mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-11-24 21:21:04 +00:00
- moved the 'brainexplode' state to the rocket, which is the actor which actually uses it.
This appears to be the only case where an actor was set to a state owned by a completely unrelated actor which would present some problems with state owner checking in AActor::SetState, so let's better get rid of it ASAP. I believe the only reason this wasn't changed when all actors were exported 8 years ago was that old binary DEHSUPP lump.
This commit is contained in:
parent
ac86a535e7
commit
56a3dcfe80
5 changed files with 10 additions and 7 deletions
|
@ -209,7 +209,6 @@ xx(XDeath)
|
|||
xx(Burn)
|
||||
//xx(Ice) // already defined above
|
||||
xx(Disintegrate)
|
||||
xx(Brainexplode)
|
||||
|
||||
// Weapon animator names.
|
||||
xx(Select)
|
||||
|
|
|
@ -476,6 +476,10 @@ static FxExpression *ParseExpression0 (FScanner &sc, PClassActor *cls)
|
|||
{
|
||||
exp = new FxRuntimeStateIndex(ParseExpressionM(sc, cls));
|
||||
}
|
||||
// The parsed expression is of type 'statelabel', but we want a real state here so we must convert it.
|
||||
FArgumentList args;
|
||||
args.Push(exp);
|
||||
exp = new FxFunctionCall(NAME_ResolveState, NAME_None, args, sc);
|
||||
sc.MustGetToken(')');
|
||||
return exp;
|
||||
}
|
||||
|
|
|
@ -327,7 +327,7 @@ StateMap
|
|||
BossEye, Spawn, 3, // S_BRAINEYE - S_BRAINEYE1
|
||||
SpawnShot, Spawn, 4, // S_SPAWN1 - S_SPAWN4
|
||||
SpawnFire, Spawn, 8, // S_SPAWNFIRE1 - S_SPAWNFIRE8
|
||||
BossBrain, BrainExplode, 3, // S_BRAINEXPLODE1 - S_BRAINEXPLODE3
|
||||
Rocket, BrainExplode, 3, // S_BRAINEXPLODE1 - S_BRAINEXPLODE3
|
||||
GreenArmor, Spawn, 2, // S_ARM1 - S_ARM1A
|
||||
BlueArmor, Spawn, 2, // S_ARM2 - S_ARM2A
|
||||
ExplosiveBarrel, Spawn, 7, // S_BAR1 - S_BEXP5
|
||||
|
|
|
@ -20,10 +20,6 @@ class BossBrain : Actor
|
|||
}
|
||||
States
|
||||
{
|
||||
BrainExplode:
|
||||
MISL BC 10 Bright;
|
||||
MISL D 10 A_BrainExplode;
|
||||
Stop;
|
||||
Spawn:
|
||||
BBRN A -1;
|
||||
Stop;
|
||||
|
@ -162,7 +158,7 @@ extend class Actor
|
|||
boom.DeathSound = "misc/brainexplode";
|
||||
boom.Vel.z = random[BrainScream](0, 255)/128.;
|
||||
|
||||
boom.SetStateLabel ("BossBrain::Brainexplode");
|
||||
boom.SetStateLabel ("Brainexplode");
|
||||
boom.bRocketTrail = false;
|
||||
boom.SetDamage(0); // disables collision detection which is not wanted here
|
||||
boom.tics -= random[BrainScream](0, 7);
|
||||
|
|
|
@ -357,6 +357,10 @@ class Rocket : Actor
|
|||
MISL C 6 Bright;
|
||||
MISL D 4 Bright;
|
||||
Stop;
|
||||
BrainExplode:
|
||||
MISL BC 10 Bright;
|
||||
MISL D 10 A_BrainExplode;
|
||||
Stop;
|
||||
}
|
||||
}
|
||||
|
||||
|
|
Loading…
Reference in a new issue