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- Added code submissions for non-piercing railguns and new skill options.
SVN r1706 (trunk)
This commit is contained in:
parent
3786ced96e
commit
635d71e660
25 changed files with 155 additions and 50 deletions
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@ -1,4 +1,7 @@
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July 3, 2009
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July 4, 2009 (Changes by Graf Zahl)
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- Added code submissions for non-piercing railguns and new skill options.
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July 3, 2009
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- ZDoom now disables the input method editor, since it has no east-Asian
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support, and having it open a composition window when you're only expecting
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a single keypress is not so good.
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@ -639,6 +639,9 @@ public:
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// Enter the crash state
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void Crash();
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// Return starting health adjusted by skill level
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int SpawnHealth();
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// Check for monsters that count as kill but excludes all friendlies.
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bool CountsAsKill() const
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{
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@ -768,7 +768,7 @@ CCMD(linetarget)
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Printf("Target=%s, Health=%d, Spawnhealth=%d\n",
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linetarget->GetClass()->TypeName.GetChars(),
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linetarget->health,
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linetarget->GetDefault()->health);
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linetarget->SpawnHealth());
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}
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else Printf("No target found\n");
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}
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@ -2129,11 +2129,13 @@ void Net_DoCommand (int type, BYTE **stream, int player)
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spawned->FriendPlayer = player + 1;
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spawned->flags |= MF_FRIENDLY;
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spawned->LastHeard = players[player].mo;
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spawned->health = spawned->SpawnHealth();
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}
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else if (type == DEM_SUMMONFOE || type == DEM_SUMMONFOE2)
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{
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spawned->FriendPlayer = 0;
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spawned->flags &= ~MF_FRIENDLY;
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spawned->health = spawned->SpawnHealth();
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}
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}
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if (type >= DEM_SUMMON2 && type <= DEM_SUMMONFOE2)
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@ -76,7 +76,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_Srcr1Attack)
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}
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const PClass *fx = PClass::FindClass("SorcererFX1");
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if (self->health > (self->GetDefault()->health/3)*2)
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if (self->health > (self->SpawnHealth()/3)*2)
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{ // Spit one fireball
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P_SpawnMissileZ (self, self->z + 48*FRACUNIT, self->target, fx );
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}
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@ -90,7 +90,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_Srcr1Attack)
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P_SpawnMissileAngleZ (self, self->z + 48*FRACUNIT, fx, angle-ANGLE_1*3, velz);
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P_SpawnMissileAngleZ (self, self->z + 48*FRACUNIT, fx, angle+ANGLE_1*3, velz);
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}
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if (self->health < self->GetDefault()->health/3)
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if (self->health < self->SpawnHealth()/3)
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{ // Maybe attack again
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if (self->special1)
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{ // Just attacked, so don't attack again
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@ -171,7 +171,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_Srcr2Decide)
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192, 120, 120, 120, 64, 64, 32, 16, 0
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};
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unsigned int chanceindex = self->health / (self->GetDefault()->health/8);
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unsigned int chanceindex = self->health / ((self->SpawnHealth()/8 == 0) ? 1 : self->SpawnHealth()/8);
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if (chanceindex >= countof(chance))
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{
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chanceindex = countof(chance) - 1;
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@ -205,7 +205,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_Srcr2Attack)
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P_TraceBleed (damage, self->target, self);
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return;
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}
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chance = self->health < self->GetDefault()->health/2 ? 96 : 48;
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chance = self->health < self->SpawnHealth()/2 ? 96 : 48;
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if (pr_s2a() < chance)
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{ // Wizard spawners
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@ -426,7 +426,7 @@ void A_StopBalls(AActor *scary)
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{
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actor->StopBall = RUNTIME_CLASS(ASorcBall2); // Blue
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}
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else if((actor->health < (actor->GetDefault()->health >> 1)) &&
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else if((actor->health < (actor->SpawnHealth() >> 1)) &&
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(chance < 200))
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{
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actor->StopBall = RUNTIME_CLASS(ASorcBall3); // Green
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@ -566,7 +566,7 @@ void ASorcBall3::CastSorcererSpell ()
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ang1 = angle - ANGLE_45;
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ang2 = angle + ANGLE_45;
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const PClass *cls = PClass::FindClass("SorcFX3");
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if (health < (GetDefault()->health/3))
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if (health < (SpawnHealth()/3))
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{ // Spawn 2 at a time
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mo = P_SpawnMissileAngle(parent, cls, ang1, 4*FRACUNIT);
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if (mo) mo->target = parent;
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@ -91,7 +91,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_KoraxChase)
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{
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AActor *spot;
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if ((!self->special2) && (self->health <= (self->GetDefault()->health/2)))
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if ((!self->special2) && (self->health <= (self->SpawnHealth()/2)))
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{
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FActorIterator iterator (KORAX_FIRST_TELEPORT_TID);
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spot = iterator.Next ();
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@ -117,7 +117,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_KoraxChase)
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}
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// Teleport away
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if (self->health < (self->GetDefault()->health>>1))
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if (self->health < (self->SpawnHealth()>>1))
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{
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if (pr_koraxchase()<10)
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{
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@ -261,7 +261,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_KoraxCommand)
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z = self->z + KORAX_COMMAND_HEIGHT*FRACUNIT;
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Spawn("KoraxBolt", x, y, z, ALLOW_REPLACE);
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if (self->health <= (self->GetDefault()->health >> 1))
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if (self->health <= (self->SpawnHealth() >> 1))
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{
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numcommands = 5;
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}
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@ -527,7 +527,10 @@ enum ESkillProperty
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SKILLP_AutoUseHealth,
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SKILLP_SpawnFilter,
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SKILLP_EasyBossBrain,
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SKILLP_ACSReturn
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SKILLP_ACSReturn,
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SKILLP_MonsterHealth,
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SKILLP_FriendlyHealth,
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SKILLP_NoPain
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};
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int G_SkillProperty(ESkillProperty prop);
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@ -558,6 +561,9 @@ struct FSkillInfo
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FString TextColor;
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SkillActorReplacement Replace;
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SkillActorReplacement Replaced;
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fixed_t MonsterHealth;
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fixed_t FriendlyHealth;
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bool NoPain;
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FSkillInfo() {}
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FSkillInfo(const FSkillInfo &other)
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@ -450,7 +450,7 @@ bool P_UndoMonsterMorph (AMorphedMonster *beast, bool force)
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actor->flags4 = (actor->flags4 & ~MF4_NOHATEPLAYERS) | (beast->flags4 & MF4_NOHATEPLAYERS);
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if (!(beast->FlagsSave & MF_JUSTHIT))
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actor->renderflags &= ~RF_INVISIBLE;
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actor->health = actor->GetDefault()->health;
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actor->health = actor->SpawnHealth();
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actor->velx = beast->velx;
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actor->vely = beast->vely;
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actor->velz = beast->velz;
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@ -233,7 +233,7 @@ bool P_GiveBody (AActor *actor, int num)
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}
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else
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{
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max = actor->GetDefault()->health;
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max = actor->SpawnHealth();
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if (num < 0)
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{
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num = max * -num / 100;
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@ -72,6 +72,9 @@ void FMapInfoParser::ParseSkill ()
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skill.TextColor = "";
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skill.Replace.Clear();
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skill.Replaced.Clear();
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skill.MonsterHealth = FRACUNIT;
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skill.FriendlyHealth = FRACUNIT;
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skill.NoPain = false;
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sc.MustGetString();
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skill.Name = sc.String;
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sc.MustGetString();
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skill.TextColor.Format("[%s]", sc.String);
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}
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else if (sc.Compare("MonsterHealth"))
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{
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ParseAssign();
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sc.MustGetFloat();
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skill.MonsterHealth = FLOAT2FIXED(sc.Float);
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}
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else if (sc.Compare("FriendlyHealth"))
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{
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ParseAssign();
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sc.MustGetFloat();
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skill.FriendlyHealth = FLOAT2FIXED(sc.Float);
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}
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else if (sc.Compare("NoPain"))
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{
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skill.NoPain = true;
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}
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else if (!ParseCloseBrace())
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{
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// Unknown
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@ -302,6 +321,15 @@ int G_SkillProperty(ESkillProperty prop)
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case SKILLP_ACSReturn:
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return AllSkills[gameskill].ACSReturn;
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case SKILLP_MonsterHealth:
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return AllSkills[gameskill].MonsterHealth;
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case SKILLP_FriendlyHealth:
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return AllSkills[gameskill].FriendlyHealth;
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case SKILLP_NoPain:
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return AllSkills[gameskill].NoPain;
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}
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}
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return 0;
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@ -353,6 +381,9 @@ FSkillInfo &FSkillInfo::operator=(const FSkillInfo &other)
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TextColor = other.TextColor;
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Replace = other.Replace;
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Replaced = other.Replaced;
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MonsterHealth = other.MonsterHealth;
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FriendlyHealth = other.FriendlyHealth;
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NoPain = other.NoPain;
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return *this;
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}
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@ -2610,7 +2610,7 @@ int DLevelScript::GetActorProperty (int tid, int property)
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}
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else
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{
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return actor->GetDefault()->health;
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return actor->SpawnHealth();
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}
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case APROP_JumpZ: if (actor->IsKindOf (RUNTIME_CLASS (APlayerPawn)))
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@ -1299,7 +1299,7 @@ AActor *LookForEnemiesInBlock (AActor *lookee, int index)
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{
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AActor *targ = other->target;
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if (targ && targ->target == other && pr_skiptarget() > 100 && lookee->IsFriend (targ) &&
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targ->health*2 >= targ->GetDefault()->health)
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targ->health*2 >= targ->SpawnHealth())
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{
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continue;
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}
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@ -199,7 +199,7 @@ AActor *LookForEnemiesInBlockEx (AActor *lookee, int index)
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{
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AActor *targ = other->target;
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if (targ && targ->target == other && pr_skiptarget() > 100 && lookee->IsFriend (targ) &&
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targ->health*2 >= targ->GetDefault()->health)
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targ->health*2 >= targ->SpawnHealth())
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{
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continue;
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}
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@ -319,19 +319,20 @@ void ClientObituary (AActor *self, AActor *inflictor, AActor *attacker)
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EXTERN_CVAR (Int, fraglimit)
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static int GibHealth(AActor *actor)
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{
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{
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return -abs(
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actor->GetClass()->Meta.GetMetaInt (
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AMETA_GibHealth,
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gameinfo.gametype & GAME_DoomChex ?
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-actor->GetDefault()->health :
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-actor->GetDefault()->health/2));
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-actor->SpawnHealth() :
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-actor->SpawnHealth()/2));
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}
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void AActor::Die (AActor *source, AActor *inflictor)
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{
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// Handle possible unmorph on death
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bool wasgibbed = (health < GibHealth(this));
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AActor *realthis = NULL;
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int realstyle = 0;
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int realhealth = 0;
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@ -1264,10 +1265,10 @@ void P_DamageMobj (AActor *target, AActor *inflictor, AActor *source, int damage
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}
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}
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dopain:
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if (!(target->flags5 & MF5_NOPAIN) && (inflictor == NULL || !(inflictor->flags5 & MF5_PAINLESS)) &&
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(pr_damagemobj() < painchance || (inflictor != NULL && (inflictor->flags6 & MF6_FORCEPAIN))) &&
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!(target->flags & MF_SKULLFLY))
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dopain:
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if (!(target->flags5 & MF5_NOPAIN) && (inflictor == NULL || !(inflictor->flags5 & MF5_PAINLESS)) &&
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!G_SkillProperty(SKILLP_NoPain) && (pr_damagemobj() < painchance ||
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(inflictor != NULL && (inflictor->flags6 & MF6_FORCEPAIN))) && !(target->flags & MF_SKULLFLY))
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{
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if (mod == NAME_Electric)
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{
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@ -993,8 +993,8 @@ FUNC(LS_DamageThing)
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else
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{
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it->health -= arg0;
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if (it->GetDefault()->health < it->health)
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it->health = it->GetDefault()->health;
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if (it->SpawnHealth() < it->health)
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it->health = it->SpawnHealth();
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}
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}
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else if (arg0 > 0)
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@ -397,7 +397,7 @@ void P_TraceBleed (int damage, fixed_t x, fixed_t y, fixed_t z, AActor *target,
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void P_TraceBleed (int damage, AActor *target, angle_t angle, int pitch);
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void P_TraceBleed (int damage, AActor *target, AActor *missile); // missile version
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void P_TraceBleed (int damage, AActor *target); // random direction version
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void P_RailAttack (AActor *source, int damage, int offset, int color1 = 0, int color2 = 0, float maxdiff = 0, bool silent = false, const PClass *puff = NULL); // [RH] Shoot a railgun
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void P_RailAttack (AActor *source, int damage, int offset, int color1 = 0, int color2 = 0, float maxdiff = 0, bool silent = false, const PClass *puff = NULL, bool pierce = true); // [RH] Shoot a railgun
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bool P_HitFloor (AActor *thing);
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bool P_HitWater (AActor *thing, sector_t *sec, fixed_t splashx = FIXED_MIN, fixed_t splashy = FIXED_MIN, fixed_t splashz=FIXED_MIN, bool checkabove = false);
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bool P_CheckMissileSpawn (AActor *missile);
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@ -3472,7 +3472,29 @@ static bool ProcessRailHit (FTraceResults &res)
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return true;
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}
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void P_RailAttack (AActor *source, int damage, int offset, int color1, int color2, float maxdiff, bool silent, const PClass *puffclass)
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static bool ProcessNoPierceRailHit (FTraceResults &res)
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{
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if (res.HitType != TRACE_HitActor)
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{
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return false;
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}
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// Invulnerable things completely block the shot
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if (res.Actor->flags2 & MF2_INVULNERABLE)
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{
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return false;
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}
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// Only process the first hit
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SRailHit newhit;
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newhit.HitActor = res.Actor;
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newhit.Distance = res.Distance - 10*FRACUNIT; // put blood in front
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RailHits.Push (newhit);
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return false;
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}
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void P_RailAttack (AActor *source, int damage, int offset, int color1, int color2, float maxdiff, bool silent, const PClass *puffclass, bool pierce)
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{
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fixed_t vx, vy, vz;
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angle_t angle, pitch;
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@ -3513,9 +3535,18 @@ void P_RailAttack (AActor *source, int damage, int offset, int color1, int color
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start.Y = FIXED2FLOAT(y1);
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start.Z = FIXED2FLOAT(shootz);
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Trace (x1, y1, shootz, source->Sector, vx, vy, vz,
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8192*FRACUNIT, MF_SHOOTABLE, ML_BLOCKEVERYTHING, source, trace,
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TRACE_PCross|TRACE_Impact, ProcessRailHit);
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if (pierce)
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{
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Trace (x1, y1, shootz, source->Sector, vx, vy, vz,
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8192*FRACUNIT, MF_SHOOTABLE, ML_BLOCKEVERYTHING, source, trace,
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TRACE_PCross|TRACE_Impact, ProcessRailHit);
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}
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else
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{
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Trace (x1, y1, shootz, source->Sector, vx, vy, vz,
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8192*FRACUNIT, MF_SHOOTABLE, ML_BLOCKEVERYTHING, source, trace,
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TRACE_PCross|TRACE_Impact, ProcessNoPierceRailHit);
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}
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// Hurt anything the trace hit
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unsigned int i;
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@ -859,7 +859,8 @@ void AActor::CopyFriendliness (AActor *other, bool changeTarget)
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{
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// LastHeard must be set as well so that A_Look can react to the new target if called
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LastHeard = target = other->target;
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}
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}
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health = SpawnHealth();
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level.total_monsters += CountsAsKill();
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}
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@ -3369,6 +3370,7 @@ AActor *AActor::StaticSpawn (const PClass *type, fixed_t ix, fixed_t iy, fixed_t
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actor->y = actor->PrevY = iy;
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actor->z = actor->PrevZ = iz;
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actor->picnum.SetInvalid();
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actor->health = actor->SpawnHealth();
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FRandom &rng = bglobal.m_Thinking ? pr_botspawnmobj : pr_spawnmobj;
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@ -5256,7 +5258,7 @@ void AActor::Crash()
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if (crashstate == NULL)
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{
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int gibhealth = -abs(GetClass()->Meta.GetMetaInt (AMETA_GibHealth,
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gameinfo.gametype & GAME_DoomChex ? -GetDefault()->health : -GetDefault()->health/2));
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gameinfo.gametype & GAME_DoomChex ? -SpawnHealth() : -SpawnHealth()/2));
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if (health < gibhealth)
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{ // Extreme death
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@ -5281,6 +5283,23 @@ void AActor::SetIdle()
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SetState(idle);
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}
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int AActor::SpawnHealth()
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{
|
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if (!(flags3 & MF3_ISMONSTER) || GetDefault()->health == 0)
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{
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return GetDefault()->health;
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}
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else if (flags & MF_FRIENDLY)
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{
|
||||
int adj = FixedMul(GetDefault()->health, G_SkillProperty(SKILLP_FriendlyHealth));
|
||||
return (adj <= 0) ? 1 : adj;
|
||||
}
|
||||
else
|
||||
{
|
||||
int adj = FixedMul(GetDefault()->health, G_SkillProperty(SKILLP_MonsterHealth));
|
||||
return (adj <= 0) ? 1 : adj;
|
||||
}
|
||||
}
|
||||
FDropItem *AActor::GetDropItems()
|
||||
{
|
||||
unsigned int index = GetClass()->Meta.GetMetaInt (ACMETA_DropItems) - 1;
|
||||
|
|
|
@ -393,12 +393,12 @@ int P_Thing_Damage (int tid, AActor *whofor0, int amount, FName type)
|
|||
{
|
||||
P_DamageMobj (actor, NULL, whofor0, amount, type);
|
||||
}
|
||||
else if (actor->health < actor->GetDefault()->health)
|
||||
else if (actor->health < actor->SpawnHealth())
|
||||
{
|
||||
actor->health -= amount;
|
||||
if (actor->health > actor->GetDefault()->health)
|
||||
if (actor->health > actor->SpawnHealth())
|
||||
{
|
||||
actor->health = actor->GetDefault()->health;
|
||||
actor->health = actor->SpawnHealth();
|
||||
}
|
||||
if (actor->player != NULL)
|
||||
{
|
||||
|
|
|
@ -1089,6 +1089,12 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CustomPunch)
|
|||
}
|
||||
|
||||
|
||||
enum
|
||||
{
|
||||
RAF_SILENT = 1,
|
||||
RAF_NOPIERCE = 2
|
||||
};
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
// customizable railgun attack function
|
||||
|
@ -1102,9 +1108,9 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_RailAttack)
|
|||
ACTION_PARAM_BOOL(UseAmmo, 2);
|
||||
ACTION_PARAM_COLOR(Color1, 3);
|
||||
ACTION_PARAM_COLOR(Color2, 4);
|
||||
ACTION_PARAM_BOOL(Silent, 5);
|
||||
ACTION_PARAM_INT(Flags, 5);
|
||||
ACTION_PARAM_FLOAT(MaxDiff, 6);
|
||||
ACTION_PARAM_CLASS(PuffType, 7);
|
||||
ACTION_PARAM_CLASS(PuffType, 7);
|
||||
|
||||
if (!self->player) return;
|
||||
|
||||
|
@ -1116,7 +1122,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_RailAttack)
|
|||
if (!weapon->DepleteAmmo(weapon->bAltFire, true)) return; // out of ammo
|
||||
}
|
||||
|
||||
P_RailAttack (self, Damage, Spawnofs_XY, Color1, Color2, MaxDiff, Silent, PuffType);
|
||||
P_RailAttack (self, Damage, Spawnofs_XY, Color1, Color2, MaxDiff, (Flags & RAF_SILENT), PuffType, (!(Flags & RAF_NOPIERCE)));
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
|
@ -1138,7 +1144,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CustomRailgun)
|
|||
ACTION_PARAM_INT(Spawnofs_XY, 1);
|
||||
ACTION_PARAM_COLOR(Color1, 2);
|
||||
ACTION_PARAM_COLOR(Color2, 3);
|
||||
ACTION_PARAM_BOOL(Silent, 4);
|
||||
ACTION_PARAM_INT(Flags, 4);
|
||||
ACTION_PARAM_INT(aim, 5);
|
||||
ACTION_PARAM_FLOAT(MaxDiff, 6);
|
||||
ACTION_PARAM_CLASS(PuffType, 7);
|
||||
|
@ -1201,7 +1207,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CustomRailgun)
|
|||
|
||||
angle_t angle = (self->angle - ANG90) >> ANGLETOFINESHIFT;
|
||||
|
||||
P_RailAttack (self, Damage, Spawnofs_XY, Color1, Color2, MaxDiff, Silent, PuffType);
|
||||
P_RailAttack (self, Damage, Spawnofs_XY, Color1, Color2, MaxDiff, (Flags & RAF_SILENT), PuffType, (!(Flags & RAF_NOPIERCE)));
|
||||
|
||||
self->x = saved_x;
|
||||
self->y = saved_y;
|
||||
|
|
|
@ -195,13 +195,6 @@ public:
|
|||
void STACK_ARGS DrawText (FFont *font, int normalcolor, int x, int y, const char *string, ...);
|
||||
void STACK_ARGS DrawChar (FFont *font, int normalcolor, int x, int y, BYTE character, ...);
|
||||
|
||||
protected:
|
||||
BYTE *Buffer;
|
||||
int Width;
|
||||
int Height;
|
||||
int Pitch;
|
||||
int LockCount;
|
||||
|
||||
struct DrawParms
|
||||
{
|
||||
fixed_t x, y;
|
||||
|
@ -234,6 +227,13 @@ protected:
|
|||
FRenderStyle style;
|
||||
};
|
||||
|
||||
protected:
|
||||
BYTE *Buffer;
|
||||
int Width;
|
||||
int Height;
|
||||
int Pitch;
|
||||
int LockCount;
|
||||
|
||||
bool ClipBox (int &left, int &top, int &width, int &height, const BYTE *&src, const int srcpitch) const;
|
||||
virtual void STACK_ARGS DrawTextureV (FTexture *img, int x, int y, uint32 tag, va_list tags);
|
||||
bool ParseDrawTextureTags (FTexture *img, int x, int y, uint32 tag, va_list tags, DrawParms *parms, bool hw) const;
|
||||
|
|
|
@ -175,7 +175,7 @@ ACTOR Actor native //: Thinker
|
|||
action native A_Jump(int chance, state label, ...);
|
||||
action native A_CustomMissile(class<Actor> missiletype, float spawnheight = 32, int spawnofs_xy = 0, float angle = 0, int flags = 0, float pitch = 0);
|
||||
action native A_CustomBulletAttack(float spread_xy, float spread_z, int numbullets, int damageperbullet, class<Actor> pufftype = "BulletPuff", float range = 0, bool aimfacing = false);
|
||||
action native A_CustomRailgun(int damage, int spawnofs_xy = 0, color color1 = "", color color2 = "", bool silent = false, bool aim = false, float maxdiff = 0, class<Actor> pufftype = "BulletPuff");
|
||||
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");
|
||||
action native A_JumpIfHealthLower(int health, state label);
|
||||
action native A_JumpIfCloser(float distance, state label);
|
||||
action native A_JumpIfInventory(class<Inventory> itemtype, int itemamount, state label);
|
||||
|
|
|
@ -51,6 +51,9 @@ const int MRF_UNDOBYDEATH = 512;
|
|||
const int MRF_UNDOBYDEATHFORCED = 1024;
|
||||
const int MRF_UNDOBYDEATHSAVES = 2048;
|
||||
|
||||
const int RGF_SILENT = 1;
|
||||
const int RGF_NOPIERCING = 2;
|
||||
|
||||
// constants for A_PlaySound
|
||||
enum
|
||||
{
|
||||
|
|
|
@ -9,7 +9,7 @@ ACTOR Inventory native
|
|||
action native A_CustomPunch(int damage, bool norandom = false, bool useammo = true, class<Actor> pufftype = "BulletPuff", float range = 0);
|
||||
action native A_FireBullets(float spread_xy, float spread_z, int numbullets, int damageperbullet, class<Actor> pufftype = "BulletPuff", bool useammo = true, float range = 0);
|
||||
action native A_FireCustomMissile(class<Actor> missiletype, float angle = 0, bool useammo = true, int spawnofs_xy = 0, float spawnheight = 0, bool aimatangle = false, float pitch = 0);
|
||||
action native A_RailAttack(int damage, int spawnofs_xy = 0, int useammo = true, color color1 = "", color color2 = "", bool silent = false, float maxdiff = 0, class<Actor> pufftype = "BulletPuff");
|
||||
action native A_RailAttack(int damage, int spawnofs_xy = 0, int useammo = true, color color1 = "", color color2 = "", int flags = 0, float maxdiff = 0, class<Actor> pufftype = "BulletPuff");
|
||||
action native A_Light(int extralight);
|
||||
action native A_Light0();
|
||||
action native A_Light1();
|
||||
|
|
Loading…
Reference in a new issue