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https://github.com/ZDoom/gzdoom-gles.git
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- Changed the action function declaration parser so that optional parameters
can be given a default value. The 'optional' keyword is no longer needed and was removed, as well as 'evalnot'. SVN r1164 (trunk)
This commit is contained in:
parent
1957659b1b
commit
65a19e4be7
18 changed files with 1093 additions and 1096 deletions
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@ -1,4 +1,7 @@
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August 12, 2008 (Changes by Graf Zahl)
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- Changed the action function declaration parser so that optional parameters
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can be given a default value. The 'optional' keyword is no longer needed
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and was removed, as well as 'evalnot'.
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- Restructured the action function interface to remove the dependence on
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the global CallingState variable.
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- Changed handling of AUTOPAGE texture so that it is properly inserted into
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@ -81,6 +81,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_BrainSpit)
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DSpotState *state = DSpotState::GetSpotState();
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AActor *targ;
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AActor *spit;
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bool isdefault = false;
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// shoot a cube at current target
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targ = state->GetNextInList(PClass::FindClass("BossTarget"), G_SkillProperty(SKILLP_EasyBossBrain));
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@ -89,8 +90,15 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_BrainSpit)
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{
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const PClass *spawntype = NULL;
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int index = CheckIndex (1);
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if (index >= 0) spawntype = PClass::FindClass ((ENamedName)StateParameters[index]);
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if (spawntype == NULL) spawntype = PClass::FindClass("SpawnShot");
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if (index < 0) return;
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spawntype = PClass::FindClass ((ENamedName)StateParameters[index]);
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if (spawntype == NULL)
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{
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spawntype = PClass::FindClass("SpawnShot");
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isdefault = true;
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}
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// spawn brain missile
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spit = P_SpawnMissile (self, targ, spawntype);
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@ -117,7 +125,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_BrainSpit)
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spit->reactiontime += level.maptime;
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}
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if (index >= 0)
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if (!isdefault)
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{
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S_Sound(self, CHAN_WEAPON, self->AttackSound, 1, ATTN_NONE);
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}
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@ -240,10 +248,12 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SpawnFly)
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int index = CheckIndex (1);
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// First spawn teleport fire.
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if (index >= 0)
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if (index < 0) return;
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spawntype = PClass::FindClass ((ENamedName)StateParameters[index]);
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if (spawntype != NULL)
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{
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spawntype = PClass::FindClass ((ENamedName)StateParameters[index]);
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if (spawntype != NULL) sound = GetDefaultByType(spawntype)->SeeSound;
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sound = GetDefaultByType(spawntype)->SeeSound;
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}
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else
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{
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@ -120,18 +120,12 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Saw)
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}
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int index = CheckIndex (4);
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if (index >= 0)
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{
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fullsound = FSoundID(StateParameters[index]);
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hitsound = FSoundID(StateParameters[index+1]);
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damage = EvalExpressionI (StateParameters[index+2], self);
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pufftype = PClass::FindClass ((ENamedName)StateParameters[index+3]);
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}
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else
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{
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fullsound = "weapons/sawfull";
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hitsound = "weapons/sawhit";
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}
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if (index < 0) return;
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fullsound = FSoundID(StateParameters[index]);
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hitsound = FSoundID(StateParameters[index+1]);
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damage = EvalExpressionI (StateParameters[index+2], self);
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pufftype = PClass::FindClass ((ENamedName)StateParameters[index+3]);
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if (pufftype == NULL) pufftype = PClass::FindClass(NAME_BulletPuff);
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if (damage == 0) damage = 2;
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@ -500,20 +494,17 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_BFGSpray)
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AActor *linetarget;
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int index = CheckIndex (3);
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if (index >= 0)
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{
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spraytype = PClass::FindClass ((ENamedName)StateParameters[index]);
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numrays = EvalExpressionI (StateParameters[index+1], self);
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if (numrays <= 0)
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numrays = 40;
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damagecnt = EvalExpressionI (StateParameters[index+2], self);
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if (damagecnt <= 0)
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damagecnt = 15;
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}
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if (index < 0) return;
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spraytype = PClass::FindClass ((ENamedName)StateParameters[index]);
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if (spraytype == NULL)
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{
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spraytype = PClass::FindClass("BFGExtra");
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}
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numrays = EvalExpressionI (StateParameters[index+1], self);
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if (numrays <= 0)
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numrays = 40;
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damagecnt = EvalExpressionI (StateParameters[index+2], self);
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if (damagecnt <= 0)
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damagecnt = 15;
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// [RH] Don't crash if no target
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if (!self->target)
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@ -46,14 +46,14 @@ void A_SkullAttack(AActor *self, fixed_t speed)
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DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SkullAttack)
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{
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int n;
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int n = 0;
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int index = CheckIndex (1);
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if (index >= 0)
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{
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n = FLOAT2FIXED(EvalExpressionF (StateParameters[index], self));
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if (n == 0) n = SKULLSPEED;
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}
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else n = SKULLSPEED;
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if (n == 0) n = SKULLSPEED;
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A_SkullAttack(self, n);
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}
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@ -2234,13 +2234,16 @@ enum ChaseFlags
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DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Chase)
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{
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int index=CheckIndex(3);
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if (index>=0)
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if (index < 0) return;
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if (StateParameters[index] != INT_MIN)
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{
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FState *melee = P_GetState(self, CallingState, StateParameters[index]);
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FState *missile = P_GetState(self, CallingState, StateParameters[index+1]);
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int flags = EvalExpressionI (StateParameters[index+2], self);
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if (flags & CHF_RESURRECT && P_CheckForResurrection(self, false)) return;
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FState *melee = P_GetState(self, CallingState, StateParameters[index]);
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FState *missile = P_GetState(self, CallingState, StateParameters[index+1]);
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A_DoChase(self, !!(flags&CHF_FASTCHASE), melee, missile, !(flags&CHF_NOPLAYACTIVE),
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!!(flags&CHF_NIGHTMAREFAST), !!(flags&CHF_DONTMOVE));
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A_DoChase(self, false,
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EvalExpressionI (StateParameters[index], self) ? self->MeleeState:NULL,
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EvalExpressionI (StateParameters[index+1], self) ? self->MissileState:NULL,
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EvalExpressionN (StateParameters[index+2], self),
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!!EvalExpressionI (StateParameters[index+2], self),
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!!EvalExpressionI (StateParameters[index+3], self), false);
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}
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@ -910,8 +910,6 @@ FString FScanner::TokenName (int token, const char *string)
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"'global'",
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"'self'",
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"'stop'",
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"'eval'",
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"'evalnot'",
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"'pickup'",
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"'breakable'",
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"'projectile'",
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1567
src/sc_man_scanner.h
1567
src/sc_man_scanner.h
File diff suppressed because it is too large
Load diff
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@ -138,8 +138,6 @@ std2:
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'stop' { RET(TK_Stop); }
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/* Needed for decorate action functions */
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'eval' { RET(TK_Eval); }
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'evalnot' { RET(TK_EvalNot); }
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'action' { RET(TK_Action); }
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/* other DECORATE top level keywords */
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@ -146,6 +146,144 @@ void ParseEnum (FScanner &sc, PSymbolTable *symt, PClass *cls)
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sc.MustGetToken(';');
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}
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//==========================================================================
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//
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// ParseParameter
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//
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// Parses aparameter - either a default in a function declaration
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// or an argument in a function call.
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//
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//==========================================================================
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int ParseParameter(FScanner &sc, PClass *cls, char type, bool constant)
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{
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int v;
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switch(type)
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{
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case 'S':
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case 's': // Sound name
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sc.MustGetString();
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return S_FindSound(sc.String);
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case 'M':
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case 'm': // Actor name
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case 'T':
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case 't': // String
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sc.SetEscape(true);
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sc.MustGetString();
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sc.SetEscape(false);
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return (int)(sc.String[0] ? FName(sc.String) : NAME_None);
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case 'C':
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case 'c': // Color
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sc.MustGetString ();
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if (sc.Compare("none"))
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{
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return -1;
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}
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else if (sc.Compare(""))
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{
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return 0;
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}
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else
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{
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int c = V_GetColor (NULL, sc.String);
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// 0 needs to be the default so we have to mark the color.
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return MAKEARGB(1, RPART(c), GPART(c), BPART(c));
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}
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case 'L':
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case 'l':
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{
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if (JumpParameters.Size()==0) JumpParameters.Push(NAME_None);
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v = -(int)JumpParameters.Size();
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// This forces quotation marks around the state name.
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sc.MustGetToken(TK_StringConst);
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if (sc.String[0] == 0 || sc.Compare("None"))
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{
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return 0;
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}
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if (sc.Compare("*"))
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{
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if (constant) return INT_MIN;
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else sc.ScriptError("Invalid state name '*'");
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}
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FString statestring = sc.String; // ParseStateString(sc);
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const PClass *stype=NULL;
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int scope = statestring.IndexOf("::");
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if (scope >= 0)
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{
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FName scopename = FName(statestring, scope, false);
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if (scopename == NAME_Super)
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{
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// Super refers to the direct superclass
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scopename = cls->ParentClass->TypeName;
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}
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JumpParameters.Push(scopename);
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statestring = statestring.Right(statestring.Len()-scope-2);
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stype = PClass::FindClass (scopename);
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if (stype == NULL)
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{
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sc.ScriptError ("%s is an unknown class.", scopename.GetChars());
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}
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if (!stype->IsDescendantOf (RUNTIME_CLASS(AActor)))
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{
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sc.ScriptError ("%s is not an actor class, so it has no states.", stype->TypeName.GetChars());
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}
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if (!stype->IsAncestorOf (cls))
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{
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sc.ScriptError ("%s is not derived from %s so cannot access its states.",
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cls->TypeName.GetChars(), stype->TypeName.GetChars());
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}
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}
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else
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{
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// No class name is stored. This allows 'virtual' jumps to
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// labels in subclasses.
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// It also means that the validity of the given state cannot
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// be checked here.
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JumpParameters.Push(NAME_None);
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}
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TArray<FName> names;
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MakeStateNameList(statestring, &names);
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if (stype != NULL)
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{
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if (!stype->ActorInfo->FindState(names.Size(), &names[0]))
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{
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sc.ScriptError("Jump to unknown state '%s' in class '%s'",
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statestring.GetChars(), stype->TypeName.GetChars());
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}
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}
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JumpParameters.Push((ENamedName)names.Size());
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for(unsigned i=0;i<names.Size();i++)
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{
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JumpParameters.Push(names[i]);
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}
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// No offsets here. The point of jumping to labels is to avoid such things!
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return v;
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}
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case 'X':
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case 'x':
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v = ParseExpression (sc, false, cls);
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if (constant && !IsExpressionConst(v))
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{
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sc.ScriptError("Default parameter must be constant.");
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}
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return v;
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default:
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assert(false);
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return -1;
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}
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}
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//==========================================================================
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//
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// ActorActionDef
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@ -158,12 +296,16 @@ void ParseEnum (FScanner &sc, PSymbolTable *symt, PClass *cls)
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static void ParseActionDef (FScanner &sc, PClass *cls)
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{
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#define OPTIONAL 1
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#define EVALNOT 4
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enum
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{
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OPTIONAL = 1
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};
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AFuncDesc *afd;
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FName funcname;
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FString args;
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TArray<int> DefaultParams;
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bool hasdefaults = false;
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if (sc.LumpNum == -1 || Wads.GetLumpFile(sc.LumpNum) > 0)
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{
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@ -189,15 +331,7 @@ static void ParseActionDef (FScanner &sc, PClass *cls)
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// Retrieve flags before type name
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for (;;)
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{
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if (sc.CheckToken(TK_Optional))
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{
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flags |= OPTIONAL;
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}
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else if (sc.CheckToken(TK_EvalNot))
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{
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flags |= EVALNOT;
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}
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else if (sc.CheckToken(TK_Coerce) || sc.CheckToken(TK_Native))
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if (sc.CheckToken(TK_Coerce) || sc.CheckToken(TK_Native))
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{
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}
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else
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@ -212,7 +346,7 @@ static void ParseActionDef (FScanner &sc, PClass *cls)
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case TK_Bool:
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case TK_Int:
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case TK_Float:
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type = (flags & EVALNOT)? 'y' : 'x';
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type = 'x';
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break;
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case TK_Sound: type = 's'; break;
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@ -244,13 +378,24 @@ static void ParseActionDef (FScanner &sc, PClass *cls)
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{
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sc.UnGet();
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}
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int def;
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if (sc.CheckToken('='))
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{
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hasdefaults = true;
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flags|=OPTIONAL;
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def = ParseParameter(sc, cls, type, true);
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}
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else
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{
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def = 0;
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}
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DefaultParams.Push(def);
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if (!(flags & OPTIONAL) && type != '+')
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{
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type -= 'a' - 'A';
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}
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#undef OPTIONAL
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#undef EVAL
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#undef EVALNOT
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args += type;
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sc.MustGetAnyToken();
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if (sc.TokenType != ',' && sc.TokenType != ')')
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@ -265,7 +410,15 @@ static void ParseActionDef (FScanner &sc, PClass *cls)
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sym->SymbolType = SYM_ActionFunction;
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sym->Arguments = args;
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sym->Function = afd->Function;
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sym->defaultparameterindex = -1;
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if (hasdefaults)
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{
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sym->defaultparameterindex = StateParameters.Size();
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for(int i = 0; i < DefaultParams.Size(); i++) StateParameters.Push(DefaultParams[i]);
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}
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else
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{
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sym->defaultparameterindex = -1;
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}
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if (cls->Symbols.AddSymbol (sym) == NULL)
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{
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delete sym;
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@ -117,13 +117,14 @@ void FinishActor(FScanner &sc, FActorInfo *info, Baggage &bag);
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void ParseConstant (FScanner &sc, PSymbolTable *symt, PClass *cls);
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void ParseEnum (FScanner &sc, PSymbolTable *symt, PClass *cls);
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int ParseParameter(FScanner &sc, PClass *cls, char type, bool constant);
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int ParseExpression (FScanner &sc, bool _not, PClass *cls);
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bool IsExpressionConst(int id);
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int EvalExpressionI (int id, AActor *self, const PClass *cls=NULL);
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float EvalExpressionF (int id, AActor *self, const PClass *cls=NULL);
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bool EvalExpressionN (int id, AActor *self, const PClass *cls=NULL);
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enum
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@ -197,8 +198,6 @@ enum EDefinitionType
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int var = EvalExpressionI(StateParameters[ap_index_++], self);
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#define ACTION_PARAM_BOOL(var) \
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bool var = !!EvalExpressionI(StateParameters[ap_index_++], self);
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#define ACTION_PARAM_NOT_BOOL(var) \
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bool var = EvalExpressionN(StateParameters[ap_index_++], self);
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#define ACTION_PARAM_FIXED(var) \
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fixed_t var = fixed_t(EvalExpressionF(StateParameters[ap_index_++], self)*65536.f);
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#define ACTION_PARAM_FLOAT(var) \
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@ -386,7 +386,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_BulletAttack)
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FState *P_GetState(AActor *self, FState *CallingState, int offset)
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{
|
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if (offset == 0)
|
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if (offset == 0 || offset == INT_MIN)
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{
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return NULL; // 0 means 'no state'
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}
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@ -584,22 +584,24 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Explode)
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bool alert;
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int index=CheckIndex(4);
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if (index>=0)
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{
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damage = EvalExpressionI (StateParameters[index], self);
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distance = EvalExpressionI (StateParameters[index+1], self);
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hurtSource = EvalExpressionN (StateParameters[index+2], self);
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if (damage == 0) damage = 128;
|
||||
if (distance == 0) distance = damage;
|
||||
alert = !!EvalExpressionI (StateParameters[index+3], self);
|
||||
}
|
||||
else
|
||||
if (index < 0) return;
|
||||
|
||||
damage = EvalExpressionI (StateParameters[index], self);
|
||||
distance = EvalExpressionI (StateParameters[index+1], self);
|
||||
hurtSource = !!EvalExpressionI (StateParameters[index+2], self);
|
||||
alert = !!EvalExpressionI (StateParameters[index+3], self);
|
||||
|
||||
if (damage < 0) // get parameters from metadata
|
||||
{
|
||||
damage = self->GetClass()->Meta.GetMetaInt (ACMETA_ExplosionDamage, 128);
|
||||
distance = self->GetClass()->Meta.GetMetaInt (ACMETA_ExplosionRadius, damage);
|
||||
hurtSource = !self->GetClass()->Meta.GetMetaInt (ACMETA_DontHurtShooter);
|
||||
alert = false;
|
||||
}
|
||||
else
|
||||
{
|
||||
if (distance <= 0) distance = damage;
|
||||
}
|
||||
|
||||
P_RadiusAttack (self, self->target, damage, distance, self->DamageType, hurtSource);
|
||||
if (self->z <= self->floorz + (distance<<FRACBITS))
|
||||
|
@ -626,14 +628,14 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_RadiusThrust)
|
|||
bool affectSource = true;
|
||||
|
||||
int index=CheckIndex(3);
|
||||
if (index>=0)
|
||||
{
|
||||
force = EvalExpressionI (StateParameters[index], self);
|
||||
distance = EvalExpressionI (StateParameters[index+1], self);
|
||||
affectSource = EvalExpressionN (StateParameters[index+2], self);
|
||||
}
|
||||
if (force == 0) force = 128;
|
||||
if (distance == 0) distance = force;
|
||||
if (index < 0) return;
|
||||
|
||||
force = EvalExpressionI (StateParameters[index], self);
|
||||
distance = EvalExpressionI (StateParameters[index+1], self);
|
||||
affectSource = !!EvalExpressionI (StateParameters[index+2], self);
|
||||
|
||||
if (force <= 0) force = 128;
|
||||
if (distance <= 0) distance = force;
|
||||
|
||||
P_RadiusAttack (self, self->target, force, distance, self->DamageType, affectSource, false);
|
||||
if (self->z <= self->floorz + (distance<<FRACBITS))
|
||||
|
@ -865,7 +867,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CustomMeleeAttack)
|
|||
int MeleeSound = StateParameters[index+1];
|
||||
int MissSound = StateParameters[index+2];
|
||||
ENamedName DamageType = (ENamedName)StateParameters[index+3];
|
||||
bool bleed = EvalExpressionN (StateParameters[index+4], self);
|
||||
bool bleed = !!EvalExpressionI (StateParameters[index+4], self);
|
||||
|
||||
if (DamageType==NAME_None) DamageType = NAME_Melee; // Melee is the default type
|
||||
|
||||
|
@ -900,7 +902,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CustomComboAttack)
|
|||
int damage = EvalExpressionI (StateParameters[index+2], self);
|
||||
int MeleeSound = StateParameters[index+3];
|
||||
ENamedName DamageType = (ENamedName)StateParameters[index+4];
|
||||
bool bleed = EvalExpressionN (StateParameters[index+5], self);
|
||||
bool bleed = !!EvalExpressionI (StateParameters[index+5], self);
|
||||
|
||||
|
||||
if (!self->target)
|
||||
|
@ -975,7 +977,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_FireBullets)
|
|||
int NumberOfBullets=EvalExpressionI (StateParameters[index+2], self);
|
||||
int DamagePerBullet=EvalExpressionI (StateParameters[index+3], self);
|
||||
ENamedName PuffTypeName=(ENamedName)StateParameters[index+4];
|
||||
bool UseAmmo=EvalExpressionN (StateParameters[index+5], self);
|
||||
bool UseAmmo=!!EvalExpressionI (StateParameters[index+5], self);
|
||||
fixed_t Range=fixed_t(EvalExpressionF (StateParameters[index+6], self) * FRACUNIT);
|
||||
|
||||
const PClass * PuffType;
|
||||
|
@ -1035,7 +1037,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_FireCustomMissile)
|
|||
|
||||
ENamedName MissileName=(ENamedName)StateParameters[index];
|
||||
angle_t Angle=angle_t(EvalExpressionF (StateParameters[index+1], self) * ANGLE_1);
|
||||
bool UseAmmo=EvalExpressionN (StateParameters[index+2], self);
|
||||
bool UseAmmo=!!EvalExpressionI (StateParameters[index+2], self);
|
||||
int SpawnOfs_XY=EvalExpressionI (StateParameters[index+3], self);
|
||||
fixed_t SpawnHeight=fixed_t(EvalExpressionF (StateParameters[index+4], self) * FRACUNIT);
|
||||
INTBOOL AimAtAngle=EvalExpressionI (StateParameters[index+5], self);
|
||||
|
@ -1095,7 +1097,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CustomPunch)
|
|||
|
||||
int Damage=EvalExpressionI (StateParameters[index], self);
|
||||
bool norandom=!!EvalExpressionI (StateParameters[index+1], self);
|
||||
bool UseAmmo=EvalExpressionN (StateParameters[index+2], self);
|
||||
bool UseAmmo=!!EvalExpressionI (StateParameters[index+2], self);
|
||||
ENamedName PuffTypeName=(ENamedName)StateParameters[index+3];
|
||||
fixed_t Range=fixed_t(EvalExpressionF (StateParameters[index+4], self) * FRACUNIT);
|
||||
|
||||
|
@ -1152,7 +1154,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_RailAttack)
|
|||
|
||||
int Damage=EvalExpressionI (StateParameters[index], self);
|
||||
int Spawnofs_XY=EvalExpressionI (StateParameters[index+1], self);
|
||||
bool UseAmmo=EvalExpressionN (StateParameters[index+2], self);
|
||||
bool UseAmmo=!!EvalExpressionI (StateParameters[index+2], self);
|
||||
int Color1=StateParameters[index+3];
|
||||
int Color2=StateParameters[index+4];
|
||||
bool Silent=!!EvalExpressionI (StateParameters[index+5], self);
|
||||
|
@ -1426,7 +1428,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SpawnItem)
|
|||
const PClass * missile= PClass::FindClass((ENamedName)StateParameters[index]);
|
||||
fixed_t distance = fixed_t(EvalExpressionF (StateParameters[index+1], self) * FRACUNIT);
|
||||
fixed_t zheight = fixed_t(EvalExpressionF (StateParameters[index+2], self) * FRACUNIT);
|
||||
bool useammo = EvalExpressionN (StateParameters[index+3], self);
|
||||
bool useammo = !!EvalExpressionI (StateParameters[index+3], self);
|
||||
INTBOOL transfer_translation = EvalExpressionI (StateParameters[index+4], self);
|
||||
|
||||
if (!missile)
|
||||
|
@ -1554,7 +1556,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_ThrowGrenade)
|
|||
fixed_t zheight = fixed_t(EvalExpressionF (StateParameters[index+1], self) * FRACUNIT);
|
||||
fixed_t xymom = fixed_t(EvalExpressionF (StateParameters[index+2], self) * FRACUNIT);
|
||||
fixed_t zmom = fixed_t(EvalExpressionF (StateParameters[index+3], self) * FRACUNIT);
|
||||
bool useammo = EvalExpressionN (StateParameters[index+4], self);
|
||||
bool useammo = !!EvalExpressionI (StateParameters[index+4], self);
|
||||
|
||||
if (self->player && CallingState != self->state && (pStateCall==NULL || CallingState != pStateCall->State))
|
||||
{
|
||||
|
@ -2046,7 +2048,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Respawn)
|
|||
self->renderflags &= ~RF_INVISIBLE;
|
||||
|
||||
int index=CheckIndex(1);
|
||||
if (index<0 || EvalExpressionN (StateParameters[index], self))
|
||||
if (index<0 || EvalExpressionI (StateParameters[index], self))
|
||||
{
|
||||
Spawn<ATeleportFog> (x, y, self->z + TELEFOGHEIGHT, ALLOW_REPLACE);
|
||||
}
|
||||
|
@ -2125,6 +2127,8 @@ DEFINE_ACTION_FUNCTION(AActor, A_ClearTarget)
|
|||
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_JumpIfTargetInLOS)
|
||||
{
|
||||
int index = CheckIndex(3);
|
||||
if (index < 0) return;
|
||||
|
||||
angle_t an;
|
||||
angle_t fov = angle_t(EvalExpressionF (StateParameters[index+1], self) * ANGLE_1);
|
||||
INTBOOL projtarg = EvalExpressionI (StateParameters[index+2], self);
|
||||
|
|
|
@ -404,15 +404,6 @@ int ParseExpression (FScanner &sc, bool _not, PClass *cls)
|
|||
|
||||
ExpData *data = ParseExpressionM (sc, cls);
|
||||
|
||||
if (_not)
|
||||
{
|
||||
ExpData *tmp = data;
|
||||
data = new ExpData;
|
||||
data->Type = EX_Not;
|
||||
data->Children[0] = tmp;
|
||||
data->EvalConst (cls);
|
||||
}
|
||||
|
||||
for (unsigned int i = 0; i < StateExpressions.Size (); i++)
|
||||
{
|
||||
if (StateExpressions[i]->Compare (data))
|
||||
|
@ -666,6 +657,24 @@ static ExpData *ParseExpressionA (FScanner &sc, const PClass *cls)
|
|||
sc.MustGetToken(')');
|
||||
return data;
|
||||
}
|
||||
else if (sc.CheckToken(TK_True))
|
||||
{
|
||||
ExpData *data = new ExpData;
|
||||
data->Type = EX_Const;
|
||||
data->Value.Type = VAL_Int;
|
||||
data->Value.Int = 1;
|
||||
|
||||
return data;
|
||||
}
|
||||
else if (sc.CheckToken(TK_False))
|
||||
{
|
||||
ExpData *data = new ExpData;
|
||||
data->Type = EX_Const;
|
||||
data->Value.Type = VAL_Int;
|
||||
data->Value.Int = 0;
|
||||
|
||||
return data;
|
||||
}
|
||||
else if (sc.CheckToken(TK_IntConst))
|
||||
{
|
||||
ExpData *data = new ExpData;
|
||||
|
@ -895,6 +904,13 @@ static ExpData *ParseExpressionA (FScanner &sc, const PClass *cls)
|
|||
// [GRB] Evaluates previously stored expression
|
||||
//
|
||||
|
||||
bool IsExpressionConst(int id)
|
||||
{
|
||||
if (StateExpressions.Size() <= (unsigned int)id) return false;
|
||||
|
||||
return StateExpressions[id]->Type == EX_Const;
|
||||
}
|
||||
|
||||
int EvalExpressionI (int id, AActor *self, const PClass *cls)
|
||||
{
|
||||
if (StateExpressions.Size() <= (unsigned int)id) return 0;
|
||||
|
@ -916,11 +932,6 @@ int EvalExpressionI (int id, AActor *self, const PClass *cls)
|
|||
}
|
||||
}
|
||||
|
||||
bool EvalExpressionN(int id, AActor *self, const PClass *cls)
|
||||
{
|
||||
return !EvalExpressionI(id, self, cls);
|
||||
}
|
||||
|
||||
float EvalExpressionF (int id, AActor *self, const PClass *cls)
|
||||
{
|
||||
if (StateExpressions.Size() <= (unsigned int)id) return 0.f;
|
||||
|
|
|
@ -459,6 +459,7 @@ static void HandleDeprecatedFlags(AActor *defaults, bool set, int index)
|
|||
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_ChangeFlag)
|
||||
{
|
||||
int index=CheckIndex(2);
|
||||
if (index < 0) return;
|
||||
const char * flagname = FName((ENamedName)StateParameters[index]).GetChars();
|
||||
int expression = EvalExpressionI (StateParameters[index+1], self);
|
||||
|
||||
|
|
|
@ -690,151 +690,40 @@ do_stop:
|
|||
int paramstart = paramindex;
|
||||
bool varargs = params[numparams - 1] == '+';
|
||||
|
||||
|
||||
if (varargs)
|
||||
{
|
||||
StateParameters[paramindex++] = 0;
|
||||
}
|
||||
else if (afd->defaultparameterindex > -1)
|
||||
{
|
||||
memcpy(&StateParameters[paramindex], &StateParameters[afd->defaultparameterindex],
|
||||
afd->Arguments.Len() * sizeof (StateParameters[0]));
|
||||
}
|
||||
|
||||
while (*params)
|
||||
{
|
||||
switch(*params)
|
||||
if ((*params == 'l' || *params == 'L') && sc.CheckNumber())
|
||||
{
|
||||
case 'S':
|
||||
case 's': // Sound name
|
||||
sc.MustGetString();
|
||||
v = S_FindSound(sc.String);
|
||||
break;
|
||||
|
||||
case 'M':
|
||||
case 'm': // Actor name
|
||||
case 'T':
|
||||
case 't': // String
|
||||
sc.SetEscape(true);
|
||||
sc.MustGetString();
|
||||
sc.SetEscape(false);
|
||||
v = (int)(sc.String[0] ? FName(sc.String) : NAME_None);
|
||||
break;
|
||||
|
||||
case 'L':
|
||||
case 'l': // Jump label
|
||||
|
||||
if (sc.CheckNumber())
|
||||
// Special case: State label as an offset
|
||||
if (sc.Number > 0 && strlen(statestring)>0)
|
||||
{
|
||||
if (sc.Number > 0 && strlen(statestring)>0)
|
||||
{
|
||||
sc.ScriptError("You cannot use state jumps commands with a jump offset on multistate definitions\n");
|
||||
}
|
||||
|
||||
v=sc.Number;
|
||||
if (v<0)
|
||||
{
|
||||
sc.ScriptError("Negative jump offsets are not allowed");
|
||||
}
|
||||
|
||||
{
|
||||
int minreq=count+v;
|
||||
if (minreq>minrequiredstate) minrequiredstate=minreq;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
if (JumpParameters.Size()==0) JumpParameters.Push(NAME_None);
|
||||
|
||||
v = -(int)JumpParameters.Size();
|
||||
// This forces quotation marks around the state name.
|
||||
sc.MustGetToken(TK_StringConst);
|
||||
if (sc.String[0] == 0 || sc.Compare("None"))
|
||||
{
|
||||
v = 0; // an empty string means 'no state'.
|
||||
break;
|
||||
}
|
||||
FString statestring = sc.String; // ParseStateString(sc);
|
||||
const PClass *stype=NULL;
|
||||
int scope = statestring.IndexOf("::");
|
||||
if (scope >= 0)
|
||||
{
|
||||
FName scopename = FName(statestring, scope, false);
|
||||
if (scopename == NAME_Super)
|
||||
{
|
||||
// Super refers to the direct superclass
|
||||
scopename = actor->Class->ParentClass->TypeName;
|
||||
}
|
||||
JumpParameters.Push(scopename);
|
||||
statestring = statestring.Right(statestring.Len()-scope-2);
|
||||
|
||||
stype = PClass::FindClass (scopename);
|
||||
if (stype == NULL)
|
||||
{
|
||||
sc.ScriptError ("%s is an unknown class.", scopename.GetChars());
|
||||
}
|
||||
if (!stype->IsDescendantOf (RUNTIME_CLASS(AActor)))
|
||||
{
|
||||
sc.ScriptError ("%s is not an actor class, so it has no states.", stype->TypeName.GetChars());
|
||||
}
|
||||
if (!stype->IsAncestorOf (actor->Class))
|
||||
{
|
||||
sc.ScriptError ("%s is not derived from %s so cannot access its states.",
|
||||
actor->Class->TypeName.GetChars(), stype->TypeName.GetChars());
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
// No class name is stored. This allows 'virtual' jumps to
|
||||
// labels in subclasses.
|
||||
// It also means that the validity of the given state cannot
|
||||
// be checked here.
|
||||
JumpParameters.Push(NAME_None);
|
||||
}
|
||||
TArray<FName> names;
|
||||
MakeStateNameList(statestring, &names);
|
||||
|
||||
if (stype != NULL)
|
||||
{
|
||||
if (!stype->ActorInfo->FindState(names.Size(), &names[0]))
|
||||
{
|
||||
sc.ScriptError("Jump to unknown state '%s' in class '%s'",
|
||||
statestring.GetChars(), stype->TypeName.GetChars());
|
||||
}
|
||||
}
|
||||
JumpParameters.Push((ENamedName)names.Size());
|
||||
for(unsigned i=0;i<names.Size();i++)
|
||||
{
|
||||
JumpParameters.Push(names[i]);
|
||||
}
|
||||
// No offsets here. The point of jumping to labels is to avoid such things!
|
||||
sc.ScriptError("You cannot use state jumps commands with a jump offset on multistate definitions\n");
|
||||
}
|
||||
|
||||
break;
|
||||
|
||||
case 'C':
|
||||
case 'c': // Color
|
||||
sc.MustGetString ();
|
||||
if (sc.Compare("none"))
|
||||
v=sc.Number;
|
||||
if (v<0)
|
||||
{
|
||||
v = -1;
|
||||
sc.ScriptError("Negative jump offsets are not allowed");
|
||||
}
|
||||
else
|
||||
{
|
||||
int c = V_GetColor (NULL, sc.String);
|
||||
// 0 needs to be the default so we have to mark the color.
|
||||
v = MAKEARGB(1, RPART(c), GPART(c), BPART(c));
|
||||
}
|
||||
break;
|
||||
|
||||
case 'X':
|
||||
case 'x':
|
||||
v = ParseExpression (sc, false, bag.Info->Class);
|
||||
break;
|
||||
|
||||
case 'Y':
|
||||
case 'y':
|
||||
v = ParseExpression (sc, true, bag.Info->Class);
|
||||
break;
|
||||
|
||||
default:
|
||||
assert(false);
|
||||
v = -1;
|
||||
break;
|
||||
int minreq=count+v;
|
||||
if (minreq>minrequiredstate) minrequiredstate=minreq;
|
||||
}
|
||||
else
|
||||
{
|
||||
// Use the generic parameter parser for everything else
|
||||
v = ParseParameter(sc, bag.Info->Class, *params, false);
|
||||
}
|
||||
StateParameters[paramindex++] = v;
|
||||
params++;
|
||||
|
|
|
@ -19,12 +19,12 @@ ACTOR Actor native //: Thinker
|
|||
Gravity 1
|
||||
|
||||
action native A_MonsterRail();
|
||||
action native A_BFGSpray(optional class<Actor> spraytype, optional int numrays, optional int damagecount);
|
||||
action native A_BFGSpray(class<Actor> spraytype = "BFGSpray", int numrays = 40, int damagecount = 15);
|
||||
action native A_Pain();
|
||||
action native A_NoBlocking();
|
||||
action native A_XScream();
|
||||
action native A_Look();
|
||||
action native A_Chase(optional state melee, optional state missile, optional int flags);
|
||||
action native A_Chase(state melee = "*", state missile = "none", int flags = 0);
|
||||
action native A_FaceTarget();
|
||||
action native A_PosAttack();
|
||||
action native A_Scream();
|
||||
|
@ -42,9 +42,9 @@ ACTOR Actor native //: Thinker
|
|||
action native A_SkelFist();
|
||||
action native A_SkelMissile();
|
||||
action native A_FatRaise();
|
||||
action native A_FatAttack1(optional class<Actor> spawntype);
|
||||
action native A_FatAttack2(optional class<Actor> spawntype);
|
||||
action native A_FatAttack3(optional class<Actor> spawntype);
|
||||
action native A_FatAttack1(class<Actor> spawntype = "FatShot");
|
||||
action native A_FatAttack2(class<Actor> spawntype = "FatShot");
|
||||
action native A_FatAttack3(class<Actor> spawntype = "FatShot");
|
||||
action native A_BossDeath();
|
||||
action native A_CPosAttack();
|
||||
action native A_CPosRefire();
|
||||
|
@ -52,28 +52,28 @@ ACTOR Actor native //: Thinker
|
|||
action native A_SargAttack();
|
||||
action native A_HeadAttack();
|
||||
action native A_BruisAttack();
|
||||
action native A_SkullAttack(optional float speed);
|
||||
action native A_SkullAttack(float speed = 20);
|
||||
action native A_Metal();
|
||||
action native A_SpidRefire();
|
||||
action native A_BabyMetal();
|
||||
action native A_BspiAttack();
|
||||
action native A_Hoof();
|
||||
action native A_CyberAttack();
|
||||
action native A_PainAttack(optional class<Actor> spawntype);
|
||||
action native A_DualPainAttack(optional class<Actor> spawntype);
|
||||
action native A_PainDie(optional class<Actor> spawntype);
|
||||
action native A_PainAttack(class<Actor> spawntype = "LostSoul");
|
||||
action native A_DualPainAttack(class<Actor> spawntype = "LostSoul");
|
||||
action native A_PainDie(class<Actor> spawntype = "LostSoul");
|
||||
action native A_KeenDie();
|
||||
action native A_BrainPain();
|
||||
action native A_BrainScream();
|
||||
action native A_BrainDie();
|
||||
action native A_BrainAwake();
|
||||
action native A_BrainSpit(optional class<Actor> spawntype);
|
||||
action native A_BrainSpit(class<Actor> spawntype = "none"); // needs special treatment for default
|
||||
action native A_SpawnSound();
|
||||
action native A_SpawnFly(optional class<Actor> spawntype);
|
||||
action native A_SpawnFly(class<Actor> spawntype = "none"); // needs special treatment for default
|
||||
action native A_BrainExplode();
|
||||
action native A_Die(optional name damagetype);
|
||||
action native A_Die(name damagetype = "none");
|
||||
action native A_Detonate();
|
||||
action native A_Mushroom(optional class<Actor> spawntype, optional int numspawns);
|
||||
action native A_Mushroom(class<Actor> spawntype = "FatShot", int numspawns = 0);
|
||||
|
||||
action native A_SetFloorClip();
|
||||
action native A_UnSetFloorClip();
|
||||
|
@ -112,7 +112,7 @@ ACTOR Actor native //: Thinker
|
|||
action native A_BishopMissileWeave();
|
||||
action native A_CStaffMissileSlither();
|
||||
action native A_PlayerScream();
|
||||
action native A_SkullPop(optional class<Actor> skulltype);
|
||||
action native A_SkullPop(class<Actor> skulltype = "BloodySkull");
|
||||
action native A_CheckPlayerDone();
|
||||
|
||||
action native A_Wander();
|
||||
|
@ -141,29 +141,29 @@ ACTOR Actor native //: Thinker
|
|||
action native A_FLoopActiveSound();
|
||||
action native A_LoopActiveSound();
|
||||
action native A_StopSound();
|
||||
action native A_PlaySoundEx(sound whattoplay, coerce name slot, optional bool looping, optional int attenuation);
|
||||
action native A_PlaySoundEx(sound whattoplay, coerce name slot, bool looping = false, int attenuation = 0);
|
||||
action native A_StopSoundEx(coerce name slot);
|
||||
action native A_SeekerMissile(int threshold, int turnmax);
|
||||
action native A_Jump(int chance, state label, ...);
|
||||
action native A_CustomMissile(class<Actor> missiletype, float spawnheight, int spawnofs_xy, optional float angle, optional int flags, optional float pitch);
|
||||
action native A_CustomBulletAttack(float spread_xy, float spread_z, int numbullets, int damageperbullet, optional class<Actor> pufftype, optional float range, optional bool aimfacing);
|
||||
action native A_CustomRailgun(int damage, optional int spawnofs_xy, optional color color1, optional color color2, optional bool silent, optional bool aim, optional float maxdiff, optional class<Actor> pufftype);
|
||||
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_JumpIfHealthLower(int health, state label);
|
||||
action native A_JumpIfCloser(float distance, state label);
|
||||
action native A_JumpIfInventory(class<Inventory> itemtype, int itemamount, state label);
|
||||
action native A_GiveInventory(class<Inventory> itemtype, optional int amount);
|
||||
action native A_TakeInventory(class<Inventory> itemtype, optional int amount);
|
||||
action native A_SpawnItem(class<Actor> itemtype, optional float distance, optional float zheight, optional evalnot bool useammo, optional bool transfer_translation);
|
||||
action native A_SpawnItemEx(class<Actor> itemtype, optional float xofs, optional float yofs, optional float zofs, optional float xmom, optional float ymom, optional float zmom, optional float angle, optional int flags, optional int chance);
|
||||
action native A_Print(string whattoprint, optional float time, optional string fontname);
|
||||
action native A_SetTranslucent(float alpha, optional int style);
|
||||
action native A_FadeIn(optional float reduce);
|
||||
action native A_FadeOut(optional float reduce);
|
||||
action native A_SpawnDebris(class<Actor> spawntype, optional bool transfer_translation, optional float mult_h, optional float mult_v);
|
||||
action native A_GiveInventory(class<Inventory> itemtype, int amount = 0);
|
||||
action native A_TakeInventory(class<Inventory> itemtype, int amount = 0);
|
||||
action native A_SpawnItem(class<Actor> itemtype, float distance = 0, float zheight = 0, bool useammo = true, bool transfer_translation = false);
|
||||
action native A_SpawnItemEx(class<Actor> itemtype, float xofs = 0, float yofs = 0, float zofs = 0, float xmom = 0, float ymom = 0, float zmom = 0, float angle = 0, int flags = 0, int failchance = 0);
|
||||
action native A_Print(string whattoprint, float time = 0, string fontname = "");
|
||||
action native A_SetTranslucent(float alpha, int style = 0);
|
||||
action native A_FadeIn(float reduce = 0.1);
|
||||
action native A_FadeOut(float reduce = 0.1);
|
||||
action native A_SpawnDebris(class<Actor> spawntype, bool transfer_translation = false, float mult_h = 1, float mult_v = 1);
|
||||
action native A_CheckSight(state label);
|
||||
action native A_ExtChase(bool usemelee, bool usemissile, optional evalnot bool playactive, optional bool nightmarefast);
|
||||
action native A_ExtChase(bool usemelee, bool usemissile, bool playactive = true, bool nightmarefast = false);
|
||||
action native A_DropInventory(class<Inventory> itemtype);
|
||||
action native A_SetBlend(color color1, float alpha, int tics, optional color color2);
|
||||
action native A_SetBlend(color color1, float alpha, int tics, color color2 = "");
|
||||
action native A_ChangeFlag(string flagname, bool value);
|
||||
action native A_JumpIf(bool expression, state label);
|
||||
action native A_KillMaster();
|
||||
|
@ -171,28 +171,28 @@ ACTOR Actor native //: Thinker
|
|||
action native A_CheckFloor(state label);
|
||||
action native A_PlayerSkinCheck(state label);
|
||||
action native A_BasicAttack(int meleedamage, sound meleesound, class<actor> missiletype, float missileheight);
|
||||
action native A_ThrowGrenade(class<Actor> itemtype, optional float zheight, optional float xymom, optional float zmom, optional evalnot bool useammo);
|
||||
action native A_ThrowGrenade(class<Actor> itemtype, float zheight = 0, float xymom = 0, float zmom = 0, bool useammo = true);
|
||||
|
||||
action native A_Recoil(float xymom);
|
||||
action native A_JumpIfInTargetInventory(class<Inventory> itemtype, int amount, state label);
|
||||
action native A_GiveToTarget(class<Inventory> itemtype, optional int amount);
|
||||
action native A_TakeFromTarget(class<Inventory> itemtype, optional int amount);
|
||||
action native A_GiveToTarget(class<Inventory> itemtype, int amount = 0);
|
||||
action native A_TakeFromTarget(class<Inventory> itemtype, int amount = 0);
|
||||
action native A_CountdownArg(int argnum);
|
||||
action native A_CustomMeleeAttack(int damage, optional sound meleesound, optional sound misssound, optional name damagetype, optional evalnot bool bleed);
|
||||
action native A_CustomComboAttack(class<Actor> missiletype, float spawnheight, int damage, optional sound meleesound, optional name damagetype, optional evalnot bool bleed);
|
||||
action native A_CustomMeleeAttack(int damage, sound meleesound = "", sound misssound = "", name damagetype = "none", bool bleed = true);
|
||||
action native A_CustomComboAttack(class<Actor> missiletype, float spawnheight, int damage, sound meleesound = "", name damagetype = "none", bool bleed = true);
|
||||
action native A_Burst(class<Actor> chunktype);
|
||||
action native A_RadiusThrust(optional int force, optional int distance, optional evalnot bool affectsource);
|
||||
action native A_Explode(optional int damage, optional int distance, optional evalnot bool hurtsource, optional bool alert);
|
||||
action native A_RadiusThrust(int force = 128, int distance = -1, bool affectsource = true);
|
||||
action native A_Explode(int damage = -1, int distance = -1, bool hurtsource = true, bool alert = false);
|
||||
action native A_Stop();
|
||||
action native A_Respawn(optional evalnot bool fog);
|
||||
action native A_Respawn(bool fog = true);
|
||||
action native A_BarrelDestroy();
|
||||
action native A_QueueCorpse();
|
||||
action native A_DeQueueCorpse();
|
||||
action native A_LookEx(optional int flags, optional float minseedist, optional float maxseedist, optional float maxheardist, optional float fov, optional state label);
|
||||
action native A_LookEx(int flags = 0, float minseedist = 0, float maxseedist = 0, float maxheardist = 0, float fov = 0, state label = "");
|
||||
action native A_ClearTarget();
|
||||
action native A_JumpIfTargetInLOS (state label, optional float fov, optional bool projectiletarget);
|
||||
action native A_DamageMaster(int amount, optional name damagetype);
|
||||
action native A_DamageChildren(int amount, optional name damagetype);
|
||||
action native A_JumpIfTargetInLOS (state label, float fov = 0, bool projectiletarget = false);
|
||||
action native A_DamageMaster(int amount, name damagetype = "none");
|
||||
action native A_DamageChildren(int amount, name damagetype = "none");
|
||||
action native A_SelectWeapon(class<Weapon> whichweapon);
|
||||
action native A_Punch();
|
||||
action native A_Feathers();
|
||||
|
|
|
@ -30,7 +30,7 @@ ACTOR CustomBridge 9991 native
|
|||
Height 2
|
||||
RenderStyle None
|
||||
|
||||
action native A_BridgeInit(optional class<Actor> balltype);
|
||||
action native A_BridgeInit(class<Actor> balltype = "BridgeBall");
|
||||
|
||||
states
|
||||
{
|
||||
|
|
|
@ -6,10 +6,10 @@ ACTOR Inventory native
|
|||
Inventory.PickupSound "misc/i_pkup"
|
||||
|
||||
action native A_JumpIfNoAmmo(state label);
|
||||
action native A_CustomPunch(int damage, optional bool norandom, optional evalnot bool useammo, optional class<Actor> pufftype, optional float range);
|
||||
action native A_FireBullets(float spread_xy, float spread_z, int numbullets, int damageperbullet, optional class<Actor> pufftype, optional evalnot bool useammo, optional float range);
|
||||
action native A_FireCustomMissile(class<Actor> missiletype, optional float angle, optional evalnot bool useammo, optional int spawnofs_xy, optional float spawnheight, optional bool aimatangle);
|
||||
action native A_RailAttack(int damage, optional int spawnofs_xy, optional evalnot int useammo, optional color color1, optional color color2, optional bool silent, optional float maxdiff, optional class<Actor> pufftype);
|
||||
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);
|
||||
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_Light(int extralight);
|
||||
action native A_Light0();
|
||||
action native A_Light1();
|
||||
|
@ -37,7 +37,7 @@ ACTOR Inventory native
|
|||
action native A_ClearReFire();
|
||||
action native A_CheckReload();
|
||||
action native A_GunFlash();
|
||||
action native A_Saw(optional coerce sound fullsound, optional coerce sound hitsound, optional int damage, optional class<Actor> pufftype);
|
||||
action native A_Saw(sound fullsound = "misc/sawfull", sound hitsound = "misc/sawhit", int damage = 2, class<Actor> pufftype = "BulletPuff");
|
||||
action native A_CheckForReload(int counter, state label);
|
||||
action native A_ResetReloadCounter();
|
||||
action native A_RestoreSpecialPosition();
|
||||
|
|
|
@ -1,5 +1,5 @@
|
|||
|
||||
ACTOR SpecialSpot native
|
||||
{
|
||||
action native A_SpawnSingleItem(class<Actor> type, optional int fail_sp, optional int fail_co, optional int fail_dm);
|
||||
action native A_SpawnSingleItem(class<Actor> type, int fail_sp = 0, int fail_co = 0, int fail_dm = 0);
|
||||
}
|
||||
|
|
Loading…
Reference in a new issue