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- Added FDARI's A_JumpIfHealthLower patch.
Now with pointer accessibility.
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2 changed files with 11 additions and 3 deletions
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@ -601,11 +601,19 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Jump)
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//==========================================================================
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//==========================================================================
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DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_JumpIfHealthLower)
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DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_JumpIfHealthLower)
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{
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{
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ACTION_PARAM_START(2);
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ACTION_PARAM_START(3);
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ACTION_PARAM_INT(health, 0);
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ACTION_PARAM_INT(health, 0);
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ACTION_PARAM_STATE(jump, 1);
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ACTION_PARAM_STATE(jump, 1);
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ACTION_PARAM_INT(ptr_selector, 2);
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if (self->health < health) ACTION_JUMP(jump);
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AActor *measured;
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measured = COPY_AAPTR(self, ptr_selector);
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if (measured && measured->health < health)
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{
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ACTION_JUMP(jump);
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}
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ACTION_SET_RESULT(false); // Jumps should never set the result for inventory state chains!
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ACTION_SET_RESULT(false); // Jumps should never set the result for inventory state chains!
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}
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}
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@ -204,7 +204,7 @@ ACTOR Actor native //: Thinker
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action native A_CustomMissile(class<Actor> missiletype, float spawnheight = 32, int spawnofs_xy = 0, float angle = 0, int flags = 0, float pitch = 0);
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action native A_CustomMissile(class<Actor> missiletype, float spawnheight = 32, int spawnofs_xy = 0, float angle = 0, int flags = 0, float pitch = 0);
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action native A_CustomBulletAttack(float spread_xy, float spread_z, int numbullets, int damageperbullet, class<Actor> pufftype = "BulletPuff", float range = 0, int flags = 0);
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action native A_CustomBulletAttack(float spread_xy, float spread_z, int numbullets, int damageperbullet, class<Actor> pufftype = "BulletPuff", float range = 0, int flags = 0);
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action native A_CustomRailgun(int damage, int spawnofs_xy = 0, color color1 = "", color color2 = "", int flags = 0, bool aim = false, float maxdiff = 0, class<Actor> pufftype = "BulletPuff", float spread_xy = 0, float 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);
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action native A_CustomRailgun(int damage, int spawnofs_xy = 0, color color1 = "", color color2 = "", int flags = 0, bool aim = false, float maxdiff = 0, class<Actor> pufftype = "BulletPuff", float spread_xy = 0, float 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);
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action native A_JumpIfHealthLower(int health, state label);
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action native A_JumpIfHealthLower(int health, state label, int ptr_selector = AAPTR_DEFAULT);
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action native A_JumpIfCloser(float distance, state label);
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action native A_JumpIfCloser(float distance, state label);
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action native A_JumpIfTracerCloser(float distance, state label);
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action native A_JumpIfTracerCloser(float distance, state label);
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action native A_JumpIfMasterCloser(float distance, state label);
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action native A_JumpIfMasterCloser(float distance, state label);
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