mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-11-29 15:32:57 +00:00
Merge remote-tracking branch 'upstream/master'
This commit is contained in:
commit
351874be30
10 changed files with 123 additions and 69 deletions
|
@ -1488,6 +1488,44 @@ FBaseCVar *FindCVarSub (const char *var_name, int namelen)
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return var;
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}
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FBaseCVar *GetCVar(AActor *activator, const char *cvarname)
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{
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FBaseCVar *cvar = FindCVar(cvarname, nullptr);
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// Either the cvar doesn't exist, or it's for a mod that isn't loaded, so return nullptr.
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if (cvar == nullptr || (cvar->GetFlags() & CVAR_IGNORE))
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{
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return nullptr;
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}
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else
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{
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// For userinfo cvars, redirect to GetUserCVar
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if (cvar->GetFlags() & CVAR_USERINFO)
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{
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if (activator == nullptr || activator->player == nullptr)
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{
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return nullptr;
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}
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return GetUserCVar(int(activator->player - players), cvarname);
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}
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return cvar;
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}
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}
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FBaseCVar *GetUserCVar(int playernum, const char *cvarname)
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{
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if ((unsigned)playernum >= MAXPLAYERS || !playeringame[playernum])
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{
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return nullptr;
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}
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FBaseCVar **cvar_p = players[playernum].userinfo.CheckKey(FName(cvarname, true));
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FBaseCVar *cvar;
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if (cvar_p == nullptr || (cvar = *cvar_p) == nullptr || (cvar->GetFlags() & CVAR_IGNORE))
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{
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return nullptr;
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}
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return cvar;
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}
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//===========================================================================
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//
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// C_CreateCVar
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@ -186,6 +186,10 @@ void C_BackupCVars (void);
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FBaseCVar *FindCVar (const char *var_name, FBaseCVar **prev);
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FBaseCVar *FindCVarSub (const char *var_name, int namelen);
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// Used for ACS and DECORATE.
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FBaseCVar *GetCVar(AActor *activator, const char *cvarname);
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FBaseCVar *GetUserCVar(int playernum, const char *cvarname);
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// Create a new cvar with the specified name and type
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FBaseCVar *C_CreateCVar(const char *var_name, ECVarType var_type, DWORD flags);
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@ -4657,7 +4657,11 @@ static int DoGetCVar(FBaseCVar *cvar, bool is_string)
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{
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UCVarValue val;
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if (is_string)
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if (cvar == nullptr)
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{
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return 0;
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}
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else if (is_string)
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{
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val = cvar->GetGenericRep(CVAR_String);
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return GlobalACSStrings.AddString(val.String);
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@ -4674,44 +4678,6 @@ static int DoGetCVar(FBaseCVar *cvar, bool is_string)
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}
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}
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static int GetUserCVar(int playernum, const char *cvarname, bool is_string)
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{
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if ((unsigned)playernum >= MAXPLAYERS || !playeringame[playernum])
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{
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return 0;
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}
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FBaseCVar **cvar_p = players[playernum].userinfo.CheckKey(FName(cvarname, true));
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FBaseCVar *cvar;
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if (cvar_p == NULL || (cvar = *cvar_p) == NULL || (cvar->GetFlags() & CVAR_IGNORE))
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{
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return 0;
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}
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return DoGetCVar(cvar, is_string);
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}
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static int GetCVar(AActor *activator, const char *cvarname, bool is_string)
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{
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FBaseCVar *cvar = FindCVar(cvarname, NULL);
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// Either the cvar doesn't exist, or it's for a mod that isn't loaded, so return 0.
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if (cvar == NULL || (cvar->GetFlags() & CVAR_IGNORE))
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{
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return 0;
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}
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else
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{
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// For userinfo cvars, redirect to GetUserCVar
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if (cvar->GetFlags() & CVAR_USERINFO)
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{
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if (activator == NULL || activator->player == NULL)
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{
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return 0;
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}
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return GetUserCVar(int(activator->player - players), cvarname, is_string);
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}
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return DoGetCVar(cvar, is_string);
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}
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}
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static int SetUserCVar(int playernum, const char *cvarname, int value, bool is_string)
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{
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if ((unsigned)playernum >= MAXPLAYERS || !playeringame[playernum])
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@ -5396,7 +5362,7 @@ int DLevelScript::CallFunction(int argCount, int funcIndex, SDWORD *args)
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case ACSF_GetCVarString:
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if (argCount == 1)
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{
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return GetCVar(activator, FBehavior::StaticLookupString(args[0]), true);
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return DoGetCVar(GetCVar(activator, FBehavior::StaticLookupString(args[0])), true);
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}
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break;
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@ -5417,14 +5383,14 @@ int DLevelScript::CallFunction(int argCount, int funcIndex, SDWORD *args)
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case ACSF_GetUserCVar:
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if (argCount == 2)
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{
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return GetUserCVar(args[0], FBehavior::StaticLookupString(args[1]), false);
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return DoGetCVar(GetUserCVar(args[0], FBehavior::StaticLookupString(args[1])), false);
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}
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break;
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case ACSF_GetUserCVarString:
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if (argCount == 2)
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{
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return GetUserCVar(args[0], FBehavior::StaticLookupString(args[1]), true);
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return DoGetCVar(GetUserCVar(args[0], FBehavior::StaticLookupString(args[1])), true);
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}
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break;
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@ -6048,7 +6014,7 @@ doplaysound: if (funcIndex == ACSF_PlayActorSound)
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PalEntry color = args[0];
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bool fullbright = argCount > 1 ? !!args[1] : false;
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int lifetime = argCount > 2 ? args[2] : 35;
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int size = argCount > 3 ? args[3] : 1;
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double size = argCount > 3 ? args[3] : 1.;
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int x = argCount > 4 ? args[4] : 0;
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int y = argCount > 5 ? args[5] : 0;
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int z = argCount > 6 ? args[6] : 0;
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@ -6060,17 +6026,18 @@ doplaysound: if (funcIndex == ACSF_PlayActorSound)
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int accelz = argCount > 12 ? args[12] : 0;
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int startalpha = argCount > 13 ? args[13] : 0xFF; // Byte trans
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int fadestep = argCount > 14 ? args[14] : -1;
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double endsize = argCount > 15 ? args[15] : -1.;
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startalpha = clamp<int>(startalpha, 0, 255); // Clamp to byte
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lifetime = clamp<int>(lifetime, 0, 255); // Clamp to byte
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fadestep = clamp<int>(fadestep, -1, 255); // Clamp to byte inc. -1 (indicating automatic)
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size = clamp<int>(size, 0, 65535); // Clamp to word
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size = fabs(size);
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if (lifetime != 0)
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P_SpawnParticle(DVector3(ACSToDouble(x), ACSToDouble(y), ACSToDouble(z)),
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DVector3(ACSToDouble(xvel), ACSToDouble(yvel), ACSToDouble(zvel)),
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DVector3(ACSToDouble(accelx), ACSToDouble(accely), ACSToDouble(accelz)),
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color, fullbright, startalpha/255., lifetime, size, fadestep/255.);
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color, startalpha/255., lifetime, size, endsize, fadestep/255., fullbright);
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}
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break;
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@ -9131,7 +9098,7 @@ scriptwait:
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break;
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case PCD_GETCVAR:
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STACK(1) = GetCVar(activator, FBehavior::StaticLookupString(STACK(1)), false);
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STACK(1) = DoGetCVar(GetCVar(activator, FBehavior::StaticLookupString(STACK(1))), false);
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break;
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case PCD_SETHUDSIZE:
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@ -252,7 +252,6 @@ void P_InitEffects ()
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blood2 = ParticleColor(RPART(kind)/3, GPART(kind)/3, BPART(kind)/3);
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}
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void P_ThinkParticles ()
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{
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int i;
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@ -262,13 +261,19 @@ void P_ThinkParticles ()
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prev = NULL;
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while (i != NO_PARTICLE)
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{
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BYTE oldtrans;
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particle = Particles + i;
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i = particle->tnext;
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if (!particle->notimefreeze && ((bglobal.freeze) || (level.flags2 & LEVEL2_FROZEN)))
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{
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prev = particle;
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continue;
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}
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BYTE oldtrans;
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oldtrans = particle->trans;
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particle->trans -= particle->fade;
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if (oldtrans < particle->trans || --particle->ttl == 0)
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particle->size += particle->sizestep;
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if (oldtrans < particle->trans || --particle->ttl <= 0 || (particle->size <= 0))
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{ // The particle has expired, so free it
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memset (particle, 0, sizeof(particle_t));
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if (prev)
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@ -309,8 +314,14 @@ void P_ThinkParticles ()
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}
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}
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enum PSFlag
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{
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PS_FULLBRIGHT = 1,
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PS_NOTIMEFREEZE = 1 << 5,
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};
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void P_SpawnParticle(const DVector3 &pos, const DVector3 &vel, const DVector3 &accel, PalEntry color, bool fullbright, double startalpha, int lifetime, WORD size, double fadestep)
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void P_SpawnParticle(const DVector3 &pos, const DVector3 &vel, const DVector3 &accel, PalEntry color, double startalpha, int lifetime, double size,
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double fadestep, double sizestep, int flags)
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{
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particle_t *particle = NewParticle();
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@ -324,8 +335,10 @@ void P_SpawnParticle(const DVector3 &pos, const DVector3 &vel, const DVector3 &a
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if (fadestep < 0) particle->fade = FADEFROMTTL(lifetime);
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else particle->fade = int(fadestep * 255);
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particle->ttl = lifetime;
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particle->bright = fullbright;
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particle->size = (WORD)size;
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particle->bright = !!(flags & PS_FULLBRIGHT);
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particle->size = size;
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particle->sizestep = sizestep;
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particle->notimefreeze = !!(flags & PS_NOTIMEFREEZE);
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}
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}
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@ -462,8 +475,8 @@ void P_RunEffect (AActor *actor, int effects)
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speed = (M_Random () - 128) * (1./200);
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particle->Vel.X += speed * an.Cos();
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particle->Vel.Y += speed * an.Sin();
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particle->Vel.Z -= 1. / 80;
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particle->Acc.Z -= 1. / 40;
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particle->Vel.Z += 1. / 80;
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particle->Acc.Z += 1. / 40;
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if (M_Random () & 7)
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particle->color = grey2;
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else
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|
|
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@ -59,13 +59,15 @@ struct particle_t
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DVector3 Acc;
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BYTE ttl;
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BYTE trans;
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WORD size;
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double size;
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double sizestep;
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BYTE bright;
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BYTE fade;
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int color;
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WORD tnext;
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WORD snext;
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subsector_t * subsector;
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bool notimefreeze;
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};
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extern particle_t *Particles;
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@ -83,7 +85,7 @@ particle_t *JitterParticle (int ttl);
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particle_t *JitterParticle (int ttl, double drift);
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void P_ThinkParticles (void);
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void P_SpawnParticle(const DVector3 &pos, const DVector3 &vel, const DVector3 &accel, PalEntry color, bool fullbright, double startalpha, int lifetime, WORD size, double fadestep);
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void P_SpawnParticle(const DVector3 &pos, const DVector3 &vel, const DVector3 &accel, PalEntry color, double startalpha, int lifetime, double size, double fadestep, double sizestep, int flags = 0);
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void P_InitEffects (void);
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void P_RunEffects (void);
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|
|
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@ -117,10 +117,7 @@ void P_Ticker (void)
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// Since things will be moving, it's okay to interpolate them in the renderer.
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r_NoInterpolate = false;
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if (!bglobal.freeze && !(level.flags2 & LEVEL2_FROZEN))
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{
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P_ThinkParticles (); // [RH] make the particles think
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}
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P_ThinkParticles(); // [RH] make the particles think
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|
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for (i = 0; i<MAXPLAYERS; i++)
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if (playeringame[i] &&
|
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|
|
|
@ -2473,7 +2473,7 @@ void R_ProjectParticle (particle_t *particle, const sector_t *sector, int shade,
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return;
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|
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yscale = xs_RoundToInt(YaspectMul * xscale);
|
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ty = FLOAT2FIXED(particle->Pos.Z - ViewPos.Z);
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ty = particle->Pos.Z - ViewPos.Z;
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y1 = xs_RoundToInt(CenterY - (ty + psize) * yscale);
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y2 = xs_RoundToInt(CenterY - (ty - psize) * yscale);
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|
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|
|
|
@ -513,6 +513,36 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, GetCrouchFactor)
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return 0;
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
// GetCVar
|
||||
//
|
||||
// NON-ACTION function that works like ACS's GetCVar.
|
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//
|
||||
//==========================================================================
|
||||
|
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DEFINE_ACTION_FUNCTION_PARAMS(AActor, GetCVar)
|
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{
|
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if (numret > 0)
|
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{
|
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assert(ret != nullptr);
|
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PARAM_SELF_PROLOGUE(AActor);
|
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PARAM_STRING(cvarname);
|
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|
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FBaseCVar *cvar = GetCVar(self, cvarname);
|
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if (cvar == nullptr)
|
||||
{
|
||||
ret->SetFloat(0);
|
||||
}
|
||||
else
|
||||
{
|
||||
ret->SetFloat(cvar->GetGenericRep(CVAR_Float).Float);
|
||||
}
|
||||
return 1;
|
||||
}
|
||||
return 0;
|
||||
}
|
||||
|
||||
//===========================================================================
|
||||
//
|
||||
// __decorate_internal_state__
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||||
|
@ -3147,6 +3177,7 @@ enum SPFflag
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SPF_RELVEL = 1 << 2,
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SPF_RELACCEL = 1 << 3,
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SPF_RELANG = 1 << 4,
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SPF_NOTIMEFREEZE = 1 << 5,
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};
|
||||
|
||||
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SpawnParticle)
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|
@ -3155,7 +3186,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SpawnParticle)
|
|||
PARAM_COLOR (color);
|
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PARAM_INT_OPT (flags) { flags = 0; }
|
||||
PARAM_INT_OPT (lifetime) { lifetime = 35; }
|
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PARAM_INT_OPT (size) { size = 1; }
|
||||
PARAM_FLOAT_OPT (size) { size = 1.; }
|
||||
PARAM_ANGLE_OPT (angle) { angle = 0.; }
|
||||
PARAM_FLOAT_OPT (xoff) { xoff = 0; }
|
||||
PARAM_FLOAT_OPT (yoff) { yoff = 0; }
|
||||
|
@ -3168,11 +3199,11 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SpawnParticle)
|
|||
PARAM_FLOAT_OPT (accelz) { accelz = 0; }
|
||||
PARAM_FLOAT_OPT (startalpha) { startalpha = 1.; }
|
||||
PARAM_FLOAT_OPT (fadestep) { fadestep = -1.; }
|
||||
PARAM_FLOAT_OPT (sizestep) { sizestep = 0.; }
|
||||
|
||||
startalpha = clamp(startalpha, 0., 1.);
|
||||
if (fadestep > 0) fadestep = clamp(fadestep, 0., 1.);
|
||||
size = clamp<int>(size, 0, 65535); // Clamp to word
|
||||
|
||||
size = fabs(size);
|
||||
if (lifetime != 0)
|
||||
{
|
||||
if (flags & SPF_RELANG) angle += self->Angles.Yaw;
|
||||
|
@ -3199,7 +3230,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SpawnParticle)
|
|||
acc.X = accelx * c + accely * s;
|
||||
acc.Y = accelx * s - accely * c;
|
||||
}
|
||||
P_SpawnParticle(self->Vec3Offset(pos), vel, acc, color, !!(flags & SPF_FULLBRIGHT), startalpha, lifetime, size, fadestep);
|
||||
P_SpawnParticle(self->Vec3Offset(pos), vel, acc, color, startalpha, lifetime, size, fadestep, sizestep, flags);
|
||||
}
|
||||
return 0;
|
||||
}
|
||||
|
@ -6900,10 +6931,10 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_FaceMovementDirection)
|
|||
{
|
||||
DAngle current = mobj->Angles.Pitch;
|
||||
const DVector2 velocity = mobj->Vel.XY();
|
||||
DAngle pitch = VecToAngle(velocity.Length(), -mobj->Vel.Z);
|
||||
DAngle pitch = VecToAngle(velocity.Length(), mobj->Vel.Z);
|
||||
if (pitchlimit > 0)
|
||||
{
|
||||
DAngle pdelta = deltaangle(current, pitch);
|
||||
DAngle pdelta = deltaangle(-current, pitch);
|
||||
|
||||
if (fabs(pdelta) > pitchlimit)
|
||||
{
|
||||
|
|
|
@ -47,6 +47,7 @@ ACTOR Actor native //: Thinker
|
|||
native int GetSpawnHealth();
|
||||
native int GetGibHealth();
|
||||
native float GetCrouchFactor(int ptr = AAPTR_PLAYER1);
|
||||
native float GetCVar(string cvar);
|
||||
|
||||
// Action functions
|
||||
// Meh, MBF redundant functions. Only for DeHackEd support.
|
||||
|
@ -214,7 +215,7 @@ ACTOR Actor native //: Thinker
|
|||
native void A_SetScale(float scalex, float scaley = 0, int ptr = AAPTR_DEFAULT, bool usezero = false);
|
||||
native void A_SetMass(int mass);
|
||||
native void A_SpawnDebris(class<Actor> spawntype, bool transfer_translation = false, float mult_h = 1, float mult_v = 1);
|
||||
native void A_SpawnParticle(color color1, int flags = 0, int lifetime = 35, int size = 1, float angle = 0, float xoff = 0, float yoff = 0, float zoff = 0, float velx = 0, float vely = 0, float velz = 0, float accelx = 0, float accely = 0, float accelz = 0, float startalphaf = 1, float fadestepf = -1);
|
||||
native void A_SpawnParticle(color color1, int flags = 0, int lifetime = 35, float size = 1, float angle = 0, float xoff = 0, float yoff = 0, float zoff = 0, float velx = 0, float vely = 0, float velz = 0, float accelx = 0, float accely = 0, float accelz = 0, float startalphaf = 1, float fadestepf = -1, float sizestep = 0);
|
||||
native state A_CheckSight(state label);
|
||||
native void A_ExtChase(bool usemelee, bool usemissile, bool playactive = true, bool nightmarefast = false);
|
||||
native void A_DropInventory(class<Inventory> itemtype);
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@ -539,6 +539,7 @@ enum
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SPF_RELVEL = 1 << 2,
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||||
SPF_RELACCEL = 1 << 3,
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||||
SPF_RELANG = 1 << 4,
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SPF_NOTIMEFREEZE = 1 << 5,
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||||
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||||
SPF_RELATIVE = SPF_RELPOS|SPF_RELVEL|SPF_RELACCEL|SPF_RELANG
|
||||
};
|
||||
|
|
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Reference in a new issue