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- added DavidPH's A_PainAttack extension submission.
SVN r3219 (trunk)
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parent
24ac385d83
commit
5df9af462a
3 changed files with 33 additions and 9 deletions
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@ -22,11 +22,18 @@ static const PClass *GetSpawnType(DECLARE_PARAMINFO)
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}
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enum PA_Flags
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{
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PAF_NOSKULLATTACK = 1,
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PAF_AIMFACING = 2,
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PAF_NOTARGET = 4,
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};
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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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//
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void A_PainShootSkull (AActor *self, angle_t angle, const PClass *spawntype)
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void A_PainShootSkull (AActor *self, angle_t angle, const PClass *spawntype, int flags = 0, int limit = -1)
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{
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fixed_t x, y, z;
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@ -50,11 +57,14 @@ void A_PainShootSkull (AActor *self, angle_t angle, const PClass *spawntype)
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}
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// [RH] make this optional
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if (i_compatflags & COMPATF_LIMITPAIN)
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if (limit == -1 && (i_compatflags & COMPATF_LIMITPAIN))
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limit = 21;
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if (limit)
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{
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// count total number of skulls currently on the level
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// if there are already 21 skulls on the level, don't spit another one
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int count = 21;
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int count = limit;
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FThinkerIterator iterator (spawntype);
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DThinker *othink;
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@ -124,8 +134,9 @@ void A_PainShootSkull (AActor *self, angle_t angle, const PClass *spawntype)
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}
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// [RH] Lost souls hate the same things as their pain elementals
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other->CopyFriendliness (self, true);
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other->CopyFriendliness (self, !(flags & PAF_NOTARGET));
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if (!(flags & PAF_NOSKULLATTACK))
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A_SkullAttack(other, SKULLSPEED);
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}
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@ -139,9 +150,17 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_PainAttack)
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if (!self->target)
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return;
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const PClass *spawntype = GetSpawnType(PUSH_PARAMINFO);
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ACTION_PARAM_START(4);
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ACTION_PARAM_CLASS(spawntype, 0);
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ACTION_PARAM_ANGLE(angle, 1);
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ACTION_PARAM_INT(flags, 2);
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ACTION_PARAM_INT(limit, 3);
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if (spawntype == NULL) spawntype = PClass::FindClass("LostSoul");
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if (!(flags & PAF_AIMFACING))
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A_FaceTarget (self);
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A_PainShootSkull (self, self->angle, spawntype);
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A_PainShootSkull (self, self->angle+angle, spawntype, flags, limit);
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}
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DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_DualPainAttack)
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@ -102,7 +102,7 @@ ACTOR Actor native //: Thinker
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action native A_BspiAttack();
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action native A_Hoof();
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action native A_CyberAttack();
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action native A_PainAttack(class<Actor> spawntype = "LostSoul");
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action native A_PainAttack(class<Actor> spawntype = "LostSoul", float angle = 0, int flags = 0, int limit = -1);
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action native A_DualPainAttack(class<Actor> spawntype = "LostSoul");
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action native A_PainDie(class<Actor> spawntype = "LostSoul");
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action native A_KeenDie(int doortag = 666);
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@ -1,4 +1,9 @@
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// Flags for A_PainAttack
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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_Saw
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const int SF_NORANDOM = 1;
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const int SF_RANDOMLIGHTMISS = 2;
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