mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-11-28 06:53:40 +00:00
May 18, 2008 (SBarInfo Update #20)
- Added: hasweaponpiece command to check for custom weapon pieces. - Added: usessecondaryammo command to check if the current weapon has a second ammo type. - Most of SBarInfo's mugshot scripting can be used with the default Doom status bar. - Fixed: By default drawmugshot would never come out of normal god mode state. In addition the state change to and from god mode was not quite as responsive as the original code. SVN r980 (trunk)
This commit is contained in:
parent
b8c21495d5
commit
35ea94c014
10 changed files with 342 additions and 333 deletions
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@ -1,3 +1,13 @@
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May 18, 2008 (SBarInfo Update #20)
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- Added: hasweaponpiece command to check for custom weapon pieces.
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- Added: usessecondaryammo command to check if the current weapon has a second
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ammo type.
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- Most of SBarInfo's mugshot scripting can be used with the default Doom status
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bar.
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- Fixed: By default drawmugshot would never come out of normal god mode state.
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In addition the state change to and from god mode was not quite as responsive
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as the original code.
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May 17, 2008 (Changes by Graf Zahl)
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- Fixed: When FTextureManager::CheckForTexture finds a matching NULL texture
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it should always return 0, not the actual texture's index.
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@ -14,6 +14,7 @@
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#include "templates.h"
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#include "i_system.h"
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#include "r_translate.h"
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#include "sbarinfo.h"
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#define ST_EVILGRINCOUNT (2*TICRATE)
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@ -26,7 +27,6 @@
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EXTERN_CVAR (Bool, vid_fps)
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class DDoomStatusBar : public DBaseStatusBar
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{
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DECLARE_CLASS(DDoomStatusBar, DBaseStatusBar)
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@ -51,7 +51,12 @@ public:
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BigHeight = tex->GetHeight();
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DoCommonInit ();
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bEvilGrin = false;
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bDamageFaceActive = false;
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CurrentState = NULL;
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RampageTimer = 0;
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LastDamageAngle = 1;
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}
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~DDoomStatusBar ()
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@ -68,63 +73,6 @@ public:
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}
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}
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void SetFace (void *skn)
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{
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const char *nameptrs[ST_NUMFACES];
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char names[ST_NUMFACES][9];
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char prefix[4];
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int i, j;
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int namespc;
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int facenum;
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FPlayerSkin *skin = (FPlayerSkin *)skn;
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for (i = 0; i < ST_NUMFACES; i++)
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{
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nameptrs[i] = names[i];
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}
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if (skin->face[0] != 0)
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{
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prefix[0] = skin->face[0];
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prefix[1] = skin->face[1];
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prefix[2] = skin->face[2];
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prefix[3] = 0;
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namespc = skin->namespc;
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}
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else
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{
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prefix[0] = 'S';
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prefix[1] = 'T';
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prefix[2] = 'F';
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prefix[3] = 0;
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namespc = ns_global;
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}
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facenum = 0;
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for (i = 0; i < ST_NUMPAINFACES; i++)
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{
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for (j = 0; j < ST_NUMSTRAIGHTFACES; j++)
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{
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sprintf (names[facenum++], "%sST%d%d", prefix, i, j);
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}
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sprintf (names[facenum++], "%sTR%d0", prefix, i); // turn right
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sprintf (names[facenum++], "%sTL%d0", prefix, i); // turn left
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sprintf (names[facenum++], "%sOUCH%d", prefix, i); // ouch!
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sprintf (names[facenum++], "%sEVL%d", prefix, i); // evil grin ;)
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sprintf (names[facenum++], "%sKILL%d", prefix, i); // pissed off
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}
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sprintf (names[facenum++], "%sGOD0", prefix);
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sprintf (names[facenum++], "%sDEAD0", prefix);
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Faces.Uninit ();
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Faces.Init (nameptrs, ST_NUMFACES, namespc);
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FaceIndex = 0;
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FaceCount = 0;
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OldFaceIndex = -1;
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}
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void AddFaceToImageCollection (void *skn, FImageCollection *images)
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{
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AddFaceToImageCollectionActual (skn, images, true);
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{
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DBaseStatusBar::Tick ();
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RandomNumber = M_Random ();
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UpdateFace ();
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//Do some stuff related to the mug shot that has to be done at 35fps
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if(CurrentState != NULL)
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{
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CurrentState->tick();
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if(CurrentState->finished)
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CurrentState = NULL;
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}
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if((CPlayer->cmd.ucmd.buttons & (BT_ATTACK|BT_ALTATTACK)) && !(CPlayer->cheats & (CF_FROZEN | CF_TOTALLYFROZEN)))
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{
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if(RampageTimer != ST_RAMPAGEDELAY)
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{
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RampageTimer++;
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}
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}
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else
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{
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RampageTimer = 0;
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}
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FaceHealth = CPlayer->health;
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}
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void Draw (EHudState state)
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OldKeys = -1;
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memset (OldAmmo, 255, sizeof(OldAmmo));
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memset (OldMaxAmmo, 255, sizeof(OldMaxAmmo));
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OldFaceIndex = -1;
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OldHealth = -1;
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OldArmor = -1;
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OldActiveAmmo = -1;
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@ -199,32 +165,46 @@ public:
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}
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}
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//See sbarinfo_display.cpp
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void SetMugShotState (const char* stateName, bool waitTillDone=false)
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{
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MugShotState *state = (MugShotState *) FindMugShotState(stateName);
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if(state != CurrentState)
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{
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if(!waitTillDone || CurrentState == NULL || CurrentState->finished)
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{
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CurrentState = state;
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state->reset();
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}
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}
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}
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private:
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struct FDoomStatusBarTexture : public FTexture
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{
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void DrawToBar (const char *name, int x, int y, const BYTE *colormap_in = NULL);
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public:
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FDoomStatusBarTexture ();
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const BYTE *GetColumn (unsigned int column, const Span **spans_out);
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const BYTE *GetPixels ();
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void Unload ();
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~FDoomStatusBarTexture ();
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void SetPlayerRemap(FRemapTable *remap);
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int CopyTrueColorPixels(FBitmap *bmp, int x, int y, int rotate, FCopyInfo *inf = NULL);
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public:
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FDoomStatusBarTexture ();
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const BYTE *GetColumn (unsigned int column, const Span **spans_out);
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const BYTE *GetPixels ();
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void Unload ();
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~FDoomStatusBarTexture ();
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void SetPlayerRemap(FRemapTable *remap);
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int CopyTrueColorPixels(FBitmap *bmp, int x, int y, int rotate, FCopyInfo *inf = NULL);
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FTextureFormat GetFormat()
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{
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return TEX_RGB;
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}
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FTextureFormat GetFormat()
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{
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return TEX_RGB;
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}
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protected:
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void MakeTexture ();
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protected:
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void MakeTexture ();
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FTexture *BaseTexture;
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BYTE *Pixels;
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FRemapTable *STFBRemap;
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FTexture *BaseTexture;
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BYTE *Pixels;
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FRemapTable *STFBRemap;
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}
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StatusBarTex;
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StatusBarTex.Unload ();
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SB_state = screen->GetPageCount ();
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FaceLastAttackDown = -1;
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FacePriority = 0;
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}
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void DrawMainBar ()
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}
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}
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void DrawFace ()
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{
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// If a player has an inventory item selected, it takes the place of the
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// face, for lack of a better place to put it.
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if (OldFaceIndex != FaceIndex)
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{
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FaceRefresh = screen->GetPageCount ();
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OldFaceIndex = FaceIndex;
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}
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if (FaceRefresh || (CPlayer->mo->InvSel != NULL && !(level.flags & LEVEL_NOINVENTORYBAR)))
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{
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if (FaceRefresh)
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{
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FaceRefresh--;
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}
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DrawPartialImage (&StatusBarTex, 142, 37);
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if (CPlayer->mo->InvSel == NULL || (level.flags & LEVEL_NOINVENTORYBAR))
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{
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DrawImage (Faces[FaceIndex], 143, 0);
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}
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else
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{
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DrawDimImage (TexMan(CPlayer->mo->InvSel->Icon), 144, 0, CPlayer->mo->InvSel->Amount <= 0);
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if (CPlayer->mo->InvSel->Amount != 1)
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{
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DrSmallNumber (CPlayer->mo->InvSel->Amount, 165, 24);
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}
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OldFaceIndex = -1;
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}
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}
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}
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void DrawKeys ()
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{
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AInventory *item;
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int health;
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static int lastcalc;
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static int oldhealth = -1;
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health = CPlayer->health > 100 ? 100 : CPlayer->health;
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if (health != oldhealth)
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bEvilGrin = true;
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}
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//
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// This is a not-very-pretty routine which handles the face states
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// and their timing. The precedence of expressions is:
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// dead > evil grin > turned head > straight ahead
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//
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void UpdateFace ()
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int UpdateState ()
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{
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int i;
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angle_t badguyangle;
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angle_t diffang;
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if (FacePriority < 10)
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if(CPlayer->health > 0)
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{
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// dead
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if (CPlayer->health <= 0)
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if(bEvilGrin)
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{
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FacePriority = 9;
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FaceIndex = ST_DEADFACE;
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FaceCount = 1;
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}
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}
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if (FacePriority < 9)
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{
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if (CPlayer->bonuscount)
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{
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// picking up bonus
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if (bEvilGrin)
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{
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// evil grin if just picked up weapon
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if(CurrentState == NULL)
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bEvilGrin = false;
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FacePriority = 8;
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FaceCount = ST_EVILGRINCOUNT;
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FaceIndex = CalcPainOffset() + ST_EVILGRINOFFSET;
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else if(CPlayer->bonuscount)
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{
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SetMugShotState("grin", false);
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return 0;
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}
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}
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else
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{
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// This happens when a weapon is added to the inventory
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// by other means than being picked up.
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bEvilGrin = false;
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}
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}
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if (FacePriority < 8)
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{
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if (CPlayer->damagecount
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&& CPlayer->attacker
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&& CPlayer->attacker != CPlayer->mo)
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{
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// being attacked
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FacePriority = 7;
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if (FaceHealth != -9999 && FaceHealth - CPlayer->health > ST_MUCHPAIN)
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{
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FaceCount = ST_TURNCOUNT;
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FaceIndex = CalcPainOffset() + ST_OUCHOFFSET;
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FacePriority = 8;
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}
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else if (CPlayer->mo != NULL)
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{
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badguyangle = R_PointToAngle2(CPlayer->mo->x,
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CPlayer->mo->y,
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CPlayer->attacker->x,
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CPlayer->attacker->y);
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if (badguyangle > CPlayer->mo->angle)
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{
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// whether right or left
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diffang = badguyangle - CPlayer->mo->angle;
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i = diffang > ANG180;
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}
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else
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{
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// whether left or right
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diffang = CPlayer->mo->angle - badguyangle;
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i = diffang <= ANG180;
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} // confusing, aint it?
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FaceCount = ST_TURNCOUNT;
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FaceIndex = CalcPainOffset();
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if (diffang < ANG45)
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{
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// head-on
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FaceIndex += ST_RAMPAGEOFFSET;
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}
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else if (i)
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{
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// turn face right
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FaceIndex += ST_TURNOFFSET;
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}
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else
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{
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// turn face left
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FaceIndex += ST_TURNOFFSET+1;
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}
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}
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}
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}
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if (FacePriority < 7)
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{
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// getting hurt because of your own damn stupidity
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if (CPlayer->damagecount)
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{
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if (OldHealth != -1 && CPlayer->health - OldHealth > ST_MUCHPAIN)
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int damageAngle = 1;
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if(CPlayer->attacker && CPlayer->attacker != CPlayer->mo)
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{
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FacePriority = 7;
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FaceCount = ST_TURNCOUNT;
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FaceIndex = CalcPainOffset() + ST_OUCHOFFSET;
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if(CPlayer->mo != NULL)
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{
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//The next 12 lines is from the Doom statusbar code.
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badguyangle = R_PointToAngle2(CPlayer->mo->x, CPlayer->mo->y, CPlayer->attacker->x, CPlayer->attacker->y);
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if(badguyangle > CPlayer->mo->angle)
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{
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// whether right or left
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diffang = badguyangle - CPlayer->mo->angle;
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i = diffang > ANG180;
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}
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else
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{
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// whether left or right
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diffang = CPlayer->mo->angle - badguyangle;
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i = diffang <= ANG180;
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} // confusing, aint it?
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if(i && diffang >= ANG45)
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{
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damageAngle = 0;
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}
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else if(!i && diffang >= ANG45)
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{
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damageAngle = 2;
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}
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}
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}
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const char* stateName = new char[5];
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if (FaceHealth != -1 && CPlayer->health - FaceHealth > 20)
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stateName = "ouch";
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else
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stateName = "pain";
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char* fullStateName = new char[sizeof(stateName)+sizeof((const char*) CPlayer->LastDamageType) + 1];
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sprintf(fullStateName, "%s.%s", stateName, (const char*) CPlayer->LastDamageType);
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if(FindMugShotState(fullStateName) != NULL)
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SetMugShotState(fullStateName);
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else
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SetMugShotState(stateName);
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bDamageFaceActive = !(CurrentState == NULL);
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LastDamageAngle = damageAngle;
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return damageAngle;
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}
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if(bDamageFaceActive)
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{
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if(CurrentState == NULL)
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bDamageFaceActive = false;
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else
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{
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FacePriority = 6;
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FaceCount = ST_TURNCOUNT;
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FaceIndex = CalcPainOffset() + ST_RAMPAGEOFFSET;
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const char* stateName = new char[5];
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if (FaceHealth != -1 && CPlayer->health - FaceHealth > 20)
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stateName = "ouch";
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else
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stateName = "pain";
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char* fullStateName = new char[sizeof(stateName)+sizeof((const char*) CPlayer->LastDamageType) + 1];
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sprintf(fullStateName, "%s.%s", stateName, (const char*) CPlayer->LastDamageType);
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if(FindMugShotState(fullStateName) != NULL)
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SetMugShotState(fullStateName);
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else
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SetMugShotState(stateName);
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return LastDamageAngle;
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}
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}
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}
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if (FacePriority < 6)
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{
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// rapid firing
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if ((CPlayer->cmd.ucmd.buttons & (BT_ATTACK|BT_ALTATTACK)) && !(CPlayer->cheats & (CF_FROZEN | CF_TOTALLYFROZEN)))
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if(RampageTimer == ST_RAMPAGEDELAY)
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{
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if (FaceLastAttackDown == -1)
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FaceLastAttackDown = ST_RAMPAGEDELAY;
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else if (!--FaceLastAttackDown)
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{
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FacePriority = 5;
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FaceIndex = CalcPainOffset() + ST_RAMPAGEOFFSET;
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FaceCount = 1;
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FaceLastAttackDown = 1;
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}
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SetMugShotState("rampage", true);
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return 0;
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}
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if(!bEvilGrin)
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{
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if((CPlayer->cheats & CF_GODMODE) || (CPlayer->mo != NULL && CPlayer->mo->flags2 & MF2_INVULNERABLE))
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SetMugShotState("god");
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else
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SetMugShotState("normal");
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}
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}
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else
|
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{
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const char* stateName = new char[7];
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stateName = "death";
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//new string the size of stateName and the damage type put together
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char* fullStateName = new char[sizeof(stateName)+sizeof((const char*) CPlayer->LastDamageType) + 1];
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sprintf(fullStateName, "%s.%s", stateName, (const char*) CPlayer->LastDamageType);
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if(FindMugShotState(fullStateName) != NULL)
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SetMugShotState(fullStateName);
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else
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SetMugShotState(stateName);
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}
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return 0;
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}
|
||||
|
||||
void DrawFace ()
|
||||
{
|
||||
if (CPlayer->mo->InvSel == NULL || (level.flags & LEVEL_NOINVENTORYBAR))
|
||||
{
|
||||
int angle = UpdateState();
|
||||
int level = 0;
|
||||
for(level = 0;CPlayer->health < (4-level)*(CPlayer->mo->GetMaxHealth()/5);level++);
|
||||
if(CurrentState != NULL)
|
||||
{
|
||||
FaceLastAttackDown = -1;
|
||||
FString defaultFace = "STF";
|
||||
FPlayerSkin *skin = &skins[CPlayer->morphTics ? CPlayer->MorphedPlayerClass : CPlayer->userinfo.skin];
|
||||
FTexture *face = CurrentState->getCurrentFrameTexture(defaultFace, skin, level, angle);
|
||||
if (face != NULL)
|
||||
{
|
||||
DrawPartialImage (&StatusBarTex, 142, 37);
|
||||
DrawImage (face, 143, 0);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (FacePriority < 5)
|
||||
else
|
||||
{
|
||||
// invulnerability
|
||||
if ((CPlayer->cheats & CF_GODMODE)
|
||||
|| (CPlayer->mo != NULL && CPlayer->mo->flags2 & MF2_INVULNERABLE))
|
||||
DrawDimImage (TexMan(CPlayer->mo->InvSel->Icon), 144, 0, CPlayer->mo->InvSel->Amount <= 0);
|
||||
if (CPlayer->mo->InvSel->Amount != 1)
|
||||
{
|
||||
FacePriority = 4;
|
||||
FaceIndex = ST_GODFACE;
|
||||
FaceCount = 1;
|
||||
DrSmallNumber (CPlayer->mo->InvSel->Amount, 165, 24);
|
||||
}
|
||||
}
|
||||
|
||||
// look left or look right if the facecount has timed out
|
||||
if (!FaceCount)
|
||||
{
|
||||
FaceIndex = CalcPainOffset() + (RandomNumber % 3);
|
||||
FaceCount = ST_STRAIGHTFACECOUNT;
|
||||
FacePriority = 0;
|
||||
}
|
||||
|
||||
FaceCount--;
|
||||
FaceHealth = CPlayer->health;
|
||||
}
|
||||
|
||||
enum
|
||||
|
@ -995,15 +915,11 @@ private:
|
|||
};
|
||||
|
||||
FImageCollection Images;
|
||||
FImageCollection Faces;
|
||||
|
||||
int BigWidth;
|
||||
int BigHeight;
|
||||
|
||||
int FaceIndex;
|
||||
int FaceCount;
|
||||
int RandomNumber;
|
||||
int OldFaceIndex;
|
||||
BYTE OldArms[6];
|
||||
int OldKeys;
|
||||
int OldAmmo[4];
|
||||
|
@ -1012,9 +928,6 @@ private:
|
|||
int OldArmor;
|
||||
int OldActiveAmmo;
|
||||
int OldFrags;
|
||||
int FaceHealth;
|
||||
int FaceLastAttackDown;
|
||||
int FacePriority;
|
||||
|
||||
char HealthRefresh;
|
||||
char ArmorRefresh;
|
||||
|
@ -1026,7 +939,13 @@ private:
|
|||
char FaceRefresh;
|
||||
char KeysRefresh;
|
||||
|
||||
//Mugshot
|
||||
MugShotState *CurrentState;
|
||||
int RampageTimer;
|
||||
int LastDamageAngle;
|
||||
int FaceHealth;
|
||||
bool bEvilGrin;
|
||||
bool bDamageFaceActive;
|
||||
};
|
||||
|
||||
IMPLEMENT_CLASS(DDoomStatusBar)
|
||||
|
@ -1075,7 +994,7 @@ void DDoomStatusBar::FDoomStatusBarTexture::Unload ()
|
|||
Pixels = NULL;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
DDoomStatusBar::FDoomStatusBarTexture::~FDoomStatusBarTexture ()
|
||||
{
|
||||
Unload ();
|
||||
|
|
|
@ -2,26 +2,6 @@
|
|||
#include "a_weaponpiece.h"
|
||||
#include "doomstat.h"
|
||||
|
||||
|
||||
|
||||
// an internal class to hold the information for player class independent weapon piece handling
|
||||
class AWeaponHolder : public AInventory
|
||||
{
|
||||
DECLARE_ACTOR(AWeaponHolder, AInventory)
|
||||
|
||||
public:
|
||||
int PieceMask;
|
||||
const PClass * PieceWeapon;
|
||||
|
||||
void Serialize (FArchive &arc)
|
||||
{
|
||||
Super::Serialize(arc);
|
||||
arc << PieceMask << PieceWeapon;
|
||||
}
|
||||
};
|
||||
|
||||
|
||||
|
||||
IMPLEMENT_STATELESS_ACTOR (AWeaponHolder, Any, -1, 0)
|
||||
PROP_Flags (MF_NOBLOCKMAP|MF_NOSECTOR)
|
||||
PROP_Inventory_FlagsSet (IF_UNDROPPABLE)
|
||||
|
|
|
@ -16,3 +16,20 @@ public:
|
|||
const PClass * WeaponClass;
|
||||
TObjPtr<AWeapon> FullWeapon;
|
||||
};
|
||||
|
||||
// an internal class to hold the information for player class independent weapon piece handling
|
||||
// [BL] Needs to be available for SBarInfo to check weaponpieces
|
||||
class AWeaponHolder : public AInventory
|
||||
{
|
||||
DECLARE_ACTOR(AWeaponHolder, AInventory)
|
||||
|
||||
public:
|
||||
int PieceMask;
|
||||
const PClass * PieceWeapon;
|
||||
|
||||
void Serialize (FArchive &arc)
|
||||
{
|
||||
Super::Serialize(arc);
|
||||
arc << PieceMask << PieceWeapon;
|
||||
}
|
||||
};
|
||||
|
|
|
@ -218,6 +218,7 @@ public:
|
|||
virtual void ShowPop (int popnum);
|
||||
virtual void ReceivedWeapon (AWeapon *weapon);
|
||||
virtual bool MustDrawLog(EHudState state);
|
||||
virtual void SetMugShotState (const char* stateName, bool waitTillDone=false) {}
|
||||
void DrawLog();
|
||||
|
||||
protected:
|
||||
|
|
|
@ -346,6 +346,8 @@ enum //Bar key words
|
|||
SBARINFO_PLAYERCLASS,
|
||||
SBARINFO_ASPECTRATIO,
|
||||
SBARINFO_ISSELECTED,
|
||||
SBARINFO_USESSECONDARYAMMO,
|
||||
SBARINFO_HASWEAPONPIECE,
|
||||
SBARINFO_WEAPONAMMO,
|
||||
SBARINFO_ININVENTORY,
|
||||
};
|
||||
|
@ -384,9 +386,9 @@ private:
|
|||
void DrawNumber(int num, int len, int x, int y, int xOffset, int yOffset, int alpha, EColorRange translation, int spacing=0, bool fillzeros=false);
|
||||
void DrawFace(FString &defaultFace, int accuracy, bool xdth, bool animatedgodmode, int x, int y, int xOffset, int yOffset, int alpha);
|
||||
int updateState(bool xdth, bool animatedgodmode);
|
||||
void DrawInventoryBar(int type, int num, int x, int y, int xOffset, int yOffset, int alpha, bool alwaysshow,
|
||||
void DrawInventoryBar(int type, int num, int x, int y, int xOffset, int yOffset, int alpha, bool alwaysshow,
|
||||
int counterx, int countery, EColorRange translation, bool drawArtiboxes, bool noArrows, bool alwaysshowcounter);
|
||||
void DrawGem(FTexture* chain, FTexture* gem, int value, int x, int y, int xOffset, int yOffset, int alpha, int padleft, int padright, int chainsize,
|
||||
void DrawGem(FTexture* chain, FTexture* gem, int value, int x, int y, int xOffset, int yOffset, int alpha, int padleft, int padright, int chainsize,
|
||||
bool wiggle, bool translate);
|
||||
FRemapTable* getTranslation();
|
||||
|
||||
|
|
|
@ -52,6 +52,7 @@
|
|||
#include "gi.h"
|
||||
#include "r_translate.h"
|
||||
#include "r_main.h"
|
||||
#include "a_weaponpiece.h"
|
||||
|
||||
static FRandom pr_chainwiggle; //use the same method of chain wiggling as heretic.
|
||||
|
||||
|
@ -670,7 +671,7 @@ void DSBarInfo::doCommands(SBarInfoBlock &block, int xOffset, int yOffset, int a
|
|||
AHexenArmor *harmor = CPlayer->mo->FindInventory<AHexenArmor>();
|
||||
if(harmor != NULL)
|
||||
{
|
||||
value = harmor->Slots[0] + harmor->Slots[1] +
|
||||
value = harmor->Slots[0] + harmor->Slots[1] +
|
||||
harmor->Slots[2] + harmor->Slots[3] + harmor->Slots[4];
|
||||
}
|
||||
//Hexen counts basic armor also so we should too.
|
||||
|
@ -1134,6 +1135,33 @@ void DSBarInfo::doCommands(SBarInfoBlock &block, int xOffset, int yOffset, int a
|
|||
}
|
||||
}
|
||||
break;
|
||||
case SBARINFO_USESSECONDARYAMMO:
|
||||
if((CPlayer->ReadyWeapon->AmmoType2 != NULL && !(cmd.flags & SBARINFOEVENT_NOT)) ||
|
||||
(CPlayer->ReadyWeapon->AmmoType2 == NULL && cmd.flags & SBARINFOEVENT_NOT))
|
||||
{
|
||||
doCommands(cmd.subBlock, xOffset, yOffset, alpha);
|
||||
}
|
||||
break;
|
||||
case SBARINFO_HASWEAPONPIECE:
|
||||
{
|
||||
AInventory *inv;
|
||||
AWeaponHolder *hold;
|
||||
const PClass *weapon = PClass::FindClass(cmd.string[0]);
|
||||
for(inv = CPlayer->mo->Inventory;inv != NULL;inv=inv->Inventory)
|
||||
{
|
||||
if(inv->IsKindOf(RUNTIME_CLASS(AWeaponHolder)))
|
||||
{
|
||||
hold = static_cast<AWeaponHolder*>(inv);
|
||||
if(hold->PieceWeapon == weapon)
|
||||
{
|
||||
if(hold->PieceMask & (1 << (cmd.value-1)))
|
||||
doCommands(cmd.subBlock, xOffset, yOffset, alpha);
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
break;
|
||||
}
|
||||
case SBARINFO_WEAPONAMMO:
|
||||
if(CPlayer->ReadyWeapon != NULL)
|
||||
{
|
||||
|
@ -1146,7 +1174,7 @@ void DSBarInfo::doCommands(SBarInfoBlock &block, int xOffset, int yOffset, int a
|
|||
bool usesammo2 = (AmmoType2 != NULL);
|
||||
if(!(cmd.flags & SBARINFOEVENT_NOT) && !usesammo1 && !usesammo2) //if the weapon doesn't use ammo don't go though the trouble.
|
||||
{
|
||||
doCommands(cmd.subBlock, xOffset, yOffset);
|
||||
doCommands(cmd.subBlock, xOffset, yOffset, alpha);
|
||||
break;
|
||||
}
|
||||
//Or means only 1 ammo type needs to match and means both need to match.
|
||||
|
@ -1207,7 +1235,7 @@ void DSBarInfo::doCommands(SBarInfoBlock &block, int xOffset, int yOffset, int a
|
|||
}
|
||||
|
||||
//draws an image with the specified flags
|
||||
void DSBarInfo::DrawGraphic(FTexture* texture, int x, int y, int xOffset, int yOffset, int alpha,
|
||||
void DSBarInfo::DrawGraphic(FTexture* texture, int x, int y, int xOffset, int yOffset, int alpha,
|
||||
bool translate, bool dim, bool center) //flags
|
||||
{
|
||||
if (texture == NULL)
|
||||
|
@ -1333,7 +1361,8 @@ int DSBarInfo::updateState(bool xdth, bool animatedgodmode)
|
|||
{
|
||||
if(weaponGrin)
|
||||
{
|
||||
weaponGrin = false;
|
||||
if(currentState == NULL)
|
||||
weaponGrin = false;
|
||||
if(CPlayer->bonuscount)
|
||||
{
|
||||
SetMugShotState("grin", false);
|
||||
|
@ -1354,13 +1383,13 @@ int DSBarInfo::updateState(bool xdth, bool animatedgodmode)
|
|||
{
|
||||
// whether right or left
|
||||
diffang = badguyangle - CPlayer->mo->angle;
|
||||
i = diffang > ANG180;
|
||||
i = diffang > ANG180;
|
||||
}
|
||||
else
|
||||
{
|
||||
// whether left or right
|
||||
diffang = CPlayer->mo->angle - badguyangle;
|
||||
i = diffang <= ANG180;
|
||||
i = diffang <= ANG180;
|
||||
} // confusing, aint it?
|
||||
if(i && diffang >= ANG45)
|
||||
{
|
||||
|
@ -1377,7 +1406,7 @@ int DSBarInfo::updateState(bool xdth, bool animatedgodmode)
|
|||
stateName = "ouch";
|
||||
else
|
||||
stateName = "pain";
|
||||
char* fullStateName = new char[sizeof(stateName)+sizeof((const char*) CPlayer->LastDamageType) + 1];
|
||||
char* fullStateName = new char[sizeof(stateName)+sizeof((const char*) CPlayer->LastDamageType) + 1];
|
||||
sprintf(fullStateName, "%s.%s", stateName, (const char*) CPlayer->LastDamageType);
|
||||
if(FindMugShotState(fullStateName) != NULL)
|
||||
SetMugShotState(fullStateName);
|
||||
|
@ -1398,7 +1427,7 @@ int DSBarInfo::updateState(bool xdth, bool animatedgodmode)
|
|||
stateName = "ouch";
|
||||
else
|
||||
stateName = "pain";
|
||||
char* fullStateName = new char[sizeof(stateName)+sizeof((const char*) CPlayer->LastDamageType) + 1];
|
||||
char* fullStateName = new char[sizeof(stateName)+sizeof((const char*) CPlayer->LastDamageType) + 1];
|
||||
sprintf(fullStateName, "%s.%s", stateName, (const char*) CPlayer->LastDamageType);
|
||||
if(FindMugShotState(fullStateName) != NULL)
|
||||
SetMugShotState(fullStateName);
|
||||
|
@ -1414,15 +1443,18 @@ int DSBarInfo::updateState(bool xdth, bool animatedgodmode)
|
|||
return 0;
|
||||
}
|
||||
|
||||
if((CPlayer->cheats & CF_GODMODE) || (CPlayer->mo != NULL && CPlayer->mo->flags2 & MF2_INVULNERABLE))
|
||||
if(!weaponGrin)
|
||||
{
|
||||
if(animatedgodmode)
|
||||
SetMugShotState("godanimated", true);
|
||||
if((CPlayer->cheats & CF_GODMODE) || (CPlayer->mo != NULL && CPlayer->mo->flags2 & MF2_INVULNERABLE))
|
||||
{
|
||||
if(animatedgodmode)
|
||||
SetMugShotState("godanimated");
|
||||
else
|
||||
SetMugShotState("god");
|
||||
}
|
||||
else
|
||||
SetMugShotState("god", true);
|
||||
SetMugShotState("normal");
|
||||
}
|
||||
else
|
||||
SetMugShotState("normal", true);
|
||||
}
|
||||
else
|
||||
{
|
||||
|
@ -1432,7 +1464,7 @@ int DSBarInfo::updateState(bool xdth, bool animatedgodmode)
|
|||
else
|
||||
stateName = "xdeath";
|
||||
//new string the size of stateName and the damage type put together
|
||||
char* fullStateName = new char[sizeof(stateName)+sizeof((const char*) CPlayer->LastDamageType) + 1];
|
||||
char* fullStateName = new char[sizeof(stateName)+sizeof((const char*) CPlayer->LastDamageType) + 1];
|
||||
sprintf(fullStateName, "%s.%s", stateName, (const char*) CPlayer->LastDamageType);
|
||||
if(FindMugShotState(fullStateName) != NULL)
|
||||
SetMugShotState(fullStateName);
|
||||
|
@ -1442,7 +1474,7 @@ int DSBarInfo::updateState(bool xdth, bool animatedgodmode)
|
|||
return 0;
|
||||
}
|
||||
|
||||
void DSBarInfo::DrawInventoryBar(int type, int num, int x, int y, int xOffset, int yOffset, int alpha, bool alwaysshow,
|
||||
void DSBarInfo::DrawInventoryBar(int type, int num, int x, int y, int xOffset, int yOffset, int alpha, bool alwaysshow,
|
||||
int counterx, int countery, EColorRange translation, bool drawArtiboxes, bool noArrows, bool alwaysshowcounter)
|
||||
{ //yes, there is some Copy & Paste here too
|
||||
AInventory *item;
|
||||
|
@ -1469,6 +1501,10 @@ void DSBarInfo::DrawInventoryBar(int type, int num, int x, int y, int xOffset, i
|
|||
{
|
||||
DrawGraphic(Images[invBarOffset + imgSELECTBOX], x+i*31, y+29, xOffset, yOffset, alpha);
|
||||
}
|
||||
else if(type == GAME_Hexen)
|
||||
{
|
||||
DrawGraphic(Images[invBarOffset + imgSELECTBOX], x+i*31, y-1, xOffset, yOffset, alpha);
|
||||
}
|
||||
else
|
||||
{
|
||||
DrawGraphic(Images[invBarOffset + imgSELECTBOX], x+i*31, y, xOffset, yOffset, alpha);
|
||||
|
@ -1495,7 +1531,7 @@ void DSBarInfo::DrawInventoryBar(int type, int num, int x, int y, int xOffset, i
|
|||
}
|
||||
|
||||
//draws heretic/hexen style life gems
|
||||
void DSBarInfo::DrawGem(FTexture* chain, FTexture* gem, int value, int x, int y, int xOffset, int yOffset, int alpha, int padleft, int padright, int chainsize,
|
||||
void DSBarInfo::DrawGem(FTexture* chain, FTexture* gem, int value, int x, int y, int xOffset, int yOffset, int alpha, int padleft, int padright, int chainsize,
|
||||
bool wiggle, bool translate)
|
||||
{
|
||||
if(chain == NULL)
|
||||
|
|
|
@ -95,6 +95,8 @@ static const char *SBarInfoRoutineLevel[] =
|
|||
"playerclass",
|
||||
"aspectratio",
|
||||
"isselected",
|
||||
"usessecondaryammo",
|
||||
"hasweaponpiece",
|
||||
"weaponammo", //event
|
||||
"ininventory",
|
||||
NULL
|
||||
|
@ -140,7 +142,7 @@ void SBarInfo::ParseSBarInfo(int lump)
|
|||
{
|
||||
sc.MustGetToken(TK_StringConst);
|
||||
int lump = Wads.CheckNumForFullName(sc.String, true);
|
||||
if (lump == -1)
|
||||
if (lump == -1)
|
||||
sc.ScriptError("Lump '%s' not found", sc.String);
|
||||
ParseSBarInfo(lump);
|
||||
continue;
|
||||
|
@ -229,7 +231,7 @@ void SBarInfo::ParseSBarInfo(int lump)
|
|||
spacingCharacter = '\0';
|
||||
sc.MustGetToken(',');
|
||||
sc.MustGetToken(TK_StringConst); //Don't tell anyone we're just ignoring this ;)
|
||||
}
|
||||
}
|
||||
sc.MustGetToken(';');
|
||||
break;
|
||||
case SBARINFO_LOWERHEALTHCAP:
|
||||
|
@ -705,7 +707,11 @@ void SBarInfo::ParseSBarInfoBlock(FScanner &sc, SBarInfoBlock &block)
|
|||
{
|
||||
cmd.special = GAME_Heretic;
|
||||
}
|
||||
if(sc.Compare("Doom") || sc.Compare("Heretic"))
|
||||
else if(sc.Compare("Hexen"))
|
||||
{
|
||||
cmd.special = GAME_Hexen;
|
||||
}
|
||||
if(sc.Compare("Doom") || sc.Compare("Heretic") || sc.Compare("Hexen"))
|
||||
{
|
||||
sc.MustGetToken(',');
|
||||
while(sc.CheckToken(TK_Identifier))
|
||||
|
@ -1053,6 +1059,33 @@ void SBarInfo::ParseSBarInfoBlock(FScanner &sc, SBarInfoBlock &block)
|
|||
sc.MustGetToken('{');
|
||||
this->ParseSBarInfoBlock(sc, cmd.subBlock);
|
||||
break;
|
||||
case SBARINFO_USESSECONDARYAMMO:
|
||||
if(sc.CheckToken(TK_Identifier))
|
||||
{
|
||||
if(sc.Compare("not"))
|
||||
cmd.flags += SBARINFOEVENT_NOT;
|
||||
else
|
||||
sc.ScriptError("Exspected 'not' got '%s' instead.", sc.String);
|
||||
}
|
||||
sc.MustGetToken('{');
|
||||
this->ParseSBarInfoBlock(sc, cmd.subBlock);
|
||||
break;
|
||||
case SBARINFO_HASWEAPONPIECE:
|
||||
{
|
||||
sc.MustGetToken(TK_Identifier);
|
||||
const PClass* weapon = PClass::FindClass(sc.String);
|
||||
if(weapon == NULL || !RUNTIME_CLASS(AWeapon)->IsAncestorOf(weapon)) //must be a weapon
|
||||
sc.ScriptError("%s is not a kind of weapon.", sc.String);
|
||||
cmd.setString(sc, sc.String, 0);
|
||||
sc.MustGetToken(',');
|
||||
sc.MustGetToken(TK_IntConst);
|
||||
if(sc.Number < 1)
|
||||
sc.ScriptError("Weapon piece number can not be less than 1.");
|
||||
cmd.value = sc.Number;
|
||||
sc.MustGetToken('{');
|
||||
this->ParseSBarInfoBlock(sc, cmd.subBlock);
|
||||
break;
|
||||
}
|
||||
case SBARINFO_WEAPONAMMO:
|
||||
sc.MustGetToken(TK_Identifier);
|
||||
if(sc.Compare("not"))
|
||||
|
|
|
@ -81,7 +81,7 @@ FRandom pr_acs ("ACS");
|
|||
#define CLAMPCOLOR(c) (EColorRange)((unsigned)(c) >= NUM_TEXT_COLORS ? CR_UNTRANSLATED : (c))
|
||||
#define HUDMSG_LOG (0x80000000)
|
||||
#define HUDMSG_COLORSTRING (0x40000000)
|
||||
#define LANGREGIONMASK MAKE_ID(0,0,0xff,0xff)
|
||||
#define LANGREGIONMASK MAKE_ID(0,0,0xff,0xff)
|
||||
|
||||
// Flags for ReplaceTextures
|
||||
#define NOT_BOTTOM 1
|
||||
|
@ -143,7 +143,7 @@ static void DoClearInv (AActor *actor)
|
|||
AAmmo *ammo = static_cast<AAmmo*>(inv);
|
||||
ammo->Amount = 0;
|
||||
}
|
||||
else
|
||||
else
|
||||
inv->Destroy ();
|
||||
}
|
||||
else if (inv->GetClass() == RUNTIME_CLASS(AHexenArmor))
|
||||
|
@ -203,7 +203,7 @@ static void DoGiveInv (AActor *actor, const PClass *info, int amount)
|
|||
AInventory *item = static_cast<AInventory *>(Spawn (info, 0,0,0, NO_REPLACE));
|
||||
|
||||
// This shouldn't count for the item statistics!
|
||||
if (item->flags & MF_COUNTITEM)
|
||||
if (item->flags & MF_COUNTITEM)
|
||||
{
|
||||
level.total_items--;
|
||||
item->flags &= ~MF_COUNTITEM;
|
||||
|
@ -298,9 +298,9 @@ static void DoTakeInv (AActor *actor, const PClass *info, int amount)
|
|||
item->Amount -= amount;
|
||||
if (item->Amount <= 0)
|
||||
{
|
||||
// If it's not ammo or an internal armor, destroy it.
|
||||
// Ammo needs to stick around, even when it's zero for the benefit
|
||||
// of the weapons that use it and to maintain the maximum ammo
|
||||
// If it's not ammo or an internal armor, destroy it.
|
||||
// Ammo needs to stick around, even when it's zero for the benefit
|
||||
// of the weapons that use it and to maintain the maximum ammo
|
||||
// amounts a backpack might have given.
|
||||
// Armor shouldn't be removed because they only work properly when
|
||||
// they are the last items in the inventory.
|
||||
|
@ -520,7 +520,7 @@ void DPlaneWatcher::Tick ()
|
|||
}
|
||||
|
||||
fixed_t newd;
|
||||
|
||||
|
||||
if (bCeiling)
|
||||
{
|
||||
newd = Sector->ceilingplane.d;
|
||||
|
@ -825,7 +825,7 @@ FBehavior::FBehavior (int lumpnum, FileReader * fr, int len)
|
|||
|
||||
Data = object;
|
||||
DataSize = len;
|
||||
|
||||
|
||||
if (Format == ACS_Old)
|
||||
{
|
||||
DWORD dirofs = LittleLong(((DWORD *)object)[1]);
|
||||
|
@ -1227,7 +1227,7 @@ void FBehavior::LoadScriptsDirectory ()
|
|||
}
|
||||
}
|
||||
break;
|
||||
|
||||
|
||||
default:
|
||||
break;
|
||||
}
|
||||
|
@ -1818,11 +1818,11 @@ int DLevelScript::ThingCount (int type, int stringid, int tid, int tag)
|
|||
const char *type_name = FBehavior::StaticLookupString (stringid);
|
||||
if (type_name == NULL)
|
||||
return 0;
|
||||
|
||||
|
||||
kind = PClass::FindClass (type_name);
|
||||
if (kind == NULL || kind->ActorInfo == NULL)
|
||||
return 0;
|
||||
|
||||
|
||||
}
|
||||
else
|
||||
{
|
||||
|
@ -1918,7 +1918,7 @@ int DLevelScript::CountPlayers ()
|
|||
for (i = 0; i < MAXPLAYERS; i++)
|
||||
if (playeringame[i])
|
||||
count++;
|
||||
|
||||
|
||||
return count;
|
||||
}
|
||||
|
||||
|
@ -2248,7 +2248,7 @@ void DLevelScript::DoSetActorProperty (AActor *actor, int property, int value)
|
|||
case APROP_RenderStyle:
|
||||
for(int i=0; LegacyRenderStyleIndices[i] >= 0; i++)
|
||||
{
|
||||
if (LegacyRenderStyleIndices[i] == value)
|
||||
if (LegacyRenderStyleIndices[i] == value)
|
||||
{
|
||||
actor->RenderStyle = ERenderStyle(i);
|
||||
break;
|
||||
|
@ -2282,14 +2282,14 @@ void DLevelScript::DoSetActorProperty (AActor *actor, int property, int value)
|
|||
else
|
||||
actor->flags4 &= ~MF4_FRIGHTENED;
|
||||
break;
|
||||
|
||||
|
||||
case APROP_Friendly:
|
||||
if (value)
|
||||
actor->flags |= MF_FRIENDLY;
|
||||
else
|
||||
actor->flags &= ~MF_FRIENDLY;
|
||||
break;
|
||||
|
||||
|
||||
|
||||
case APROP_SpawnHealth:
|
||||
if (actor->IsKindOf (RUNTIME_CLASS (APlayerPawn)))
|
||||
|
@ -2297,7 +2297,7 @@ void DLevelScript::DoSetActorProperty (AActor *actor, int property, int value)
|
|||
static_cast<APlayerPawn *>(actor)->MaxHealth = value;
|
||||
}
|
||||
break;
|
||||
|
||||
|
||||
case APROP_Gravity:
|
||||
actor->gravity = value;
|
||||
break;
|
||||
|
@ -2311,7 +2311,7 @@ void DLevelScript::DoSetActorProperty (AActor *actor, int property, int value)
|
|||
break;
|
||||
|
||||
case APROP_PainSound:
|
||||
actor->PainSound = S_FindSound (FBehavior::StaticLookupString (value));
|
||||
actor->PainSound = S_FindSound (FBehavior::StaticLookupString (value));
|
||||
break;
|
||||
|
||||
case APROP_DeathSound:
|
||||
|
@ -2374,7 +2374,7 @@ int DLevelScript::GetActorProperty (int tid, int property)
|
|||
{
|
||||
return actor->GetDefault()->health;
|
||||
}
|
||||
|
||||
|
||||
case APROP_JumpZ: if (actor->IsKindOf (RUNTIME_CLASS (APlayerPawn)))
|
||||
{
|
||||
return static_cast<APlayerPawn *>(actor)->JumpZ; // [GRB]
|
||||
|
@ -2425,7 +2425,7 @@ int DLevelScript::RunScript ()
|
|||
while ((secnum = P_FindSectorFromTag (statedata, secnum)) >= 0)
|
||||
if (sectors[secnum].floordata || sectors[secnum].ceilingdata)
|
||||
return resultValue;
|
||||
|
||||
|
||||
// If we got here, none of the tagged sectors were busy
|
||||
state = SCRIPT_Running;
|
||||
}
|
||||
|
@ -3571,7 +3571,7 @@ int DLevelScript::RunScript ()
|
|||
STACK(2) = Random (STACK(2), STACK(1));
|
||||
sp--;
|
||||
break;
|
||||
|
||||
|
||||
case PCD_RANDOMDIRECT:
|
||||
PushToStack (Random (pc[0], pc[1]));
|
||||
pc += 2;
|
||||
|
@ -4273,7 +4273,7 @@ int DLevelScript::RunScript ()
|
|||
{
|
||||
FActorIterator iterator (STACK(7));
|
||||
AActor *actor;
|
||||
|
||||
|
||||
while ( (actor = iterator.Next ()) )
|
||||
{
|
||||
actor->special = STACK(6);
|
||||
|
@ -4457,7 +4457,7 @@ int DLevelScript::RunScript ()
|
|||
break;
|
||||
|
||||
case PCD_CHECKACTORINVENTORY:
|
||||
STACK(2) = CheckInventory (SingleActorFromTID(STACK(2), NULL),
|
||||
STACK(2) = CheckInventory (SingleActorFromTID(STACK(2), NULL),
|
||||
FBehavior::StaticLookupString (STACK(1)));
|
||||
sp--;
|
||||
break;
|
||||
|
@ -4877,7 +4877,7 @@ int DLevelScript::RunScript ()
|
|||
}
|
||||
}
|
||||
break;
|
||||
|
||||
|
||||
case PCD_SETMARINEWEAPON:
|
||||
if (STACK(2) != 0)
|
||||
{
|
||||
|
@ -5150,7 +5150,7 @@ int DLevelScript::RunScript ()
|
|||
FState *state;
|
||||
|
||||
MakeStateNameList(statename, &statelist);
|
||||
|
||||
|
||||
if (STACK(3) == 0)
|
||||
{
|
||||
state = activator->GetClass()->ActorInfo->FindState (statelist.Size(), &statelist[0], !!STACK(1));
|
||||
|
@ -5223,7 +5223,7 @@ int DLevelScript::RunScript ()
|
|||
case PCD_CHANGELEVEL:
|
||||
{
|
||||
int flags = STACK(2);
|
||||
G_ChangeLevel(FBehavior::StaticLookupString(STACK(4)), STACK(3),
|
||||
G_ChangeLevel(FBehavior::StaticLookupString(STACK(4)), STACK(3),
|
||||
!!(flags & CHANGELEVEL_KEEPFACING), STACK(1),
|
||||
!!(flags & CHANGELEVEL_NOINTERMISSION),
|
||||
!!(flags & CHANGELEVEL_RESETINVENTORY),
|
||||
|
@ -5243,7 +5243,7 @@ int DLevelScript::RunScript ()
|
|||
sp -= 5;
|
||||
|
||||
int secnum = -1;
|
||||
|
||||
|
||||
while ((secnum = P_FindSectorFromTag (tag, secnum)) >= 0)
|
||||
{
|
||||
AActor *actor, *next;
|
||||
|
@ -5334,25 +5334,22 @@ int DLevelScript::RunScript ()
|
|||
}
|
||||
|
||||
case PCD_SETMUGSHOTSTATE:
|
||||
if(StatusBar != NULL && StatusBar->IsKindOf(RUNTIME_CLASS(DSBarInfo)))
|
||||
{
|
||||
static_cast<DSBarInfo*>(StatusBar)->SetMugShotState(FBehavior::StaticLookupString(STACK(1)));
|
||||
}
|
||||
StatusBar->SetMugShotState(FBehavior::StaticLookupString(STACK(1)));
|
||||
break;
|
||||
|
||||
case PCD_CHECKPLAYERCAMERA:
|
||||
{
|
||||
int playernum = STACK(1);
|
||||
|
||||
|
||||
if (playernum < 0 || playernum >= MAXPLAYERS || !playeringame[playernum] || players[playernum].camera == NULL)
|
||||
{
|
||||
STACK(1) = -1;
|
||||
}
|
||||
else
|
||||
else
|
||||
{
|
||||
STACK(1) = players[playernum].camera->tid;
|
||||
}
|
||||
}
|
||||
}
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
|
|
@ -31,3 +31,17 @@ HUDFONT_RAVEN
|
|||
8 IN8
|
||||
9 IN9
|
||||
}
|
||||
|
||||
INDEXFONT_RAVEN
|
||||
{
|
||||
0 SMALLIN0
|
||||
1 SMALLIN1
|
||||
2 SMALLIN2
|
||||
3 SMALLIN3
|
||||
4 SMALLIN4
|
||||
5 SMALLIN5
|
||||
6 SMALLIN6
|
||||
7 SMALLIN7
|
||||
8 SMALLIN8
|
||||
9 SMALLIN9
|
||||
}
|
||||
|
|
Loading…
Reference in a new issue