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- Ability to set A_VileAttack's initial attack's damage type - by BlueShadow.
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parent
b187451a71
commit
5d0369d4ed
3 changed files with 19 additions and 3 deletions
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@ -101,15 +101,20 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_VileTarget)
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//
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// A_VileAttack
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//
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// A_VileAttack flags
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#define VAF_DMGTYPEAPPLYTODIRECT 1
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DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_VileAttack)
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{
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ACTION_PARAM_START(6);
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ACTION_PARAM_START(7);
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ACTION_PARAM_SOUND(snd,0);
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ACTION_PARAM_INT(dmg,1);
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ACTION_PARAM_INT(blastdmg,2);
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ACTION_PARAM_INT(blastrad,3);
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ACTION_PARAM_FIXED(thrust,4);
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ACTION_PARAM_NAME(dmgtype,5);
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ACTION_PARAM_INT(flags,6);
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AActor *fire, *target;
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angle_t an;
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@ -123,7 +128,15 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_VileAttack)
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return;
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S_Sound (self, CHAN_WEAPON, snd, 1, ATTN_NORM);
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int newdam = P_DamageMobj (target, self, self, dmg, NAME_None);
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int newdam;
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if (flags & VAF_DMGTYPEAPPLYTODIRECT)
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newdam = P_DamageMobj (target, self, self, dmg, dmgtype);
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else
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newdam = P_DamageMobj (target, self, self, dmg, NAME_None);
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P_TraceBleed (newdam > 0 ? newdam : dmg, target);
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an = self->angle >> ANGLETOFINESHIFT;
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@ -84,7 +84,7 @@ ACTOR Actor native //: Thinker
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action native A_VileChase();
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action native A_VileStart();
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action native A_VileTarget(class<Actor> fire = "ArchvileFire");
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action native A_VileAttack(sound snd = "vile/stop", int initialdmg = 20, int blastdmg = 70, int blastradius = 70, float thrustfac = 1.0, name damagetype = "Fire");
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action native A_VileAttack(sound snd = "vile/stop", int initialdmg = 20, int blastdmg = 70, int blastradius = 70, float thrustfac = 1.0, name damagetype = "Fire", int flags = 0);
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action native A_StartFire();
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action native A_Fire(float spawnheight = 0);
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action native A_FireCrackle();
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@ -4,6 +4,9 @@ const int PAF_NOSKULLATTACK = 1;
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const int PAF_AIMFACING = 2;
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const int PAF_NOTARGET = 4;
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// Flags for A_VileAttack
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const int VAF_DMGTYPEAPPLYTODIRECT = 1;
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// Flags for A_Saw
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const int SF_NORANDOM = 1;
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const int SF_RANDOMLIGHTMISS = 2;
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