- Added the tracer actor spawning for A_FireBullets and A_CustomBulletAttack.

The projectiles spawning conditions rely upon the puff successfully spawning.

# Conflicts:
#	wadsrc/static/actors/actor.txt
This commit is contained in:
MajorCooke 2016-05-30 15:16:05 -05:00 committed by Christoph Oelckers
parent ee72760f3a
commit 3c7e1e0528
3 changed files with 56 additions and 8 deletions

View file

@ -1635,6 +1635,9 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CustomBulletAttack)
PARAM_FLOAT_OPT (range) { range = 0; }
PARAM_INT_OPT (flags) { flags = 0; }
PARAM_INT_OPT (ptr) { ptr = AAPTR_TARGET; }
PARAM_CLASS_OPT (missile, AActor) { missile = nullptr; }
PARAM_FLOAT_OPT (Spawnheight) { Spawnheight = 32; }
PARAM_FLOAT_OPT (Spawnofs_xy) { Spawnofs_xy = 0; }
AActor *ref = COPY_AAPTR(self, ptr);
@ -1662,6 +1665,8 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CustomBulletAttack)
{
DAngle angle = bangle;
DAngle slope = bslope;
DAngle tempangle = (pr_cwbullet.Random2() / 255.);
DAngle tempslope = (pr_cwbullet.Random2() / 255.);
if (flags & CBAF_EXPLICITANGLE)
{
@ -1670,8 +1675,8 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CustomBulletAttack)
}
else
{
angle += spread_xy * (pr_cwbullet.Random2() / 255.);
slope += spread_z * (pr_cwbullet.Random2() / 255.);
angle += spread_xy * tempangle;
slope += spread_z * tempslope;
}
int damage = damageperbullet;
@ -1679,7 +1684,22 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CustomBulletAttack)
if (!(flags & CBAF_NORANDOM))
damage *= ((pr_cabullet()%3)+1);
P_LineAttack(self, angle, range, slope, damage, NAME_Hitscan, pufftype, laflags);
AActor *puff = P_LineAttack(self, angle, range, slope, damage, NAME_Hitscan, pufftype, laflags);
if (puff && missile)
{
double x = Spawnofs_xy * angle.Cos();
double y = Spawnofs_xy * angle.Sin();
AActor *proj = P_SpawnMissileXYZ(self->Vec3Offset(x, y, self->GetBobOffset() + Spawnheight), self, puff, missile, false);
if (proj)
{
double missilespeed;
A_Face(proj, puff, 0., 0.);
missilespeed = fabs(proj->Angles.Pitch.Cos() * proj->Speed);
proj->Vel.Z = proj->Angles.Pitch.Sin() * proj->Speed;
proj->VelFromAngle(missilespeed);
}
}
}
}
return 0;
@ -1810,6 +1830,28 @@ enum FB_Flags
FBF_NORANDOMPUFFZ = 32,
};
static void FireBulletMissile(AActor *self, PClassActor *missile, AActor *puff, DAngle angle, double Spawnheight, double Spawnofs_xy)
{
if (self && missile && puff)
{
double x = Spawnofs_xy * angle.Cos();
double y = Spawnofs_xy * angle.Sin();
DAngle ang = self->Angles.Yaw - 90;
DVector2 ofs = ang.ToVector(Spawnofs_xy);
//AActor *proj = P_SpawnMissileXYZ(self->Vec3Offset(x, y, z + self->GetBobOffset()), self, puff, missile, false);
AActor *proj = P_SpawnPlayerMissile(self, ofs.X, ofs.Y, Spawnheight, missile, angle, nullptr, nullptr, false, true);
if (proj)
{
double missilespeed;
A_Face(proj, puff, 0., 0.);
missilespeed = fabs(proj->Angles.Pitch.Cos() * proj->Speed);
proj->Vel.Z = proj->Angles.Pitch.Sin() * proj->Speed;
proj->VelFromAngle(missilespeed);
}
}
}
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_FireBullets)
{
PARAM_ACTION_PROLOGUE;
@ -1817,9 +1859,12 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_FireBullets)
PARAM_ANGLE (spread_z);
PARAM_INT (numbullets);
PARAM_INT (damageperbullet);
PARAM_CLASS_OPT (pufftype, AActor) { pufftype = NULL; }
PARAM_CLASS_OPT (pufftype, AActor) { pufftype = nullptr; }
PARAM_INT_OPT (flags) { flags = FBF_USEAMMO; }
PARAM_FLOAT_OPT (range) { range = 0; }
PARAM_CLASS_OPT (missile, AActor) { missile = nullptr; }
PARAM_FLOAT_OPT (Spawnheight) { Spawnheight = 0; }
PARAM_FLOAT_OPT (Spawnofs_xy) { Spawnofs_xy = 0; }
if (!self->player) return 0;
@ -1858,7 +1903,9 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_FireBullets)
if (!(flags & FBF_NORANDOM))
damage *= ((pr_cwbullet()%3)+1);
P_LineAttack(self, bangle, range, bslope, damage, NAME_Hitscan, pufftype, laflags);
AActor *puff = P_LineAttack(self, bangle, range, bslope, damage, NAME_Hitscan, pufftype, laflags);
FireBulletMissile(self, missile, puff, bangle, Spawnheight, Spawnofs_xy);
}
else
{
@ -1885,7 +1932,8 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_FireBullets)
if (!(flags & FBF_NORANDOM))
damage *= ((pr_cwbullet()%3)+1);
P_LineAttack(self, angle, range, slope, damage, NAME_Hitscan, pufftype, laflags);
AActor *puff = P_LineAttack(self, angle, range, slope, damage, NAME_Hitscan, pufftype, laflags);
FireBulletMissile(self, missile, puff, angle, Spawnheight, Spawnofs_xy);
}
}
return 0;

View file

@ -189,7 +189,7 @@ ACTOR Actor native //: Thinker
native void A_SeekerMissile(int threshold, int turnmax, int flags = 0, int chance = 50, int distance = 10);
native state A_Jump(int chance = 256, state label, ...);
native void A_CustomMissile(class<Actor> missiletype, float spawnheight = 32, float spawnofs_xy = 0, float angle = 0, int flags = 0, float pitch = 0, int ptr = AAPTR_TARGET);
native void A_CustomBulletAttack(float/*angle*/ spread_xy, float/*angle*/ spread_z, int numbullets, int damageperbullet, class<Actor> pufftype = "BulletPuff", float range = 0, int flags = 0, int ptr = AAPTR_TARGET);
native void A_CustomBulletAttack(float/*angle*/ spread_xy, float/*angle*/ spread_z, int numbullets, int damageperbullet, class<Actor> pufftype = "BulletPuff", float range = 0, int flags = 0, int ptr = AAPTR_TARGET, class<Actor> missile = "", float Spawnheight = 32, float Spawnofs_xy = 0);
native void A_CustomRailgun(int damage, int spawnofs_xy = 0, color color1 = "", color color2 = "", int flags = 0, int aim = 0, float maxdiff = 0, class<Actor> pufftype = "BulletPuff", float/*angle*/ spread_xy = 0, float/*angle*/ spread_z = 0, float range = 0, int duration = 0, float sparsity = 1.0, float driftspeed = 1.0, class<Actor> spawnclass = "none", float spawnofs_z = 0, int spiraloffset = 270, int limit = 0);
native state A_JumpIfHealthLower(int health, state label, int ptr_selector = AAPTR_DEFAULT);
native state A_JumpIfCloser(float distance, state label, bool noz = false);

View file

@ -9,7 +9,7 @@ ACTOR Inventory native
action native state A_JumpIfNoAmmo(state label);
action native A_CustomPunch(int damage, bool norandom = false, int flags = CPF_USEAMMO, class<Actor> pufftype = "BulletPuff", float range = 0, float lifesteal = 0, int lifestealmax = 0, class<BasicArmorBonus> armorbonustype = "ArmorBonus", sound MeleeSound = "", sound MissSound = "");
action native A_FireBullets(float/*angle*/ spread_xy, float/*angle*/ spread_z, int numbullets, int damageperbullet, class<Actor> pufftype = "BulletPuff", int flags = 1, float range = 0);
action native A_FireBullets(float/*angle*/ spread_xy, float/*angle*/ spread_z, int numbullets, int damageperbullet, class<Actor> pufftype = "BulletPuff", int flags = 1, float range = 0, class<Actor> missile = "", float Spawnheight = 32, float Spawnofs_xy = 0);
action native A_FireCustomMissile(class<Actor> missiletype, float angle = 0, bool useammo = true, float spawnofs_xy = 0, float spawnheight = 0, int flags = 0, float pitch = 0);
action native A_RailAttack(int damage, int spawnofs_xy = 0, bool useammo = true, color color1 = "", color color2 = "", int flags = 0, float maxdiff = 0, class<Actor> pufftype = "BulletPuff", float/*angle*/ spread_xy = 0, float/*angle*/ spread_z = 0, float range = 0, int duration = 0, float sparsity = 1.0, float driftspeed = 1.0, class<Actor> spawnclass = "none", float spawnofs_z = 0, int spiraloffset = 270, int limit = 0);
action native A_Light(int extralight);