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https://github.com/ZDoom/gzdoom-gles.git
synced 2024-11-24 21:21:04 +00:00
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commit
2c4552da42
12 changed files with 42 additions and 30 deletions
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@ -754,7 +754,7 @@ PClass *PClass::FindClassTentative(FName name)
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Derive(type, name);
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Derive(type, name);
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type->Size = TentativeClass;
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type->Size = TentativeClass;
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InsertIntoHash();
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type->InsertIntoHash();
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return type;
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return type;
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}
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}
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@ -34,6 +34,7 @@
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*/
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*/
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#include "info.h"
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#include "info.h"
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#include "actor.h"
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#include "p_lnspec.h"
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#include "p_lnspec.h"
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#include "m_fixed.h"
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#include "m_fixed.h"
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#include "c_dispatch.h"
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#include "c_dispatch.h"
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@ -140,12 +140,16 @@ public:
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protected:
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protected:
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FName m_Name;
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FName m_Name;
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int m_Args[5];
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int m_Args[5] = { 0,0,0,0,0 };
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double m_Param;
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double m_Param = 0;
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DVector3 m_Pos;
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DVector3 m_Pos = { 0,0,0 };
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ELightType m_type;
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ELightType m_type;
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int8_t m_attenuate;
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int8_t m_attenuate = -1;
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bool m_subtractive, m_additive, m_halo, m_dontlightself, m_dontlightactors;
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bool m_subtractive = false;
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bool m_additive = false;
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bool m_halo = false;
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bool m_dontlightself = false;
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bool m_dontlightactors = false;
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bool m_swapped = false;
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bool m_swapped = false;
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};
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};
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@ -161,16 +165,6 @@ FLightDefaults::FLightDefaults(FName name, ELightType type)
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{
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{
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m_Name = name;
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m_Name = name;
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m_type = type;
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m_type = type;
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m_Pos.Zero();
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memset(m_Args, 0, sizeof(m_Args));
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m_Param = 0;
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m_subtractive = false;
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m_additive = false;
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m_halo = false;
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m_dontlightself = false;
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m_attenuate = -1;
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}
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}
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void FLightDefaults::ApplyProperties(ADynamicLight * light) const
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void FLightDefaults::ApplyProperties(ADynamicLight * light) const
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@ -842,7 +842,7 @@ void gl_PrecacheTexture(uint8_t *texhitlist, TMap<PClassActor*, bool> &actorhitl
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PClassActor *cls = pair->Key;
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PClassActor *cls = pair->Key;
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int gltrans = GLTranslationPalette::GetInternalTranslation(GetDefaultByType(cls)->Translation);
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int gltrans = GLTranslationPalette::GetInternalTranslation(GetDefaultByType(cls)->Translation);
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for (int i = 0; i < cls->GetStateCount(); i++)
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for (unsigned i = 0; i < cls->GetStateCount(); i++)
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{
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{
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auto &state = cls->GetStates()[i];
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auto &state = cls->GetStates()[i];
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spritelist[state.sprite].Insert(gltrans, true);
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spritelist[state.sprite].Insert(gltrans, true);
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@ -170,7 +170,7 @@ bool FState::CallAction(AActor *self, AActor *stateowner, FStateParamInfo *info,
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if (stateowner->IsKindOf(NAME_Weapon) && stateowner != self) callinfo = "weapon ";
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if (stateowner->IsKindOf(NAME_Weapon) && stateowner != self) callinfo = "weapon ";
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else callinfo = "overlay ";
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else callinfo = "overlay ";
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}
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}
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err.stacktrace.AppendFormat("Called from %sstate %s in %s\n", callinfo, FState::StaticGetStateName(this), stateowner->GetClass()->TypeName.GetChars());
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err.stacktrace.AppendFormat("Called from %sstate %s in %s\n", callinfo, FState::StaticGetStateName(this).GetChars(), stateowner->GetClass()->TypeName.GetChars());
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throw;
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throw;
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throw;
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throw;
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}
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}
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@ -132,7 +132,7 @@ bool AStateProvider::CallStateChain (AActor *actor, FState *state)
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{
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{
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if (!(state->UseFlags & SUF_ITEM))
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if (!(state->UseFlags & SUF_ITEM))
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{
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{
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Printf(TEXTCOLOR_RED "State %s not flagged for use in CustomInventory state chains.\n", FState::StaticGetStateName(state));
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Printf(TEXTCOLOR_RED "State %s not flagged for use in CustomInventory state chains.\n", FState::StaticGetStateName(state).GetChars());
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return false;
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return false;
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}
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}
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@ -146,7 +146,7 @@ bool AStateProvider::CallStateChain (AActor *actor, FState *state)
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// If an unsafe function (i.e. one that accesses user variables) is being detected, print a warning once and remove the bogus function. We may not call it because that would inevitably crash.
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// If an unsafe function (i.e. one that accesses user variables) is being detected, print a warning once and remove the bogus function. We may not call it because that would inevitably crash.
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auto owner = FState::StaticFindStateOwner(state);
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auto owner = FState::StaticFindStateOwner(state);
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Printf(TEXTCOLOR_RED "Unsafe state call in state %s to %s which accesses user variables. The action function has been removed from this state\n",
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Printf(TEXTCOLOR_RED "Unsafe state call in state %s to %s which accesses user variables. The action function has been removed from this state\n",
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FState::StaticGetStateName(state), state->ActionFunc->PrintableName.GetChars());
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FState::StaticGetStateName(state).GetChars(), state->ActionFunc->PrintableName.GetChars());
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state->ActionFunc = nullptr;
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state->ActionFunc = nullptr;
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}
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}
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@ -189,7 +189,7 @@ bool AStateProvider::CallStateChain (AActor *actor, FState *state)
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catch (CVMAbortException &err)
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catch (CVMAbortException &err)
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{
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{
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err.MaybePrintMessage();
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err.MaybePrintMessage();
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err.stacktrace.AppendFormat("Called from state %s in inventory state chain in %s\n", FState::StaticGetStateName(state), GetClass()->TypeName.GetChars());
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err.stacktrace.AppendFormat("Called from state %s in inventory state chain in %s\n", FState::StaticGetStateName(state).GetChars(), GetClass()->TypeName.GetChars());
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throw;
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throw;
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}
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}
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@ -629,7 +629,7 @@ bool AActor::SetState (FState *newstate, bool nofunction)
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}
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}
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if (!(newstate->UseFlags & SUF_ACTOR))
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if (!(newstate->UseFlags & SUF_ACTOR))
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{
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{
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Printf(TEXTCOLOR_RED "State %s in %s not flagged for use as an actor sprite\n", FState::StaticGetStateName(newstate), GetClass()->TypeName.GetChars());
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Printf(TEXTCOLOR_RED "State %s in %s not flagged for use as an actor sprite\n", FState::StaticGetStateName(newstate).GetChars(), GetClass()->TypeName.GetChars());
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state = nullptr;
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state = nullptr;
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Destroy();
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Destroy();
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return false;
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return false;
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@ -351,7 +351,7 @@ void DPSprite::SetState(FState *newstate, bool pending)
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if (!(newstate->UseFlags & (SUF_OVERLAY|SUF_WEAPON))) // Weapon and overlay are mostly the same, the main difference is that weapon states restrict the self pointer to class Actor.
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if (!(newstate->UseFlags & (SUF_OVERLAY|SUF_WEAPON))) // Weapon and overlay are mostly the same, the main difference is that weapon states restrict the self pointer to class Actor.
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{
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{
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Printf(TEXTCOLOR_RED "State %s not flagged for use in overlays or weapons\n", FState::StaticGetStateName(newstate));
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Printf(TEXTCOLOR_RED "State %s not flagged for use in overlays or weapons\n", FState::StaticGetStateName(newstate).GetChars());
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State = nullptr;
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State = nullptr;
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Destroy();
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Destroy();
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return;
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return;
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@ -360,7 +360,7 @@ void DPSprite::SetState(FState *newstate, bool pending)
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{
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{
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if (Caller->IsKindOf(NAME_Weapon))
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if (Caller->IsKindOf(NAME_Weapon))
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{
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{
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Printf(TEXTCOLOR_RED "State %s.%d not flagged for use in weapons\n", FState::StaticGetStateName(newstate));
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Printf(TEXTCOLOR_RED "State %s not flagged for use in weapons\n", FState::StaticGetStateName(newstate).GetChars());
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State = nullptr;
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State = nullptr;
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Destroy();
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Destroy();
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return;
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return;
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@ -414,7 +414,7 @@ void DPSprite::SetState(FState *newstate, bool pending)
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{
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{
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// If an unsafe function (i.e. one that accesses user variables) is being detected, print a warning once and remove the bogus function. We may not call it because that would inevitably crash.
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// If an unsafe function (i.e. one that accesses user variables) is being detected, print a warning once and remove the bogus function. We may not call it because that would inevitably crash.
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Printf(TEXTCOLOR_RED "Unsafe state call in state %sd to %s which accesses user variables. The action function has been removed from this state\n",
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Printf(TEXTCOLOR_RED "Unsafe state call in state %sd to %s which accesses user variables. The action function has been removed from this state\n",
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FState::StaticGetStateName(newstate), newstate->ActionFunc->PrintableName.GetChars());
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FState::StaticGetStateName(newstate).GetChars(), newstate->ActionFunc->PrintableName.GetChars());
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newstate->ActionFunc = nullptr;
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newstate->ActionFunc = nullptr;
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}
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}
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if (newstate->CallAction(Owner->mo, Caller, &stp, &nextstate))
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if (newstate->CallAction(Owner->mo, Caller, &stp, &nextstate))
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@ -1081,7 +1081,7 @@ void DumpStateHelper(FStateLabels *StateList, const FString &prefix)
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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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Printf(PRINT_LOG, "%s%s: %s\n", prefix.GetChars(), StateList->Labels[i].Label.GetChars(), FState::StaticGetStateName(StateList->Labels[i].State));
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Printf(PRINT_LOG, "%s%s: %s\n", prefix.GetChars(), StateList->Labels[i].Label.GetChars(), FState::StaticGetStateName(StateList->Labels[i].State).GetChars());
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}
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}
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}
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}
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if (StateList->Labels[i].Children != NULL)
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if (StateList->Labels[i].Children != NULL)
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@ -88,7 +88,8 @@ FxExpression *ParseExpression (FScanner &sc, PClassActor *cls, PNamespace *spc)
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if (spc)
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if (spc)
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{
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{
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FCompileContext ctx(spc, cls->VMType, true);
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PClassType *vmtype = nullptr == cls ? nullptr : cls->VMType;
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FCompileContext ctx(spc, vmtype, true);
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data = data->Resolve(ctx);
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data = data->Resolve(ctx);
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}
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}
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@ -283,7 +283,7 @@ static void CheckForUnsafeStates(PClassActor *obj)
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{
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{
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// If an unsafe function (i.e. one that accesses user variables) is being detected, print a warning once and remove the bogus function. We may not call it because that would inevitably crash.
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// If an unsafe function (i.e. one that accesses user variables) is being detected, print a warning once and remove the bogus function. We may not call it because that would inevitably crash.
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GetStateSource(state).Message(MSG_ERROR, TEXTCOLOR_RED "Unsafe state call in state %s which accesses user variables, reached by %s.%s.\n",
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GetStateSource(state).Message(MSG_ERROR, TEXTCOLOR_RED "Unsafe state call in state %s which accesses user variables, reached by %s.%s.\n",
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FState::StaticGetStateName(state), obj->TypeName.GetChars(), FName(*test).GetChars());
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FState::StaticGetStateName(state).GetChars(), obj->TypeName.GetChars(), FName(*test).GetChars());
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}
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}
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state = state->NextState;
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state = state->NextState;
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}
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}
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@ -308,7 +308,7 @@ static void CheckLabel(PClassActor *obj, FStateLabel *slb, int useflag, FName st
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if (!(state->UseFlags & useflag))
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if (!(state->UseFlags & useflag))
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{
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{
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GetStateSource(state).Message(MSG_ERROR, TEXTCOLOR_RED "%s references state %s as %s state, but this state is not flagged for use as %s.\n",
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GetStateSource(state).Message(MSG_ERROR, TEXTCOLOR_RED "%s references state %s as %s state, but this state is not flagged for use as %s.\n",
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obj->TypeName.GetChars(), FState::StaticGetStateName(state), statename.GetChars(), descript);
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obj->TypeName.GetChars(), FState::StaticGetStateName(state).GetChars(), statename.GetChars(), descript);
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}
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}
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}
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}
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if (slb->Children != nullptr)
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if (slb->Children != nullptr)
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@ -359,7 +359,7 @@ static void CheckStates(PClassActor *obj)
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if (state->NextState && (state->UseFlags & state->NextState->UseFlags) != state->UseFlags)
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if (state->NextState && (state->UseFlags & state->NextState->UseFlags) != state->UseFlags)
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{
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{
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GetStateSource(state).Message(MSG_ERROR, TEXTCOLOR_RED "State %s links to a state with incompatible restrictions.\n",
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GetStateSource(state).Message(MSG_ERROR, TEXTCOLOR_RED "State %s links to a state with incompatible restrictions.\n",
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FState::StaticGetStateName(state));
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FState::StaticGetStateName(state).GetChars());
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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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@ -1154,3 +1154,19 @@ const TEXTCOLOR_BOLD = "\034+";
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const TEXTCOLOR_CHAT = "\034*";
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const TEXTCOLOR_CHAT = "\034*";
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const TEXTCOLOR_TEAMCHAT = "\034!";
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const TEXTCOLOR_TEAMCHAT = "\034!";
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enum EWeaponState
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{
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WF_WEAPONREADY = 1 << 0, // [RH] Weapon is in the ready state and can fire its primary attack
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WF_WEAPONBOBBING = 1 << 1, // [HW] Bob weapon while the player is moving
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WF_WEAPONREADYALT = 1 << 2, // Weapon can fire its secondary attack
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WF_WEAPONSWITCHOK = 1 << 3, // It is okay to switch away from this weapon
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WF_DISABLESWITCH = 1 << 4, // Disable weapon switching completely
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WF_WEAPONRELOADOK = 1 << 5, // [XA] Okay to reload this weapon.
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WF_WEAPONZOOMOK = 1 << 6, // [XA] Okay to use weapon zoom function.
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WF_REFIRESWITCHOK = 1 << 7, // Mirror WF_WEAPONSWITCHOK for A_ReFire
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WF_USER1OK = 1 << 8, // [MC] Allow pushing of custom state buttons 1-4
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WF_USER2OK = 1 << 9,
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WF_USER3OK = 1 << 10,
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WF_USER4OK = 1 << 11,
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};
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