mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-11-25 13:41:05 +00:00
This commit is contained in:
commit
1a111f48bc
13 changed files with 37 additions and 25 deletions
|
@ -1524,7 +1524,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_CustomMissile)
|
|||
Pitch += missile->Vel.Pitch();
|
||||
}
|
||||
missilespeed = fabs(Pitch.Cos() * missile->Speed);
|
||||
missile->Vel.Z = -Pitch.Sin() * missile->Speed;
|
||||
missile->Vel.Z = Pitch.Sin() * missile->Speed;
|
||||
}
|
||||
else
|
||||
{
|
||||
|
|
|
@ -262,7 +262,7 @@ void P_NoiseAlert (AActor *target, AActor *emitter, bool splash, double maxdist)
|
|||
}
|
||||
}
|
||||
|
||||
DEFINE_ACTION_FUNCTION(AActor, NoiseAlert)
|
||||
DEFINE_ACTION_FUNCTION(AActor, SoundAlert)
|
||||
{
|
||||
PARAM_SELF_PROLOGUE(AActor);
|
||||
PARAM_OBJECT(target, AActor);
|
||||
|
|
|
@ -1771,7 +1771,7 @@ void R_DrawPlayerSprites ()
|
|||
else
|
||||
{
|
||||
wx = weapon->oldx + (weapon->x - weapon->oldx) * r_TicFracF;
|
||||
wy = weapon->oldy + (weapon->y - weapon->oldy) * r_TicFracF + WEAPON_FUDGE_Y;
|
||||
wy = weapon->oldy + (weapon->y - weapon->oldy) * r_TicFracF;
|
||||
}
|
||||
}
|
||||
else
|
||||
|
|
|
@ -3371,6 +3371,17 @@ FxExpression *FxCompareEq::Resolve(FCompileContext& ctx)
|
|||
{
|
||||
Promote(ctx);
|
||||
}
|
||||
// allows comparing state labels with null pointers.
|
||||
else if (left->ValueType == TypeStateLabel && right->ValueType == TypeNullPtr)
|
||||
{
|
||||
right = new FxTypeCast(right, TypeStateLabel, false);
|
||||
SAFE_RESOLVE(right, ctx);
|
||||
}
|
||||
else if (right->ValueType == TypeStateLabel && left->ValueType == TypeNullPtr)
|
||||
{
|
||||
left = new FxTypeCast(left, TypeStateLabel, false);
|
||||
SAFE_RESOLVE(left, ctx);
|
||||
}
|
||||
else if (left->ValueType->GetRegType() == REGT_POINTER && right->ValueType->GetRegType() == REGT_POINTER)
|
||||
{
|
||||
if (left->ValueType != right->ValueType && right->ValueType != TypeNullPtr && left->ValueType != TypeNullPtr &&
|
||||
|
@ -7072,7 +7083,7 @@ FxExpression *FxFunctionCall::Resolve(FCompileContext& ctx)
|
|||
delete this;
|
||||
return nullptr;
|
||||
}
|
||||
FxExpression *self = (ctx.Function && ctx.Function->Variants[0].Flags & VARF_Method) ? new FxSelf(ScriptPosition) : nullptr;
|
||||
FxExpression *self = (ctx.Function && (ctx.Function->Variants[0].Flags & VARF_Method) && ctx.Class->IsKindOf(RUNTIME_CLASS(PClassActor))) ? new FxSelf(ScriptPosition) : (FxExpression*)new FxConstant(ScriptPosition);
|
||||
FxExpression *x = new FxActionSpecialCall(self, special, ArgList, ScriptPosition);
|
||||
delete this;
|
||||
return x->Resolve(ctx);
|
||||
|
@ -7644,9 +7655,9 @@ ExpEmit FxActionSpecialCall::Emit(VMFunctionBuilder *build)
|
|||
unsigned i = 0;
|
||||
|
||||
build->Emit(OP_PARAMI, abs(Special)); // pass special number
|
||||
// fixme: This really should use the Self pointer that got passed to this class instead of just using the first argument from the function.
|
||||
// Once static functions are possible, or specials can be called through a member access operator this won't work anymore.
|
||||
build->Emit(OP_PARAM, 0, REGT_POINTER, 0); // pass self
|
||||
|
||||
ExpEmit selfemit(Self->Emit(build));
|
||||
build->Emit(OP_PARAM, 0, selfemit.Konst ? REGT_POINTER | REGT_KONST : REGT_POINTER, selfemit.RegNum); // pass special number
|
||||
for (; i < ArgList.Size(); ++i)
|
||||
{
|
||||
FxExpression *argex = ArgList[i];
|
||||
|
|
|
@ -300,7 +300,7 @@ class Actor : Thinker native
|
|||
native bool isTeammate(Actor other);
|
||||
native int PlayerNumber();
|
||||
native void SetFriendPlayer(PlayerInfo player);
|
||||
native void NoiseAlert(Actor target, bool splash = false, double maxdist = 0);
|
||||
native void SoundAlert(Actor target, bool splash = false, double maxdist = 0);
|
||||
native void DaggerAlert(Actor target);
|
||||
native void ClearBounce();
|
||||
native TerrainDef GetFloorTerrain();
|
||||
|
|
|
@ -282,7 +282,7 @@ class ScriptedMarine : Actor
|
|||
//
|
||||
//============================================================================
|
||||
|
||||
void A_M_Refire (bool ignoremissile, statelabel jumpto)
|
||||
void A_M_Refire (bool ignoremissile, statelabel jumpto = null)
|
||||
{
|
||||
if (target == null || target.health <= 0)
|
||||
{
|
||||
|
@ -293,13 +293,15 @@ class ScriptedMarine : Actor
|
|||
return;
|
||||
}
|
||||
}
|
||||
SetStateLabel (jumpto);
|
||||
if (jumpto != null) SetStateLabel (jumpto);
|
||||
else SetState(CurState + 1);
|
||||
return;
|
||||
}
|
||||
if (((ignoremissile || MissileState == null) && !CheckMeleeRange ()) ||
|
||||
!CheckSight (target) || random[SMarineRefire]() < 4) // Small chance of stopping even when target not dead
|
||||
{
|
||||
SetStateLabel (jumpto);
|
||||
if (jumpto != null) SetStateLabel (jumpto);
|
||||
else SetState(CurState + 1);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -103,10 +103,9 @@ extend class Actor
|
|||
action void A_Blast(int blastflags = 0, double strength = 255, double radius = 255, double speed = 20, class<Actor> blasteffect = "BlastEffect", sound blastsound = "BlastRadius")
|
||||
{
|
||||
|
||||
Weapon weapon = player.ReadyWeapon;
|
||||
if (player && (blastflags & BF_USEAMMO) && invoker == weapon && stateinfo != null && stateinfo.mStateType == STATE_Psprite)
|
||||
|
||||
if (player && (blastflags & BF_USEAMMO) && invoker == player.ReadyWeapon && stateinfo != null && stateinfo.mStateType == STATE_Psprite)
|
||||
{
|
||||
Weapon weapon = player.ReadyWeapon;
|
||||
if (weapon != null && !weapon.DepleteAmmo(weapon.bAltFire))
|
||||
{
|
||||
return;
|
||||
|
@ -117,7 +116,7 @@ extend class Actor
|
|||
|
||||
if (!(blastflags & BF_DONTWARN))
|
||||
{
|
||||
NoiseAlert (self);
|
||||
SoundAlert (self);
|
||||
}
|
||||
ThinkerIterator it = ThinkerIterator.Create("Actor");
|
||||
Actor mo;
|
||||
|
|
|
@ -302,7 +302,7 @@ class AcolyteToBe : Acolyte
|
|||
Door_Close(999, 64);
|
||||
if (target != null && target.player != null)
|
||||
{
|
||||
NoiseAlert (target);
|
||||
SoundAlert (target);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -114,7 +114,7 @@ extend class Actor
|
|||
if (reactiontime == 2)
|
||||
{
|
||||
// [RH] Unalert monsters near the alarm and not just those in the same sector as it.
|
||||
NoiseAlert (NULL, false);
|
||||
SoundAlert (NULL, false);
|
||||
}
|
||||
else if (reactiontime > 50)
|
||||
{
|
||||
|
|
|
@ -67,7 +67,7 @@ class Stalker : Actor
|
|||
STLK QRST 4;
|
||||
STLK U 4 A_NoBlocking;
|
||||
STLK VW 4;
|
||||
STLK "XYZ[" 4 Bright;
|
||||
STLK XYZ[ 4 Bright;
|
||||
Stop;
|
||||
}
|
||||
|
||||
|
@ -86,7 +86,7 @@ class Stalker : Actor
|
|||
void A_StalkerLookInit ()
|
||||
{
|
||||
State st;
|
||||
if (!bNoGravity)
|
||||
if (bNoGravity)
|
||||
{
|
||||
st = FindState("LookCeiling");
|
||||
}
|
||||
|
@ -94,7 +94,7 @@ class Stalker : Actor
|
|||
{
|
||||
st = FindState("LookFloor");
|
||||
}
|
||||
if (st.NextState != st)
|
||||
if (st != CurState.NextState)
|
||||
{
|
||||
SetState (st);
|
||||
}
|
||||
|
|
|
@ -173,7 +173,7 @@ extend class Actor
|
|||
|
||||
if (target != null && emitter != null)
|
||||
{
|
||||
emitter.NoiseAlert(target, false, maxdist);
|
||||
emitter.SoundAlert(target, false, maxdist);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -610,7 +610,7 @@ class RaiseAlarm : DummyStrifeItem
|
|||
|
||||
override bool TryPickup (in out Actor toucher)
|
||||
{
|
||||
toucher.NoiseAlert (toucher);
|
||||
toucher.SoundAlert (toucher);
|
||||
|
||||
ThinkerIterator it = ThinkerIterator.Create("AlienSpectre3");
|
||||
Actor spectre = Actor(it.Next());
|
||||
|
@ -629,7 +629,7 @@ class RaiseAlarm : DummyStrifeItem
|
|||
{
|
||||
if (dropper.target != null)
|
||||
{
|
||||
dropper.target.NoiseAlert(dropper.target);
|
||||
dropper.target.SoundAlert(dropper.target);
|
||||
if (dropper.target.CheckLocalView(consoleplayer))
|
||||
{
|
||||
A_Log("You Fool! You've set off the alarm.");
|
||||
|
@ -674,7 +674,7 @@ class CloseDoor222 : DummyStrifeItem
|
|||
{
|
||||
A_Log("You're dead! You set off the alarm.");
|
||||
}
|
||||
dropper.target.NoiseAlert(dropper.target);
|
||||
dropper.target.SoundAlert(dropper.target);
|
||||
}
|
||||
Destroy ();
|
||||
return true;
|
||||
|
|
|
@ -1857,7 +1857,7 @@ class PowerCoupling : Actor
|
|||
// [RH] In case the player broke it with the dagger, alert the guards now.
|
||||
if (LastHeard != source)
|
||||
{
|
||||
NoiseAlert (source);
|
||||
SoundAlert (source);
|
||||
}
|
||||
Door_Close(225, 16);
|
||||
Floor_LowerToHighestEE(44, 8);
|
||||
|
|
Loading…
Reference in a new issue