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https://github.com/ZDoom/gzdoom-gles.git
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- Added A_ResetHealth(ptr). Defaults to AAPTR_DEFAULT (the action caller).
- Added pointers to the following functions, all of them set to AAPTR_DEFAULT: - A_SetAngle - A_SetPitch - A_SetScale - A_SetSpeed - A_ScaleVelocity
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7157db89b7
commit
19b43d4752
2 changed files with 100 additions and 24 deletions
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@ -2504,12 +2504,21 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_FadeTo)
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//===========================================================================
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//===========================================================================
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DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SetScale)
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DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SetScale)
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{
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{
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ACTION_PARAM_START(2);
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ACTION_PARAM_START(3);
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ACTION_PARAM_FIXED(scalex, 0);
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ACTION_PARAM_FIXED(scalex, 0);
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ACTION_PARAM_FIXED(scaley, 1);
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ACTION_PARAM_FIXED(scaley, 1);
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ACTION_PARAM_INT(ptr, 2);
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self->scaleX = scalex;
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AActor *ref = COPY_AAPTR(self, ptr);
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self->scaleY = scaley ? scaley : scalex;
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if (!ref)
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{
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ACTION_SET_RESULT(false);
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return;
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}
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ref->scaleX = scalex;
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ref->scaleY = scaley ? scaley : scalex;
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}
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}
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//===========================================================================
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//===========================================================================
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@ -3934,10 +3943,19 @@ enum
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DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SetAngle)
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DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SetAngle)
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{
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{
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ACTION_PARAM_START(2);
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ACTION_PARAM_START(3);
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ACTION_PARAM_ANGLE(angle, 0);
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ACTION_PARAM_ANGLE(angle, 0);
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ACTION_PARAM_INT(flags, 1)
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ACTION_PARAM_INT(flags, 1);
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self->SetAngle(angle, !!(flags & SPF_INTERPOLATE));
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ACTION_PARAM_INT(ptr, 2);
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AActor *ref = COPY_AAPTR(self, ptr);
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if (!ref)
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{
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ACTION_SET_RESULT(false);
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return;
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}
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ref->SetAngle(angle, !!(flags & SPF_INTERPOLATE));
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}
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}
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//===========================================================================
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//===========================================================================
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@ -3950,18 +3968,27 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SetAngle)
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DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SetPitch)
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DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SetPitch)
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{
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{
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ACTION_PARAM_START(2);
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ACTION_PARAM_START(3);
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ACTION_PARAM_ANGLE(pitch, 0);
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ACTION_PARAM_ANGLE(pitch, 0);
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ACTION_PARAM_INT(flags, 1);
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ACTION_PARAM_INT(flags, 1);
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ACTION_PARAM_INT(ptr, 2);
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if (self->player != NULL || (flags & SPF_FORCECLAMP))
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AActor *ref = COPY_AAPTR(self, ptr);
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if (!ref)
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{
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ACTION_SET_RESULT(false);
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return;
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}
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if (ref->player != NULL || (flags & SPF_FORCECLAMP))
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{ // clamp the pitch we set
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{ // clamp the pitch we set
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int min, max;
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int min, max;
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if (self->player != NULL)
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if (ref->player != NULL)
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{
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{
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min = self->player->MinPitch;
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min = ref->player->MinPitch;
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max = self->player->MaxPitch;
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max = ref->player->MaxPitch;
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}
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}
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else
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else
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{
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{
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@ -3970,7 +3997,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SetPitch)
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}
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}
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pitch = clamp<int>(pitch, min, max);
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pitch = clamp<int>(pitch, min, max);
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}
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}
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self->SetPitch(pitch, !!(flags & SPF_INTERPOLATE));
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ref->SetPitch(pitch, !!(flags & SPF_INTERPOLATE));
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}
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}
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//===========================================================================
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//===========================================================================
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@ -3999,20 +4026,29 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SetRoll)
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DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_ScaleVelocity)
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DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_ScaleVelocity)
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{
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{
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ACTION_PARAM_START(1);
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ACTION_PARAM_START(2);
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ACTION_PARAM_FIXED(scale, 0);
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ACTION_PARAM_FIXED(scale, 0);
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ACTION_PARAM_INT(ptr, 1);
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AActor *ref = COPY_AAPTR(self, ptr);
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if (!ref)
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{
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ACTION_SET_RESULT(false);
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return;
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}
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INTBOOL was_moving = self->velx | self->vely | self->velz;
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INTBOOL was_moving = self->velx | self->vely | self->velz;
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self->velx = FixedMul(self->velx, scale);
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ref->velx = FixedMul(ref->velx, scale);
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self->vely = FixedMul(self->vely, scale);
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ref->vely = FixedMul(ref->vely, scale);
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self->velz = FixedMul(self->velz, scale);
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ref->velz = FixedMul(ref->velz, scale);
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// If the actor was previously moving but now is not, and is a player,
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// If the actor was previously moving but now is not, and is a player,
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// update its player variables. (See A_Stop.)
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// update its player variables. (See A_Stop.)
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if (was_moving)
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if (was_moving)
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{
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{
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CheckStopped(self);
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CheckStopped(ref);
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}
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}
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}
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}
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@ -5073,10 +5109,19 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_DropItem)
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DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SetSpeed)
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DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SetSpeed)
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{
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{
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ACTION_PARAM_START(1);
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ACTION_PARAM_START(2);
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ACTION_PARAM_FIXED(speed, 0);
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ACTION_PARAM_FIXED(speed, 0);
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ACTION_PARAM_INT(ptr, 1);
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self->Speed = speed;
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AActor *ref = COPY_AAPTR(self, ptr);
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if (!ref)
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{
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ACTION_SET_RESULT(false);
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return;
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}
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ref->Speed = speed;
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}
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}
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static bool DoCheckSpecies(AActor *mo, FName species, bool exclude)
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static bool DoCheckSpecies(AActor *mo, FName species, bool exclude)
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@ -5715,6 +5760,36 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SetHealth)
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}
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}
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}
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}
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//===========================================================================
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// A_ResetHealth
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//
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// Resets the health of the actor to default, except if their dead.
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// Takes a pointer.
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//===========================================================================
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DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_ResetHealth)
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{
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ACTION_PARAM_START(1);
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ACTION_PARAM_INT(ptr, 0);
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AActor *mobj = COPY_AAPTR(self, ptr);
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if (!mobj)
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{
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return;
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}
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player_t *player = mobj->player;
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if (player && (player->mo->health > 0))
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{
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player->health = player->mo->health = player->mo->GetDefault()->health; //Copied from the resurrect cheat.
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}
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else if (mobj && (mobj->health > 0))
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{
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mobj->health = mobj->GetDefault()->health;
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}
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}
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//===========================================================================
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//===========================================================================
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//
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//
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// A_SetRipperLevel(int level)
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// A_SetRipperLevel(int level)
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@ -231,7 +231,7 @@ ACTOR Actor native //: Thinker
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action native A_FadeIn(float reduce = 0.1, int flags = 0);
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action native A_FadeIn(float reduce = 0.1, int flags = 0);
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action native A_FadeOut(float reduce = 0.1, int flags = 1); //bool remove == true
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action native A_FadeOut(float reduce = 0.1, int flags = 1); //bool remove == true
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action native A_FadeTo(float target, float amount = 0.1, int flags = 0);
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action native A_FadeTo(float target, float amount = 0.1, int flags = 0);
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action native A_SetScale(float scalex, float scaley = 0);
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action native A_SetScale(float scalex, float scaley = 0, int ptr = AAPTR_DEFAULT);
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action native A_SetMass(int mass);
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action native A_SetMass(int mass);
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action native A_SpawnDebris(class<Actor> spawntype, bool transfer_translation = false, float mult_h = 1, float mult_v = 1);
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action native A_SpawnDebris(class<Actor> spawntype, bool transfer_translation = false, float mult_h = 1, float mult_v = 1);
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action native A_CheckSight(state label);
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action native A_CheckSight(state label);
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@ -289,10 +289,10 @@ ACTOR Actor native //: Thinker
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action native A_DropWeaponPieces(class<Actor> p1, class<Actor> p2, class<Actor> p3);
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action native A_DropWeaponPieces(class<Actor> p1, class<Actor> p2, class<Actor> p3);
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action native A_PigPain ();
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action native A_PigPain ();
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action native A_MonsterRefire(int chance, state label);
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action native A_MonsterRefire(int chance, state label);
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action native A_SetAngle(float angle = 0, int flags = 0);
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action native A_SetAngle(float angle = 0, int flags = 0, int ptr = AAPTR_DEFAULT);
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action native A_SetPitch(float pitch, int flags = 0);
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action native A_SetPitch(float pitch, int flags = 0, int ptr = AAPTR_DEFAULT);
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action native A_SetRoll(float roll, int flags = 0);
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action native A_SetRoll(float roll, int flags = 0);
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action native A_ScaleVelocity(float scale);
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action native A_ScaleVelocity(float scale, int ptr = AAPTR_DEFAULT);
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action native A_ChangeVelocity(float x = 0, float y = 0, float z = 0, int flags = 0, int ptr = AAPTR_DEFAULT);
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action native A_ChangeVelocity(float x = 0, float y = 0, float z = 0, int flags = 0, int ptr = AAPTR_DEFAULT);
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action native A_SetArg(int pos, int value);
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action native A_SetArg(int pos, int value);
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action native A_SetUserVar(name varname, int value);
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action native A_SetUserVar(name varname, int value);
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@ -302,7 +302,7 @@ ACTOR Actor native //: Thinker
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action native A_SetTics(int tics);
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action native A_SetTics(int tics);
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action native A_SetDamageType(name damagetype);
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action native A_SetDamageType(name damagetype);
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action native A_DropItem(class<Actor> item, int dropamount = -1, int chance = 256);
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action native A_DropItem(class<Actor> item, int dropamount = -1, int chance = 256);
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action native A_SetSpeed(float speed);
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action native A_SetSpeed(float speed, int ptr = AAPTR_DEFAULT);
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action native A_DamageSelf(int amount, name damagetype = "none", int flags = 0, class<Actor> filter = "None", name species = "None");
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action native A_DamageSelf(int amount, name damagetype = "none", int flags = 0, class<Actor> filter = "None", name species = "None");
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action native A_DamageTarget(int amount, name damagetype = "none", int flags = 0, class<Actor> filter = "None", name species = "None");
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action native A_DamageTarget(int amount, name damagetype = "none", int flags = 0, class<Actor> filter = "None", name species = "None");
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action native A_DamageMaster(int amount, name damagetype = "none", int flags = 0, class<Actor> filter = "None", name species = "None");
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action native A_DamageMaster(int amount, name damagetype = "none", int flags = 0, class<Actor> filter = "None", name species = "None");
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@ -328,6 +328,7 @@ ACTOR Actor native //: Thinker
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action native A_SwapTeleFog();
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action native A_SwapTeleFog();
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action native A_SetFloatBobPhase(int bob);
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action native A_SetFloatBobPhase(int bob);
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action native A_SetHealth(int health, int ptr = AAPTR_DEFAULT);
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action native A_SetHealth(int health, int ptr = AAPTR_DEFAULT);
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action native A_ResetHealth(int ptr = AAPTR_DEFAULT);
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action native A_SetRipperLevel(int level);
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action native A_SetRipperLevel(int level);
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action native A_SetRipMin(int min);
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action native A_SetRipMin(int min);
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action native A_SetRipMax(int max);
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action native A_SetRipMax(int max);
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