 0, color color1 = 0, color color2 = 0, int flags = 0, int aim = 0, double maxdiff = 0, class<Actor> pufftype = "BulletPuff", double spread_xy = 0, double spread_z = 0, double range = 0, int duration = 0, double sparsity = 1.0, double driftspeed = 1.0, class<Actor> spawnclass = null, double spawnofs_z = 0, int spiraloffset = 270, int limit = 0);
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native void A_CustomRailgun(int damage, int spawnofs_xy = 0, color color1 = 0, color color2 = 0, int flags = 0, int aim = 0, double maxdiff = 0, class<Actor> pufftype = "BulletPuff", double spread_xy = 0, double spread_z = 0, double range = 0, int duration = 0, double sparsity = 1.0, double driftspeed = 1.0, class<Actor> spawnclass = null, double spawnofs_z = 0, int spiraloffset = 270, int limit = 0, double veleffect = 3);
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native bool A_SetInventory(class<Inventory> itemtype, int amount, int ptr = AAPTR_DEFAULT, bool beyondMax = false);
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native bool A_GiveInventory(class<Inventory> itemtype, int amount = 0, int giveto = AAPTR_DEFAULT);
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native bool A_TakeInventory(class<Inventory> itemtype, int amount = 0, int flags = 0, int giveto = AAPTR_DEFAULT);
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@ -28,6 +28,7 @@ class Powerup : Inventory native
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native virtual void InitEffect();
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native virtual void EndEffect();
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native bool isBlinking();
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}
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@ -189,6 +189,9 @@ class RandomSpawner : Actor native
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+NOGRAVITY
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+THRUACTORS
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}
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virtual void PostSpawn(Actor spawned)
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{}
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}
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// Sector flag setter ------------------------------------------------------
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