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- Added RGF_CENTERZ to spawn a rail from the actor's center instead of offsetting it upward.
- Merged all the multiple bool parameters to the railgun functions into a single flags parameter. SVN r3706 (trunk)
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c53c14b8c6
commit
70c11f7568
6 changed files with 35 additions and 36 deletions
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@ -586,21 +586,23 @@ void P_DrawSplash2 (int count, fixed_t x, fixed_t y, fixed_t z, angle_t angle, i
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}
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}
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void P_DrawRailTrail (AActor *source, const FVector3 &start, const FVector3 &end, int color1, int color2, float maxdiff, bool silent, const PClass *spawnclass, angle_t angle, bool fullbright, int duration, float sparsity, float drift)
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void P_DrawRailTrail (AActor *source, const FVector3 &start, const FVector3 &end, int color1, int color2, float maxdiff, int flags, const PClass *spawnclass, angle_t angle, int duration, float sparsity, float drift)
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{
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double length, lengthsquared;
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int steps, i;
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FAngle deg;
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FVector3 step, dir, pos, extend;
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bool fullbright;
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dir = end - start;
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lengthsquared = dir | dir;
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length = sqrt(lengthsquared);
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steps = int(length / 3);
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steps = xs_FloorToInt(length / 3);
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fullbright = !!(flags & RAF_FULLBRIGHT);
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if (steps)
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{
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if (!silent)
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if (!(flags & RAF_SILENT))
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{
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FSoundID sound;
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@ -88,7 +88,7 @@ void P_RunEffects (void);
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void P_RunEffect (AActor *actor, int effects);
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void P_DrawRailTrail (AActor *source, const FVector3 &start, const FVector3 &end, int color1, int color2, float maxdiff = 0, bool silent = false, const PClass *spawnclass = NULL, angle_t angle = 0, bool fullbright = false, int duration = 35, float sparsity = 1.0, float drift = 1.0);
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void P_DrawRailTrail (AActor *source, const FVector3 &start, const FVector3 &end, int color1, int color2, float maxdiff = 0, int flags = 0, const PClass *spawnclass = NULL, angle_t angle = 0, int duration = 35, float sparsity = 1.0, float drift = 1.0);
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void P_DrawSplash (int count, fixed_t x, fixed_t y, fixed_t z, angle_t angle, int kind);
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void P_DrawSplash2 (int count, fixed_t x, fixed_t y, fixed_t z, angle_t angle, int updown, int kind);
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void P_DisconnectEffect (AActor *actor);
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@ -446,7 +446,7 @@ bool P_ChangeSector (sector_t* sector, int crunch, int amt, int floorOrCeil, boo
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fixed_t P_AimLineAttack (AActor *t1, angle_t angle, fixed_t distance, AActor **pLineTarget = NULL, fixed_t vrange=0, int flags = 0, AActor *target=NULL, AActor *friender=NULL);
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enum
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enum // P_AimLineAttack flags
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{
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ALF_FORCENOSMART = 1,
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ALF_CHECK3D = 2,
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@ -461,10 +461,20 @@ 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, bool pierce = true, angle_t angleoffset = 0, angle_t pitchoffset = 0, fixed_t distance = 8192*FRACUNIT, bool fullbright = false, int duration = 0, float sparsity = 1.0, float drift = 1.0, const PClass *spawnclass = NULL); // [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, bool alert = true);
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void P_CheckSplash(AActor *self, fixed_t distance);
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void P_RailAttack (AActor *source, int damage, int offset, int color1 = 0, int color2 = 0, float maxdiff = 0, int flags = 0, const PClass *puff = NULL, angle_t angleoffset = 0, angle_t pitchoffset = 0, fixed_t distance = 8192*FRACUNIT, int duration = 0, float sparsity = 1.0, float drift = 1.0, const PClass *spawnclass = NULL); // [RH] Shoot a railgun
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enum // P_RailAttack / A_RailAttack / A_CustomRailgun / P_DrawRailTrail flags
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{
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RAF_SILENT = 1,
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RAF_NOPIERCE = 2,
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RAF_EXPLICITANGLE = 4,
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RAF_FULLBRIGHT = 8,
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RAF_CENTERZ = 16,
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};
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bool P_CheckMissileSpawn (AActor *missile);
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void P_PlaySpawnSound(AActor *missile, AActor *spawner);
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@ -3925,7 +3925,7 @@ static bool ProcessNoPierceRailHit (FTraceResults &res)
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//
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//
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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, angle_t angleoffset, angle_t pitchoffset, fixed_t distance, bool fullbright, int duration, float sparsity, float drift, const PClass *spawnclass)
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void P_RailAttack (AActor *source, int damage, int offset, int color1, int color2, float maxdiff, int railflags, const PClass *puffclass, angle_t angleoffset, angle_t pitchoffset, fixed_t distance, int duration, float sparsity, float drift, const PClass *spawnclass)
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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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@ -3948,6 +3948,8 @@ void P_RailAttack (AActor *source, int damage, int offset, int color1, int color
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shootz = source->z - source->floorclip + (source->height >> 1);
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if (!(railflags & RAF_CENTERZ))
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{
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if (source->player != NULL)
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{
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shootz += FixedMul (source->player->mo->AttackZOffset, source->player->crouchfactor);
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@ -3956,6 +3958,7 @@ void P_RailAttack (AActor *source, int damage, int offset, int color1, int color
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{
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shootz += 8*FRACUNIT;
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}
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}
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angle = ((source->angle + angleoffset) - ANG90) >> ANGLETOFINESHIFT;
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x1 += offset*finecosine[angle];
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@ -3973,18 +3976,9 @@ void P_RailAttack (AActor *source, int damage, int offset, int color1, int color
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if (puffDefaults != NULL && puffDefaults->flags6 & MF6_NOTRIGGER) flags = 0;
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else flags = TRACE_PCross|TRACE_Impact;
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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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distance, MF_SHOOTABLE, ML_BLOCKEVERYTHING, source, trace,
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flags, 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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distance, MF_SHOOTABLE, ML_BLOCKEVERYTHING, source, trace,
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flags, ProcessNoPierceRailHit);
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}
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flags, (railflags & RAF_NOPIERCE) ? ProcessNoPierceRailHit : ProcessRailHit);
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// Hurt anything the trace hit
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unsigned int i;
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@ -4061,7 +4055,7 @@ void P_RailAttack (AActor *source, int damage, int offset, int color1, int color
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end.X = FIXED2FLOAT(trace.X);
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end.Y = FIXED2FLOAT(trace.Y);
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end.Z = FIXED2FLOAT(trace.Z);
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P_DrawRailTrail (source, start, end, color1, color2, maxdiff, silent, spawnclass, source->angle + angleoffset, fullbright, duration, sparsity, drift);
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P_DrawRailTrail (source, start, end, color1, color2, maxdiff, railflags, spawnclass, source->angle + angleoffset, duration, sparsity, drift);
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}
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//==========================================================================
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@ -1380,14 +1380,6 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CustomPunch)
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}
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enum
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{
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RAF_SILENT = 1,
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RAF_NOPIERCE = 2,
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RAF_EXPLICITANGLE = 4,
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RAF_FULLBRIGHT = 8
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};
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//==========================================================================
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//
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// customizable railgun attack function
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@ -1439,7 +1431,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_RailAttack)
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slope = pr_crailgun.Random2() * (Spread_Z / 255);
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}
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P_RailAttack (self, Damage, Spawnofs_XY, Color1, Color2, MaxDiff, !!(Flags & RAF_SILENT), PuffType, (!(Flags & RAF_NOPIERCE)), angle, slope, Range, !!(Flags & RAF_FULLBRIGHT), Duration, Sparsity, DriftSpeed, SpawnClass);
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P_RailAttack (self, Damage, Spawnofs_XY, Color1, Color2, MaxDiff, Flags, PuffType, angle, slope, Range, Duration, Sparsity, DriftSpeed, SpawnClass);
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}
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//==========================================================================
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@ -1556,7 +1548,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CustomRailgun)
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slopeoffset = pr_crailgun.Random2() * (Spread_Z / 255);
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}
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P_RailAttack (self, Damage, Spawnofs_XY, Color1, Color2, MaxDiff, !!(Flags & RAF_SILENT), PuffType, (!(Flags & RAF_NOPIERCE)), angleoffset, slopeoffset, Range, !!(Flags & RAF_FULLBRIGHT), Duration, Sparsity, DriftSpeed, SpawnClass);
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P_RailAttack (self, Damage, Spawnofs_XY, Color1, Color2, MaxDiff, Flags, PuffType, angleoffset, slopeoffset, Range, Duration, Sparsity, DriftSpeed, SpawnClass);
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self->x = saved_x;
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self->y = saved_y;
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@ -117,6 +117,7 @@ const int RGF_SILENT = 1;
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const int RGF_NOPIERCING = 2;
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const int RGF_EXPLICITANGLE = 4;
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const int RGF_FULLBRIGHT = 8;
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const int RGF_CENTERZ = 16;
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// Flags for A_Mushroom
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const int MSF_Standard = 0;
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