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New functions to manipulate an actor's roll.
- DECORATE functions: A_SetRoll code pointer. - DECORATE expressions: "roll" variable. - ACS functions: SetActorRoll, GetActorRoll.
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7 changed files with 77 additions and 1 deletions
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@ -785,6 +785,7 @@ public:
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// These also set CF_INTERPVIEW for players.
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void SetPitch(int p, bool interpolate);
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void SetAngle(angle_t ang, bool interpolate);
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void SetRoll(angle_t roll, bool interpolate);
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const PClass *GetBloodType(int type = 0) const
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{
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@ -4440,6 +4440,9 @@ enum EACSFunctions
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ACSF_CanRaiseActor,
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ACSF_SetActorTeleFog, // 86
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ACSF_SwapActorTeleFog,
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ACSF_SetActorRoll,
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ACSF_ChangeActorRoll,
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ACSF_GetActorRoll,
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/* Zandronum's - these must be skipped when we reach 99!
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-100:ResetMap(0),
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@ -4751,6 +4754,27 @@ static void SetActorPitch(AActor *activator, int tid, int angle, bool interpolat
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}
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}
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static void SetActorRoll(AActor *activator, int tid, int angle, bool interpolate)
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{
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if (tid == 0)
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{
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if (activator != NULL)
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{
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activator->SetRoll(angle << 16, interpolate);
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}
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}
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else
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{
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FActorIterator iterator(tid);
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AActor *actor;
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while ((actor = iterator.Next()))
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{
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actor->SetRoll(angle << 16, interpolate);
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}
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}
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}
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static void SetActorTeleFog(AActor *activator, int tid, FName telefogsrc, FName telefogdest)
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{
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//Simply put, if it doesn't exist, it won't change. One can use "" in this scenario.
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@ -5832,6 +5856,26 @@ doplaysound: if (funcIndex == ACSF_PlayActorSound)
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}
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break;
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// [Nash] Actor roll functions. Let's roll!
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case ACSF_SetActorRoll:
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actor = SingleActorFromTID(args[0], activator);
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if (actor != NULL)
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{
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actor->SetRoll(args[1] << 16, false);
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}
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return 0;
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case ACSF_ChangeActorRoll:
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if (argCount >= 2)
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{
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SetActorRoll(activator, args[0], args[1], argCount > 2 ? !!args[2] : false);
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}
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break;
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case ACSF_GetActorRoll:
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actor = SingleActorFromTID(args[0], activator);
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return actor != NULL? actor->roll >> 16 : 0;
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default:
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break;
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}
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@ -3077,6 +3077,18 @@ void AActor::SetAngle(angle_t ang, bool interpolate)
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}
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}
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void AActor::SetRoll(angle_t r, bool interpolate)
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{
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if (r != roll)
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{
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roll = r;
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if (player != NULL && interpolate)
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{
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player->cheats |= CF_INTERPVIEW;
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}
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}
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}
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//
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// P_MobjThinker
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//
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@ -3973,6 +3973,22 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SetPitch)
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self->SetPitch(pitch, !!(flags & SPF_INTERPOLATE));
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}
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//===========================================================================
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//
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// [Nash] A_SetRoll
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//
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// Set actor's roll (in degrees).
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//
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//===========================================================================
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DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SetRoll)
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{
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ACTION_PARAM_START(2);
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ACTION_PARAM_ANGLE(roll, 0);
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ACTION_PARAM_INT(flags, 1);
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self->SetRoll(roll, !!(flags & SPF_INTERPOLATE));
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}
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//===========================================================================
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//
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// A_ScaleVelocity
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@ -89,6 +89,7 @@ DEFINE_MEMBER_VARIABLE(radius, AActor)
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DEFINE_MEMBER_VARIABLE(reactiontime, AActor)
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DEFINE_MEMBER_VARIABLE(meleerange, AActor)
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DEFINE_MEMBER_VARIABLE(Speed, AActor)
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DEFINE_MEMBER_VARIABLE(roll, AActor)
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//==========================================================================
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@ -68,6 +68,7 @@ ACTOR Actor native //: Thinker
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native int reactiontime;
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native fixed_t meleerange;
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native fixed_t speed;
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native angle_t roll;
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// Meh, MBF redundant functions. Only for DeHackEd support.
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action native A_Turn(float angle = 0);
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@ -290,6 +291,7 @@ ACTOR Actor native //: Thinker
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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_SetPitch(float pitch, 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_ChangeVelocity(float x = 0, float y = 0, float z = 0, int flags = 0);
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action native A_SetArg(int pos, int value);
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@ -346,7 +346,7 @@ Const Int WARPF_TESTONLY = 0x200;
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Const Int WAPRF_ABSOLUTEPOSITION = 0x400;
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Const Int WARPF_ABSOLUTEPOSITION = 0x400;
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// flags for A_SetPitch/SetAngle
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// flags for A_SetPitch/SetAngle/SetRoll
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const int SPF_FORCECLAMP = 1;
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const int SPF_INTERPOLATE = 2;
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