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- exported LevelLocals's compatibility flags to scripting and fixed all places where access to combined compatibility flags is needed.
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8a28134254
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3d3f260137
9 changed files with 54 additions and 38 deletions
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@ -2887,6 +2887,8 @@ DEFINE_FIELD(FLevelLocals, skyfog)
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DEFINE_FIELD(FLevelLocals, pixelstretch)
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DEFINE_FIELD(FLevelLocals, deathsequence)
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DEFINE_FIELD_BIT(FLevelLocals, frozenstate, frozen, 1) // still needed for backwards compatibility.
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DEFINE_FIELD_NAMED(FLevelLocals, i_compatflags, compatflags)
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DEFINE_FIELD_NAMED(FLevelLocals, i_compatflags2, compatflags2)
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DEFINE_FIELD_BIT(FLevelLocals, flags, noinventorybar, LEVEL_NOINVENTORYBAR)
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DEFINE_FIELD_BIT(FLevelLocals, flags, monsterstelefrag, LEVEL_MONSTERSTELEFRAG)
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@ -1669,34 +1669,6 @@ DEFINE_ACTION_FUNCTION_NATIVE(AActor, isFrozen, isFrozen)
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}
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//=====================================================================================
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//
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// compat flags. These two are the only ones that get checked in script code
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// so anything more complex isn't really needed.
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//
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//=====================================================================================
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static int compat_limitpain_(AActor *self)
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{
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return self->Level->i_compatflags & COMPATF_LIMITPAIN;
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}
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static int compat_mushroom_(AActor *self)
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{
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return self->Level->i_compatflags & COMPATF_MUSHROOM;
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}
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DEFINE_ACTION_FUNCTION_NATIVE(AActor, compat_limitpain, compat_limitpain_)
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{
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PARAM_SELF_PROLOGUE(AActor);
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ACTION_RETURN_INT(compat_limitpain_(self));
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}
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DEFINE_ACTION_FUNCTION_NATIVE(AActor, compat_mushroom, compat_mushroom_)
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{
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PARAM_SELF_PROLOGUE(AActor);
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ACTION_RETURN_INT(compat_mushroom_(self));
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}
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//===========================================================================
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//
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// PlayerPawn functions
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@ -630,7 +630,7 @@ extend class Actor
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Actor mo;
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double spawnz = 0;
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if (!compat_notossdrops)
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if (!(Level.compatflags & COMPATF_NOTOSSDROPS))
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{
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int style = sv_dropstyle;
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if (style == 0)
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@ -651,7 +651,7 @@ extend class Actor
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{
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mo.bDropped = true;
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mo.bNoGravity = false; // [RH] Make sure it is affected by gravity
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if (!compat_notossdrops)
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if (!(Level.compatflags & COMPATF_NOTOSSDROPS))
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{
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mo.TossItem ();
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}
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@ -691,6 +691,8 @@ struct LevelLocals native
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native readonly int skyfog;
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native readonly float pixelstretch;
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native name deathsequence;
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native readonly int compatflags;
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native readonly int compatflags2;
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// level_info_t *info cannot be done yet.
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native String GetUDMFString(int type, int index, Name key);
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@ -1295,3 +1295,47 @@ enum EChangeLevelFlags
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CHANGELEVEL_PRERAISEWEAPON = 64,
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};
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// [RH] Compatibility flags.
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enum ECompatFlags
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{
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COMPATF_SHORTTEX = 1 << 0, // Use Doom's shortest texture around behavior?
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COMPATF_STAIRINDEX = 1 << 1, // Don't fix loop index for stair building?
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COMPATF_LIMITPAIN = 1 << 2, // Pain elemental is limited to 20 lost souls?
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COMPATF_SILENTPICKUP = 1 << 3, // Pickups are only heard locally?
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COMPATF_NO_PASSMOBJ = 1 << 4, // Pretend every actor is infinitely tall?
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COMPATF_MAGICSILENCE = 1 << 5, // Limit actors to one sound at a time?
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COMPATF_WALLRUN = 1 << 6, // Enable buggier wall clipping so players can wallrun?
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COMPATF_NOTOSSDROPS = 1 << 7, // Spawn dropped items directly on the floor?
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COMPATF_USEBLOCKING = 1 << 8, // Any special line can block a use line
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COMPATF_NODOORLIGHT = 1 << 9, // Don't do the BOOM local door light effect
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COMPATF_RAVENSCROLL = 1 << 10, // Raven's scrollers use their original carrying speed
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COMPATF_SOUNDTARGET = 1 << 11, // Use sector based sound target code.
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COMPATF_DEHHEALTH = 1 << 12, // Limit deh.MaxHealth to the health bonus (as in Doom2.exe)
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COMPATF_TRACE = 1 << 13, // Trace ignores lines with the same sector on both sides
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COMPATF_DROPOFF = 1 << 14, // Monsters cannot move when hanging over a dropoff
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COMPATF_BOOMSCROLL = 1 << 15, // Scrolling sectors are additive like in Boom
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COMPATF_INVISIBILITY = 1 << 16, // Monsters can see semi-invisible players
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COMPATF_SILENT_INSTANT_FLOORS = 1<<17, // Instantly moving floors are not silent
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COMPATF_SECTORSOUNDS = 1 << 18, // Sector sounds use original method for sound origin.
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COMPATF_MISSILECLIP = 1 << 19, // Use original Doom heights for clipping against projectiles
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COMPATF_CROSSDROPOFF = 1 << 20, // monsters can't be pushed over dropoffs
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COMPATF_ANYBOSSDEATH = 1 << 21, // [GZ] Any monster which calls BOSSDEATH counts for level specials
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COMPATF_MINOTAUR = 1 << 22, // Minotaur's floor flame is exploded immediately when feet are clipped
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COMPATF_MUSHROOM = 1 << 23, // Force original velocity calculations for A_Mushroom in Dehacked mods.
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COMPATF_MBFMONSTERMOVE = 1 << 24, // Monsters are affected by friction and pushers/pullers.
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COMPATF_CORPSEGIBS = 1 << 25, // Crushed monsters are turned into gibs, rather than replaced by gibs.
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COMPATF_NOBLOCKFRIENDS = 1 << 26, // Friendly monsters aren't blocked by monster-blocking lines.
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COMPATF_SPRITESORT = 1 << 27, // Invert sprite sorting order for sprites of equal distance
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COMPATF_HITSCAN = 1 << 28, // Hitscans use original blockmap anf hit check code.
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COMPATF_LIGHT = 1 << 29, // Find neighboring light level like Doom
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COMPATF_POLYOBJ = 1 << 30, // Draw polyobjects the old fashioned way
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COMPATF_MASKEDMIDTEX = 1 << 31, // Ignore compositing when drawing masked midtextures
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COMPATF2_BADANGLES = 1 << 0, // It is impossible to face directly NSEW.
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COMPATF2_FLOORMOVE = 1 << 1, // Use the same floor motion behavior as Doom.
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COMPATF2_SOUNDCUTOFF = 1 << 2, // Cut off sounds when an actor vanishes instead of making it owner-less
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COMPATF2_POINTONLINE = 1 << 3, // Use original but buggy P_PointOnLineSide() and P_PointOnDivlineSideCompat()
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COMPATF2_MULTIEXIT = 1 << 4, // Level exit can be triggered multiple times (required by Daedalus's travel tubes, thanks to a faulty script)
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COMPATF2_TELEPORT = 1 << 5, // Don't let indirect teleports trigger sector actions
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COMPATF2_PUSHWINDOW = 1 << 6, // Disable the window check in CheckForPushSpecial()
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};
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@ -105,8 +105,6 @@ extend class Actor
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{
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const FATSPREAD = 90./8;
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private native bool compat_mushroom();
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void A_FatRaise()
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{
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A_FaceTarget();
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@ -196,7 +194,7 @@ extend class Actor
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aimtarget.Height = Height;
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bool shootmode = ((flags & MSF_Classic) || // Flag explicitly set, or no flags and compat options
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(flags == 0 && CurState.bDehacked && compat_mushroom()));
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(flags == 0 && CurState.bDehacked && (Level.compatflags & COMPATF_MUSHROOM)));
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for (i = -numspawns; i <= numspawns; i += 8)
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{
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@ -62,8 +62,6 @@ class PainElemental : Actor
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extend class Actor
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{
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private native bool compat_limitpain();
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//
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// A_PainShootSkull
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// Spawn a lost soul and launch it at the target
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@ -88,7 +86,7 @@ extend class Actor
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}
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// [RH] make this optional
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if (limit < 0 && compat_limitpain())
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if (limit < 0 && (Level.compatflags & COMPATF_LIMITPAIN))
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limit = 21;
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if (limit > 0)
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@ -347,7 +347,7 @@ class Minotaur : Actor
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}
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else
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{
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if (Floorclip > 0 && compat_minotaur)
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if (Floorclip > 0 && (Level.compatflags & COMPAT_MINOTAUR))
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{
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// only play the sound.
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A_PlaySound ("minotaur/fx2hit", CHAN_WEAPON);
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@ -1930,7 +1930,7 @@ class PlayerPawn : Actor
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override int GetMaxHealth(bool withupgrades) const
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{
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int ret = MaxHealth > 0? MaxHealth : (compat_dehhealth? 100 : deh.MaxHealth);
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int ret = MaxHealth > 0? MaxHealth : ((Level.compatflags & COMPATF_DEHHEALTH)? 100 : deh.MaxHealth);
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if (withupgrades) ret += stamina + BonusHealth;
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return ret;
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}
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