mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-11-24 21:21:04 +00:00
- added DavidPH's A_PainAttack extension submission.
SVN r3219 (trunk)
This commit is contained in:
parent
24ac385d83
commit
5df9af462a
3 changed files with 33 additions and 9 deletions
|
@ -22,11 +22,18 @@ static const PClass *GetSpawnType(DECLARE_PARAMINFO)
|
|||
}
|
||||
|
||||
|
||||
enum PA_Flags
|
||||
{
|
||||
PAF_NOSKULLATTACK = 1,
|
||||
PAF_AIMFACING = 2,
|
||||
PAF_NOTARGET = 4,
|
||||
};
|
||||
|
||||
//
|
||||
// A_PainShootSkull
|
||||
// Spawn a lost soul and launch it at the target
|
||||
//
|
||||
void A_PainShootSkull (AActor *self, angle_t angle, const PClass *spawntype)
|
||||
void A_PainShootSkull (AActor *self, angle_t angle, const PClass *spawntype, int flags = 0, int limit = -1)
|
||||
{
|
||||
fixed_t x, y, z;
|
||||
|
||||
|
@ -50,11 +57,14 @@ void A_PainShootSkull (AActor *self, angle_t angle, const PClass *spawntype)
|
|||
}
|
||||
|
||||
// [RH] make this optional
|
||||
if (i_compatflags & COMPATF_LIMITPAIN)
|
||||
if (limit == -1 && (i_compatflags & COMPATF_LIMITPAIN))
|
||||
limit = 21;
|
||||
|
||||
if (limit)
|
||||
{
|
||||
// count total number of skulls currently on the level
|
||||
// if there are already 21 skulls on the level, don't spit another one
|
||||
int count = 21;
|
||||
int count = limit;
|
||||
FThinkerIterator iterator (spawntype);
|
||||
DThinker *othink;
|
||||
|
||||
|
@ -124,9 +134,10 @@ void A_PainShootSkull (AActor *self, angle_t angle, const PClass *spawntype)
|
|||
}
|
||||
|
||||
// [RH] Lost souls hate the same things as their pain elementals
|
||||
other->CopyFriendliness (self, true);
|
||||
other->CopyFriendliness (self, !(flags & PAF_NOTARGET));
|
||||
|
||||
A_SkullAttack(other, SKULLSPEED);
|
||||
if (!(flags & PAF_NOSKULLATTACK))
|
||||
A_SkullAttack(other, SKULLSPEED);
|
||||
}
|
||||
|
||||
|
||||
|
@ -139,9 +150,17 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_PainAttack)
|
|||
if (!self->target)
|
||||
return;
|
||||
|
||||
const PClass *spawntype = GetSpawnType(PUSH_PARAMINFO);
|
||||
A_FaceTarget (self);
|
||||
A_PainShootSkull (self, self->angle, spawntype);
|
||||
ACTION_PARAM_START(4);
|
||||
ACTION_PARAM_CLASS(spawntype, 0);
|
||||
ACTION_PARAM_ANGLE(angle, 1);
|
||||
ACTION_PARAM_INT(flags, 2);
|
||||
ACTION_PARAM_INT(limit, 3);
|
||||
|
||||
if (spawntype == NULL) spawntype = PClass::FindClass("LostSoul");
|
||||
|
||||
if (!(flags & PAF_AIMFACING))
|
||||
A_FaceTarget (self);
|
||||
A_PainShootSkull (self, self->angle+angle, spawntype, flags, limit);
|
||||
}
|
||||
|
||||
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_DualPainAttack)
|
||||
|
|
|
@ -102,7 +102,7 @@ ACTOR Actor native //: Thinker
|
|||
action native A_BspiAttack();
|
||||
action native A_Hoof();
|
||||
action native A_CyberAttack();
|
||||
action native A_PainAttack(class<Actor> spawntype = "LostSoul");
|
||||
action native A_PainAttack(class<Actor> spawntype = "LostSoul", float angle = 0, int flags = 0, int limit = -1);
|
||||
action native A_DualPainAttack(class<Actor> spawntype = "LostSoul");
|
||||
action native A_PainDie(class<Actor> spawntype = "LostSoul");
|
||||
action native A_KeenDie(int doortag = 666);
|
||||
|
|
|
@ -1,4 +1,9 @@
|
|||
|
||||
// Flags for A_PainAttack
|
||||
const int PAF_NOSKULLATTACK = 1;
|
||||
const int PAF_AIMFACING = 2;
|
||||
const int PAF_NOTARGET = 4;
|
||||
|
||||
// Flags for A_Saw
|
||||
const int SF_NORANDOM = 1;
|
||||
const int SF_RANDOMLIGHTMISS = 2;
|
||||
|
|
Loading…
Reference in a new issue