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- scriptified P_CheckMeleeRange2.
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4 changed files with 45 additions and 51 deletions
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@ -317,56 +317,6 @@ DEFINE_ACTION_FUNCTION(AActor, CheckMeleeRange)
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ACTION_RETURN_INT(self->CheckMeleeRange());
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ACTION_RETURN_INT(self->CheckMeleeRange());
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}
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}
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//----------------------------------------------------------------------------
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//
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// FUNC P_CheckMeleeRange2
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//
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//----------------------------------------------------------------------------
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bool P_CheckMeleeRange2 (AActor *actor)
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{
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AActor *mo;
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double dist;
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if (!actor->target || (actor->Sector->Flags & SECF_NOATTACK))
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{
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return false;
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}
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mo = actor->target;
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dist = mo->Distance2D (actor);
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if (dist >= 128 || dist < actor->meleerange + mo->radius)
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{
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return false;
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}
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if (mo->Z() > actor->Top())
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{ // Target is higher than the attacker
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return false;
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}
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else if (actor->Z() > mo->Top())
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{ // Attacker is higher
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return false;
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}
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else if (actor->IsFriend(mo))
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{
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// killough 7/18/98: friendly monsters don't attack other friends
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return false;
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}
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if (!P_CheckSight(actor, mo))
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{
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return false;
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}
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return true;
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}
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DEFINE_ACTION_FUNCTION(AActor, CheckMeleeRange2)
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{
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PARAM_SELF_PROLOGUE(AActor);
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ACTION_RETURN_INT(P_CheckMeleeRange2(self));
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}
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//=============================================================================
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//=============================================================================
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//
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//
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// P_CheckMissileRange
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// P_CheckMissileRange
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@ -663,7 +663,6 @@ class Actor : Thinker native
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native void SetIdle(bool nofunction = false);
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native void SetIdle(bool nofunction = false);
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native bool CheckMeleeRange();
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native bool CheckMeleeRange();
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native bool CheckMeleeRange2();
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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 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 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 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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@ -290,6 +290,50 @@ class Serpent : Actor
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}
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}
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}
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}
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extend class Actor
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{
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//----------------------------------------------------------------------------
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//
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// FUNC P_CheckMeleeRange2
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//
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// This belongs to the Serpent but was initially exported on Actor
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// so it needs to remain there.
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//
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//----------------------------------------------------------------------------
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bool CheckMeleeRange2 ()
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{
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Actor mo;
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double dist;
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if (!target || (CurSector.Flags & Sector.SECF_NOATTACK))
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{
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return false;
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}
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mo = target;
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dist = mo.Distance2D (self);
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if (dist >= 128 || dist < meleerange + mo.radius)
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{
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return false;
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}
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if (mo.pos.Z > pos.Z + height)
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{ // Target is higher than the attacker
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return false;
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}
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else if (pos.Z > mo.pos.Z + mo.height)
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{ // Attacker is higher
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return false;
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}
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else if (IsFriend(mo))
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{
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// killough 7/18/98: friendly monsters don't attack other friends
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return false;
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}
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return CheckSight(mo);
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}
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}
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// Serpent Leader -----------------------------------------------------------
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// Serpent Leader -----------------------------------------------------------
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class SerpentLeader : Serpent
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class SerpentLeader : Serpent
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@ -334,6 +334,7 @@ struct Sector native play
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SECF_ENDGODMODE = 256, // getting damaged by this sector ends god mode
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SECF_ENDGODMODE = 256, // getting damaged by this sector ends god mode
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SECF_ENDLEVEL = 512, // ends level when health goes below 10
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SECF_ENDLEVEL = 512, // ends level when health goes below 10
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SECF_HAZARD = 1024, // Change to Strife's delayed damage handling.
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SECF_HAZARD = 1024, // Change to Strife's delayed damage handling.
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SECF_NOATTACK = 2048, // monsters cannot start attacks in this sector.
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SECF_WASSECRET = 1 << 30, // a secret that was discovered
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SECF_WASSECRET = 1 << 30, // a secret that was discovered
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SECF_SECRET = 1 << 31, // a secret sector
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SECF_SECRET = 1 << 31, // a secret sector
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