This commit is contained in:
Rachael Alexanderson 2016-12-24 18:22:14 -05:00
commit 6a550c89a9
27 changed files with 69 additions and 46 deletions

View file

@ -2677,13 +2677,13 @@ void FParser::SF_PlayerWeapon()
if (playernum==-1) return; if (playernum==-1) return;
if (weaponnum<0 || weaponnum>9) if (weaponnum<0 || weaponnum>9)
{ {
script_error("weaponnum out of range! %s\n", weaponnum); script_error("weaponnum out of range! %d\n", weaponnum);
return; return;
} }
PClassWeapon * ti = static_cast<PClassWeapon *>(PClass::FindActor(WeaponNames[weaponnum])); PClassWeapon * ti = static_cast<PClassWeapon *>(PClass::FindActor(WeaponNames[weaponnum]));
if (!ti) if (!ti)
{ {
script_error("incompatibility in playerweapon\n", weaponnum); script_error("incompatibility in playerweapon %d\n", weaponnum);
return; return;
} }
@ -2758,13 +2758,13 @@ void FParser::SF_PlayerSelectedWeapon()
if (weaponnum<0 || weaponnum>=9) if (weaponnum<0 || weaponnum>=9)
{ {
script_error("weaponnum out of range! %s\n", weaponnum); script_error("weaponnum out of range! %d\n", weaponnum);
return; return;
} }
PClassWeapon * ti = static_cast<PClassWeapon *>(PClass::FindActor(WeaponNames[weaponnum])); PClassWeapon * ti = static_cast<PClassWeapon *>(PClass::FindActor(WeaponNames[weaponnum]));
if (!ti) if (!ti)
{ {
script_error("incompatibility in playerweapon\n", weaponnum); script_error("incompatibility in playerweapon %d\n", weaponnum);
return; return;
} }

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@ -246,7 +246,7 @@ void FMapInfoParser::ParseDoomEdNums()
} }
if (error > 0) if (error > 0)
{ {
sc.ScriptError("%d errors encountered in DoomEdNum definition"); sc.ScriptError("%d errors encountered in DoomEdNum definition", error);
} }
} }

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@ -1454,10 +1454,11 @@ enum CM_Flags
CMF_OFFSETPITCH = 32, CMF_OFFSETPITCH = 32,
CMF_SAVEPITCH = 64, CMF_SAVEPITCH = 64,
CMF_ABSOLUTEANGLE = 128 CMF_ABSOLUTEANGLE = 128,
CMF_BADPITCH = 256
}; };
DEFINE_ACTION_FUNCTION(AActor, A_CustomMissile) DEFINE_ACTION_FUNCTION(AActor, A_SpawnProjectile)
{ {
PARAM_SELF_PROLOGUE(AActor); PARAM_SELF_PROLOGUE(AActor);
PARAM_CLASS (ti, AActor); PARAM_CLASS (ti, AActor);
@ -1525,6 +1526,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_CustomMissile)
} }
missilespeed = fabs(Pitch.Cos() * missile->Speed); missilespeed = fabs(Pitch.Cos() * missile->Speed);
missile->Vel.Z = Pitch.Sin() * missile->Speed; missile->Vel.Z = Pitch.Sin() * missile->Speed;
if (!(flags & CMF_BADPITCH)) missile->Vel.Z *= -1;
} }
else else
{ {
@ -1831,7 +1833,7 @@ static void AimBulletMissile(AActor *proj, AActor *puff, int flags, bool temp, b
// Aim for the base of the puff as that's where blood puffs will spawn... roughly. // Aim for the base of the puff as that's where blood puffs will spawn... roughly.
A_Face(proj, puff, 0., 0., 0., 0., 1); A_Face(proj, puff, 0., 0., 0., 0., 1);
proj->Vel3DFromAngle(-proj->Angles.Pitch, proj->Speed); proj->Vel3DFromAngle(proj->Angles.Pitch, proj->Speed);
if (!temp) if (!temp)
{ {
@ -1986,7 +1988,7 @@ enum FP_Flags
FPF_TRANSFERTRANSLATION = 2, FPF_TRANSFERTRANSLATION = 2,
FPF_NOAUTOAIM = 4, FPF_NOAUTOAIM = 4,
}; };
DEFINE_ACTION_FUNCTION(AStateProvider, A_FireCustomMissile) DEFINE_ACTION_FUNCTION(AStateProvider, A_FireProjectile)
{ {
PARAM_ACTION_PROLOGUE(AStateProvider); PARAM_ACTION_PROLOGUE(AStateProvider);
PARAM_CLASS (ti, AActor); PARAM_CLASS (ti, AActor);
@ -2300,7 +2302,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_CustomRailgun)
// We probably won't hit the target, but aim at it anyway so we don't look stupid. // We probably won't hit the target, but aim at it anyway so we don't look stupid.
DVector2 xydiff = self->Vec2To(self->target); DVector2 xydiff = self->Vec2To(self->target);
double zdiff = self->target->Center() - self->Center() - self->Floorclip; double zdiff = self->target->Center() - self->Center() - self->Floorclip;
self->Angles.Pitch = VecToAngle(xydiff.Length(), zdiff); self->Angles.Pitch = -VecToAngle(xydiff.Length(), zdiff);
} }
// Let the aim trail behind the player // Let the aim trail behind the player
if (aim) if (aim)
@ -6688,10 +6690,10 @@ DEFINE_ACTION_FUNCTION(AActor, A_FaceMovementDirection)
{ {
DAngle current = mobj->Angles.Pitch; DAngle current = mobj->Angles.Pitch;
const DVector2 velocity = mobj->Vel.XY(); const DVector2 velocity = mobj->Vel.XY();
DAngle pitch = VecToAngle(velocity.Length(), mobj->Vel.Z); DAngle pitch = -VecToAngle(velocity.Length(), mobj->Vel.Z);
if (pitchlimit > 0) if (pitchlimit > 0)
{ {
DAngle pdelta = deltaangle(-current, pitch); DAngle pdelta = deltaangle(current, pitch);
if (fabs(pdelta) > pitchlimit) if (fabs(pdelta) > pitchlimit)
{ {

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@ -4920,10 +4920,10 @@ void P_RailAttack(FRailParams *p)
} }
AActor *source = p->source; AActor *source = p->source;
DAngle pitch = -source->Angles.Pitch + p->pitchoffset; DAngle pitch = source->Angles.Pitch + p->pitchoffset;
DAngle angle = source->Angles.Yaw + p->angleoffset; DAngle angle = source->Angles.Yaw + p->angleoffset;
DVector3 vec(DRotator(pitch, angle, angle)); DVector3 vec(DRotator(-pitch, angle, angle));
double shootz = source->Center() - source->FloatSpeed + p->offset_z; double shootz = source->Center() - source->FloatSpeed + p->offset_z;
if (!(p->flags & RAF_CENTERZ)) if (!(p->flags & RAF_CENTERZ))

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@ -6321,7 +6321,7 @@ bool P_CheckMissileSpawn (AActor* th, double maxdist)
// [RH] Don't explode ripping missiles that spawn inside something // [RH] Don't explode ripping missiles that spawn inside something
if (th->BlockingMobj == NULL || !(th->flags2 & MF2_RIP) || (th->BlockingMobj->flags5 & MF5_DONTRIP)) if (th->BlockingMobj == NULL || !(th->flags2 & MF2_RIP) || (th->BlockingMobj->flags5 & MF5_DONTRIP))
{ {
// If this is a monster spawned by A_CustomMissile subtract it from the counter. // If this is a monster spawned by A_SpawnProjectile subtract it from the counter.
th->ClearCounters(); th->ClearCounters();
// [RH] Don't explode missiles that spawn on top of horizon lines // [RH] Don't explode missiles that spawn on top of horizon lines
if (th->BlockingLine != NULL && th->BlockingLine->special == Line_Horizon) if (th->BlockingLine != NULL && th->BlockingLine->special == Line_Horizon)

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@ -7493,7 +7493,7 @@ isresolved:
else else
{ {
// Todo: If this is a qualified call to a parent class function, let it through (but this needs to disable virtual calls later.) // Todo: If this is a qualified call to a parent class function, let it through (but this needs to disable virtual calls later.)
ScriptPosition.Message(MSG_ERROR, "Qualified member call to parent class not yet implemented\n", cls->TypeName.GetChars(), MethodName.GetChars()); ScriptPosition.Message(MSG_ERROR, "Qualified member call to parent class %s::%s is not yet implemented\n", cls->TypeName.GetChars(), MethodName.GetChars());
delete this; delete this;
return nullptr; return nullptr;
} }
@ -7897,7 +7897,7 @@ FxExpression *FxVMFunctionCall::Resolve(FCompileContext& ctx)
// For a reference argument the types must match 100%. // For a reference argument the types must match 100%.
if (type != ArgList[i]->ValueType) if (type != ArgList[i]->ValueType)
{ {
ScriptPosition.Message(MSG_ERROR, "Type mismatch in reference argument", Function->SymbolName.GetChars()); ScriptPosition.Message(MSG_ERROR, "Type mismatch in reference argument %s", Function->SymbolName.GetChars());
x = nullptr; x = nullptr;
} }
else else
@ -8346,7 +8346,7 @@ FxExpression *FxGetDefaultByType::Resolve(FCompileContext &ctx)
{ {
// this is the ugly case. We do not know what we have and cannot do proper type casting. // this is the ugly case. We do not know what we have and cannot do proper type casting.
// For now error out and let this case require explicit handling on the user side. // For now error out and let this case require explicit handling on the user side.
ScriptPosition.Message(MSG_ERROR, "GetDefaultByType() requires an actor class type", static_cast<FxConstant *>(Self)->GetValue().GetString().GetChars()); ScriptPosition.Message(MSG_ERROR, "GetDefaultByType() requires an actor class type, but got %s", static_cast<FxConstant *>(Self)->GetValue().GetString().GetChars());
delete this; delete this;
return nullptr; return nullptr;
} }
@ -9511,7 +9511,7 @@ FxExpression *FxClassTypeCast::Resolve(FCompileContext &ctx)
/* lax */ /* lax */
// Since this happens in released WADs it must pass without a terminal error... :( // Since this happens in released WADs it must pass without a terminal error... :(
ScriptPosition.Message(MSG_OPTERROR, ScriptPosition.Message(MSG_OPTERROR,
"Unknown class name '%s'", "Unknown class name '%s' of type '%s'",
clsname.GetChars(), desttype->TypeName.GetChars()); clsname.GetChars(), desttype->TypeName.GetChars());
} }
else else

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@ -272,7 +272,7 @@ static void CheckForUnsafeStates(PClassActor *obj)
// If an unsafe function (i.e. one that accesses user variables) is being detected, print a warning once and remove the bogus function. We may not call it because that would inevitably crash. // If an unsafe function (i.e. one that accesses user variables) is being detected, print a warning once and remove the bogus function. We may not call it because that would inevitably crash.
auto owner = FState::StaticFindStateOwner(state); auto owner = FState::StaticFindStateOwner(state);
GetStateSource(state).Message(MSG_ERROR, TEXTCOLOR_RED "Unsafe state call in state %s.%d which accesses user variables, reached by %s.%s.\n", GetStateSource(state).Message(MSG_ERROR, TEXTCOLOR_RED "Unsafe state call in state %s.%d which accesses user variables, reached by %s.%s.\n",
owner->TypeName.GetChars(), state - owner->OwnedStates, obj->TypeName.GetChars(), FName(*test).GetChars()); owner->TypeName.GetChars(), int(state - owner->OwnedStates), obj->TypeName.GetChars(), FName(*test).GetChars());
} }
state = state->NextState; state = state->NextState;
} }

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@ -525,7 +525,7 @@ DEFINE_PROPERTY(skip_super, 0, Actor)
if (info->Size != actorclass->Size) if (info->Size != actorclass->Size)
{ {
bag.ScriptPosition.Message(MSG_OPTERROR, bag.ScriptPosition.Message(MSG_OPTERROR,
"'skip_super' is only allowed in subclasses of AActor with no additional fields and will be ignored.", info->TypeName.GetChars()); "'skip_super' is only allowed in subclasses of AActor with no additional fields and will be ignored in type %s.", info->TypeName.GetChars());
return; return;
} }
if (bag.StateSet) if (bag.StateSet)

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@ -1323,7 +1323,7 @@ bool ZCCCompiler::CompileFields(PStruct *type, TArray<ZCC_VarDeclarator *> &Fiel
} }
else if (hasnativechildren) else if (hasnativechildren)
{ {
Error(field, "Cannot add field %s to %s. %s has native children which means it size may not change.", type->TypeName.GetChars(), fd->FieldSize, FName(name->Name).GetChars()); Error(field, "Cannot add field %s to %s. %s has native children which means it size may not change.", FName(name->Name).GetChars(), type->TypeName.GetChars(), type->TypeName.GetChars());
} }
else else
{ {

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@ -38,6 +38,8 @@
#include "zscript/shared/fastprojectile.txt" #include "zscript/shared/fastprojectile.txt"
#include "zscript/shared/dynlights.txt" #include "zscript/shared/dynlights.txt"
#include "zscript/compatibility.txt"
#include "zscript/doom/doomplayer.txt" #include "zscript/doom/doomplayer.txt"
#include "zscript/doom/possessed.txt" #include "zscript/doom/possessed.txt"
#include "zscript/doom/doomimp.txt" #include "zscript/doom/doomimp.txt"

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@ -691,7 +691,7 @@ class Actor : Thinker native
deprecated native void A_StopSoundEx(name slot); deprecated native void A_StopSoundEx(name slot);
native void A_SeekerMissile(int threshold, int turnmax, int flags = 0, int chance = 50, int distance = 10); native void A_SeekerMissile(int threshold, int turnmax, int flags = 0, int chance = 50, int distance = 10);
native action state A_Jump(int chance, statelabel label, ...); native action state A_Jump(int chance, statelabel label, ...);
native void A_CustomMissile(class<Actor> missiletype, double spawnheight = 32, double spawnofs_xy = 0, double angle = 0, int flags = 0, double pitch = 0, int ptr = AAPTR_TARGET); native void A_SpawnProjectile(class<Actor> missiletype, double spawnheight = 32, double spawnofs_xy = 0, double angle = 0, int flags = 0, double pitch = 0, int ptr = AAPTR_TARGET);
native void A_CustomBulletAttack(double spread_xy, double spread_z, int numbullets, int damageperbullet, class<Actor> pufftype = "BulletPuff", double range = 0, int flags = 0, int ptr = AAPTR_TARGET, class<Actor> missile = null, double Spawnheight = 32, double Spawnofs_xy = 0); native void A_CustomBulletAttack(double spread_xy, double spread_z, int numbullets, int damageperbullet, class<Actor> pufftype = "BulletPuff", double range = 0, int flags = 0, int ptr = AAPTR_TARGET, class<Actor> missile = null, double Spawnheight = 32, double Spawnofs_xy = 0);
native void A_CustomRailgun(int damage, int spawnofs_xy = 0, color color1 = 0, color color2 = 0, int flags = 0, int aim = 0, double maxdiff = 0, class<Actor> pufftype = "BulletPuff", double spread_xy = 0, double spread_z = 0, double range = 0, int duration = 0, double sparsity = 1.0, double driftspeed = 1.0, class<Actor> spawnclass = null, double spawnofs_z = 0, int spiraloffset = 270, int limit = 0); native void A_CustomRailgun(int damage, int spawnofs_xy = 0, color color1 = 0, color color2 = 0, int flags = 0, int aim = 0, double maxdiff = 0, class<Actor> pufftype = "BulletPuff", double spread_xy = 0, double spread_z = 0, double range = 0, int duration = 0, double sparsity = 1.0, double driftspeed = 1.0, class<Actor> spawnclass = null, double spawnofs_z = 0, int spiraloffset = 270, int limit = 0);
native bool A_SetInventory(class<Inventory> itemtype, int amount, int ptr = AAPTR_DEFAULT, bool beyondMax = false); native bool A_SetInventory(class<Inventory> itemtype, int amount, int ptr = AAPTR_DEFAULT, bool beyondMax = false);

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@ -77,7 +77,7 @@ class ZorchPropulsor : RocketLauncher
{ {
Fire: Fire:
MISG B 8 A_GunFlash; MISG B 8 A_GunFlash;
MISG B 12 A_FireCustomMissile("PropulsorMissile"); MISG B 12 A_FireProjectile("PropulsorMissile");
MISG B 0 A_ReFire; MISG B 0 A_ReFire;
Goto Ready; Goto Ready;
} }
@ -107,7 +107,7 @@ class PhasingZorcher : PlasmaRifle
{ {
Fire: Fire:
PLSG A 0 A_GunFlash; PLSG A 0 A_GunFlash;
PLSG A 3 A_FireCustomMissile("PhaseZorchMissile"); PLSG A 3 A_FireProjectile("PhaseZorchMissile");
PLSG B 20 A_ReFire; PLSG B 20 A_ReFire;
Goto Ready; Goto Ready;
Flash: Flash:
@ -143,7 +143,7 @@ class LAZDevice : BFG9000
Fire: Fire:
BFGG A 20 A_BFGsound; BFGG A 20 A_BFGsound;
BFGG B 10 A_GunFlash; BFGG B 10 A_GunFlash;
BFGG B 10 A_FireCustomMissile("LAZBall"); BFGG B 10 A_FireProjectile("LAZBall");
BFGG B 20 A_ReFire; BFGG B 20 A_ReFire;
Goto Ready; Goto Ready;
} }

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@ -0,0 +1,18 @@
// This file contains compatibility wrappers for DECORATE functions with bad parameters.
extend class Actor
{
deprecated void A_CustomMissile(class<Actor> missiletype, double spawnheight = 32, double spawnofs_xy = 0, double angle = 0, int flags = 0, double pitch = 0, int ptr = AAPTR_TARGET)
{
A_SpawnProjectile(missiletype, spawnheight, spawnofs_xy, angle, flags|CMF_BADPITCH, pitch, ptr);
}
}
extend class StateProvider
{
deprecated action void A_FireCustomMissile(class<Actor> missiletype, double angle = 0, bool useammo = true, double spawnofs_xy = 0, double spawnheight = 0, int flags = 0, double pitch = 0)
{
A_FireProjectile(missiletype, angle, useammo, spawnofs_xy, spawnheight, flags, -pitch);
}
}

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@ -45,7 +45,7 @@ enum EBFGSprayFlags
BFGF_MISSILEORIGIN = 2, BFGF_MISSILEORIGIN = 2,
}; };
// Flags for A_CustomMissile // Flags for A_SpawnProjectile
enum ECustomMissileFlags enum ECustomMissileFlags
{ {
CMF_AIMOFFSET = 1, CMF_AIMOFFSET = 1,
@ -56,6 +56,7 @@ enum ECustomMissileFlags
CMF_OFFSETPITCH = 32, CMF_OFFSETPITCH = 32,
CMF_SAVEPITCH = 64, CMF_SAVEPITCH = 64,
CMF_ABSOLUTEANGLE = 128, CMF_ABSOLUTEANGLE = 128,
CMF_BADPITCH = 256, // for compatibility handling only - avoid!
}; };
// Flags for A_CustomBulletAttack // Flags for A_CustomBulletAttack

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@ -28,9 +28,9 @@ class Snake : Actor
Loop; Loop;
Missile: Missile:
SNKE FF 5 A_FaceTarget; SNKE FF 5 A_FaceTarget;
SNKE FFF 4 A_CustomMissile("SnakeProjA", 32, 0, 0, CMF_CHECKTARGETDEAD); SNKE FFF 4 A_SpawnProjectile("SnakeProjA", 32, 0, 0, CMF_CHECKTARGETDEAD);
SNKE FFF 5 A_FaceTarget; SNKE FFF 5 A_FaceTarget;
SNKE F 4 A_CustomMissile("SnakeProjB", 32, 0, 0, CMF_CHECKTARGETDEAD); SNKE F 4 A_SpawnProjectile("SnakeProjB", 32, 0, 0, CMF_CHECKTARGETDEAD);
Goto See; Goto See;
Pain: Pain:
SNKE E 3; SNKE E 3;

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@ -87,7 +87,7 @@ class BlasterPowered : Blaster
Fire: Fire:
BLSR BC 0; BLSR BC 0;
Hold: Hold:
BLSR D 3 A_FireCustomMissile("BlasterFX1"); BLSR D 3 A_FireProjectile("BlasterFX1");
BLSR CB 4; BLSR CB 4;
BLSR A 0 A_ReFire; BLSR A 0 A_ReFire;
Goto Ready; Goto Ready;

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@ -112,9 +112,9 @@ class CentaurLeader : Centaur
{ {
Missile: Missile:
CENT E 10 A_FaceTarget; CENT E 10 A_FaceTarget;
CENT F 8 Bright A_CustomMissile("CentaurFX", 45, 0, 0, CMF_AIMOFFSET); CENT F 8 Bright A_SpawnProjectile("CentaurFX", 45, 0, 0, CMF_AIMOFFSET);
CENT E 10 A_FaceTarget; CENT E 10 A_FaceTarget;
CENT F 8 Bright A_CustomMissile("CentaurFX", 45, 0, 0, CMF_AIMOFFSET); CENT F 8 Bright A_SpawnProjectile("CentaurFX", 45, 0, 0, CMF_AIMOFFSET);
Goto See; Goto See;
} }
} }

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@ -44,7 +44,7 @@ class Demon1 : Actor
Missile: Missile:
DEMN E 5 A_FaceTarget; DEMN E 5 A_FaceTarget;
DEMN F 6 A_FaceTarget; DEMN F 6 A_FaceTarget;
DEMN G 5 A_CustomMissile("Demon1FX1", 62, 0); DEMN G 5 A_SpawnProjectile("Demon1FX1", 62, 0);
Goto See; Goto See;
Death: Death:
DEMN HI 6; DEMN HI 6;
@ -250,7 +250,7 @@ class Demon2 : Demon1
Missile: Missile:
DEM2 E 5 A_FaceTarget; DEM2 E 5 A_FaceTarget;
DEM2 F 6 A_FaceTarget; DEM2 F 6 A_FaceTarget;
DEM2 G 5 A_CustomMissile("Demon2FX1", 62, 0); DEM2 G 5 A_SpawnProjectile("Demon2FX1", 62, 0);
Goto See; Goto See;
Death: Death:
DEM2 HI 6; DEM2 HI 6;

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@ -23,7 +23,7 @@ class MWeapWand : MageWeapon
Loop; Loop;
Fire: Fire:
MWND A 6; MWND A 6;
MWND B 6 Bright Offset (0, 48) A_FireCustomMissile ("MageWandMissile"); MWND B 6 Bright Offset (0, 48) A_FireProjectile ("MageWandMissile");
MWND A 3 Offset (0, 40); MWND A 3 Offset (0, 40);
MWND A 3 Offset (0, 36) A_ReFire; MWND A 3 Offset (0, 36) A_ReFire;
Goto Ready; Goto Ready;

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@ -300,7 +300,7 @@ class SerpentLeader : Serpent
States States
{ {
Missile: Missile:
SSPT N 5 A_CustomMissile("SerpentFX", 32, 0); SSPT N 5 A_SpawnProjectile("SerpentFX", 32, 0);
Goto Dive; Goto Dive;
} }
} }

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@ -47,7 +47,7 @@ class Wraith : Actor
Missile: Missile:
WRTH E 6 A_FaceTarget; WRTH E 6 A_FaceTarget;
WRTH F 6; WRTH F 6;
WRTH G 6 A_CustomMissile("WraithFX1"); WRTH G 6 A_SpawnProjectile("WraithFX1");
Goto See; Goto See;
Death: Death:
WRTH I 4; WRTH I 4;

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@ -49,7 +49,7 @@ class ArtiEgg : CustomInventory
Use: Use:
TNT1 A 0 TNT1 A 0
{ {
for (double i = -15; i <= 15; i += 7.5) A_FireCustomMissile("EggFX", i, 0, 0, 0, 1); for (double i = -15; i <= 15; i += 7.5) A_FireProjectile("EggFX", i, false, 0, 0, FPF_AIMATANGLE);
} }
Stop; Stop;
} }
@ -104,7 +104,7 @@ class ArtiPork : CustomInventory
Use: Use:
TNT1 A 0 TNT1 A 0
{ {
for (double i = -15; i <= 15; i += 7.5) A_FireCustomMissile("PorkFX", i, 0, 0, 0, 1); for (double i = -15; i <= 15; i += 7.5) A_FireProjectile("PorkFX", i, false, 0, 0, FPF_AIMATANGLE);
} }
Stop; Stop;
} }

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@ -84,7 +84,7 @@ class StateProvider : Inventory native
action native state A_JumpIfNoAmmo(statelabel label); action native state A_JumpIfNoAmmo(statelabel label);
action native void A_CustomPunch(int damage, bool norandom = false, int flags = CPF_USEAMMO, class<Actor> pufftype = "BulletPuff", double range = 0, double lifesteal = 0, int lifestealmax = 0, class<BasicArmorBonus> armorbonustype = "ArmorBonus", sound MeleeSound = 0, sound MissSound = ""); action native void A_CustomPunch(int damage, bool norandom = false, int flags = CPF_USEAMMO, class<Actor> pufftype = "BulletPuff", double range = 0, double lifesteal = 0, int lifestealmax = 0, class<BasicArmorBonus> armorbonustype = "ArmorBonus", sound MeleeSound = 0, sound MissSound = "");
action native void A_FireBullets(double spread_xy, double spread_z, int numbullets, int damageperbullet, class<Actor> pufftype = "BulletPuff", int flags = 1, double range = 0, class<Actor> missile = null, double Spawnheight = 32, double Spawnofs_xy = 0); action native void A_FireBullets(double spread_xy, double spread_z, int numbullets, int damageperbullet, class<Actor> pufftype = "BulletPuff", int flags = 1, double range = 0, class<Actor> missile = null, double Spawnheight = 32, double Spawnofs_xy = 0);
action native void A_FireCustomMissile(class<Actor> missiletype, double angle = 0, bool useammo = true, double spawnofs_xy = 0, double spawnheight = 0, int flags = 0, double pitch = 0); action native void A_FireProjectile(class<Actor> missiletype, double angle = 0, bool useammo = true, double spawnofs_xy = 0, double spawnheight = 0, int flags = 0, double pitch = 0);
action native void A_RailAttack(int damage, int spawnofs_xy = 0, bool useammo = true, color color1 = 0, color color2 = 0, int flags = 0, double maxdiff = 0, class<Actor> pufftype = "BulletPuff", double spread_xy = 0, double spread_z = 0, double range = 0, int duration = 0, double sparsity = 1.0, double driftspeed = 1.0, class<Actor> spawnclass = "none", double spawnofs_z = 0, int spiraloffset = 270, int limit = 0); action native void A_RailAttack(int damage, int spawnofs_xy = 0, bool useammo = true, color color1 = 0, color color2 = 0, int flags = 0, double maxdiff = 0, class<Actor> pufftype = "BulletPuff", double spread_xy = 0, double spread_z = 0, double range = 0, int duration = 0, double sparsity = 1.0, double driftspeed = 1.0, class<Actor> spawnclass = "none", double spawnofs_z = 0, int spiraloffset = 270, int limit = 0);
action native void A_WeaponReady(int flags = 0); action native void A_WeaponReady(int flags = 0);
action native void A_Lower(); action native void A_Lower();

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@ -202,7 +202,7 @@ class AlienSpectre2 : AlienSpectre1
{ {
Missile: Missile:
ALN1 F 4 A_FaceTarget; ALN1 F 4 A_FaceTarget;
ALN1 I 4 A_CustomMissile("SpectralLightningH3", 32, 0); ALN1 I 4 A_SpawnProjectile("SpectralLightningH3", 32, 0);
ALN1 E 4; ALN1 E 4;
Goto See+10; Goto See+10;
} }
@ -267,7 +267,7 @@ class AlienSpectre4 : AlienSpectre1
{ {
Missile: Missile:
ALN1 F 4 A_FaceTarget; ALN1 F 4 A_FaceTarget;
ALN1 I 4 A_CustomMissile("SpectralLightningBigV2", 32, 0); ALN1 I 4 A_SpawnProjectile("SpectralLightningBigV2", 32, 0);
ALN1 E 4; ALN1 E 4;
Goto See+10; Goto See+10;
} }
@ -289,7 +289,7 @@ class AlienSpectre5 : AlienSpectre1
{ {
Missile: Missile:
ALN1 F 4 A_FaceTarget; ALN1 F 4 A_FaceTarget;
ALN1 I 4 A_CustomMissile("SpectralLightningBigBall2", 32, 0); ALN1 I 4 A_SpawnProjectile("SpectralLightningBigBall2", 32, 0);
ALN1 E 4; ALN1 E 4;
Goto See+10; Goto See+10;
} }

View file

@ -265,7 +265,7 @@ class EntitySecond : SpectralMonster
Goto See+1; Goto See+1;
Missile: Missile:
MNAL W 4 Bright A_FaceTarget; MNAL W 4 Bright A_FaceTarget;
MNAL U 4 Bright A_CustomMissile("SpectralLightningH3",32,0); MNAL U 4 Bright A_SpawnProjectile("SpectralLightningH3",32,0);
MNAL V 4 Bright A_SentinelBob; MNAL V 4 Bright A_SentinelBob;
Goto See+4; Goto See+4;
Pain: Pain:

View file

@ -55,7 +55,7 @@ class Loremaster : Actor
Goto See; Goto See;
Missile: Missile:
PRST E 4 A_FaceTarget; PRST E 4 A_FaceTarget;
PRST F 4 A_CustomMissile("LoreShot", 32, 0); PRST F 4 A_SpawnProjectile("LoreShot", 32, 0);
PRST E 4 A_SentinelBob; PRST E 4 A_SentinelBob;
Goto See; Goto See;
Death: Death:

View file

@ -38,7 +38,7 @@ class StrifeBishop : Actor
Loop; Loop;
Missile: Missile:
MLDR E 3 A_FaceTarget; MLDR E 3 A_FaceTarget;
MLDR F 2 Bright A_CustomMissile("BishopMissile", 64, 0, 0, CMF_AIMOFFSET); MLDR F 2 Bright A_SpawnProjectile("BishopMissile", 64, 0, 0, CMF_AIMOFFSET);
Goto See; Goto See;
Pain: Pain:
MLDR D 1 A_Pain; MLDR D 1 A_Pain;