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- Added a multitude of flags for A_Teleport.
- TF_KEEPVELOCITY: Keep the velocity after teleporting. - TF_KEEPANGLE: Don't use the special spot's angle. - TF_USESPOTZ: Normally, this function - TF_NOSRCFOG: Don't leave fog at the previous location. - TF_NODESTFOG: Don't leave fog at the arriving location. - TF_USEACTORFOG: Use the actor's TeleFogSourceType and TeleFogDestType properties. - TF_NOJUMP: Don't require or cause a jump. In this case, put 0 (or "") in for the jump destination when using CustomInventory items to teleport actors around.
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3 changed files with 72 additions and 27 deletions
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@ -77,7 +77,7 @@ void ATeleportFog::PostBeginPlay ()
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void P_SpawnTeleportFog(AActor *mobj, fixed_t x, fixed_t y, fixed_t z, bool beforeTele, bool setTarget)
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{
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AActor *mo;
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if ((beforeTele ? mobj->TeleFogSourceType : mobj->TeleFogDestType) == NULL) //If the actor doesn't have one, initialize the original.
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if ((beforeTele ? mobj->TeleFogSourceType : mobj->TeleFogDestType) == NULL)
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{
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//Do nothing.
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mo = NULL;
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@ -4121,9 +4121,16 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SetUserArray)
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//===========================================================================
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enum T_Flags
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{
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TF_TELEFRAG = 1, // Allow telefrag in order to teleport.
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TF_RANDOMDECIDE = 2, // Randomly fail based on health. (A_Srcr2Decide)
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TF_FORCED = 4, // Forget what's in the way. TF_Telefrag takes precedence though.
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TF_TELEFRAG = 0x00000001, // Allow telefrag in order to teleport.
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TF_RANDOMDECIDE = 0x00000002, // Randomly fail based on health. (A_Srcr2Decide)
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TF_FORCED = 0x00000004, // Forget what's in the way. TF_Telefrag takes precedence though.
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TF_KEEPVELOCITY = 0x00000008, // Preserve velocity.
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TF_KEEPANGLE = 0x00000010, // Keep angle.
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TF_USESPOTZ = 0x00000020, // Set the z to the spot's z, instead of the floor.
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TF_NOSRCFOG = 0x00000040, // Don't leave any fog behind when teleporting.
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TF_NODESTFOG = 0x00000080, // Don't spawn any fog at the arrival position.
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TF_USEACTORFOG = 0x00000100, // Use the actor's TeleFogSourceType and TeleFogDestType fogs.
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TF_NOJUMP = 0x00000200, // Don't jump after teleporting.
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};
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DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Teleport)
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@ -4154,14 +4161,6 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Teleport)
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if (pr_teleport() >= chance[chanceindex]) return;
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}
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if (TeleportState == NULL)
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{
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// Default to Teleport.
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TeleportState = self->FindState("Teleport");
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// If still nothing, then return.
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if (!TeleportState) return;
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}
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DSpotState *state = DSpotState::GetSpotState();
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if (state == NULL) return;
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@ -4173,34 +4172,67 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Teleport)
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fixed_t prevX = self->x;
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fixed_t prevY = self->y;
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fixed_t prevZ = self->z;
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bool teleResult = false;
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//Take precedence and cooperate with telefragging first.
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if (P_TeleportMove(self, spot->x, spot->y, spot->z, Flags & TF_TELEFRAG))
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teleResult = true;
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bool teleResult = P_TeleportMove(self, spot->x, spot->y, spot->z, Flags & TF_TELEFRAG);
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if ((!(teleResult)) && (Flags & TF_FORCED))
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{
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//If for some reason the original move didn't work, regardless of telefrag, force it to move.
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self->SetOrigin(spot->x, spot->y, spot->z);
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teleResult = true;
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}
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if (teleResult)
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{
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ACTION_SET_RESULT(false); // Jumps should never set the result for inventory state chains!
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if (FogType)
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//If a fog type is defined in the parameter, or the user wants to use the actor's predefined fogs,
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//and if there's no desire to be fogless, spawn a fog based upon settings.
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if (FogType || (Flags & TF_USEACTORFOG))
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{
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if (!(Flags & TF_NOSRCFOG))
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{
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if (Flags & TF_USEACTORFOG)
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P_SpawnTeleportFog(self, prevX, prevY, prevZ, true);
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else
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Spawn(FogType, prevX, prevY, prevZ, ALLOW_REPLACE);
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}
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if (!(Flags & TF_NODESTFOG))
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{
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if (Flags & TF_USEACTORFOG)
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P_SpawnTeleportFog(self, self->x, self->y, self->z, false);
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else
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Spawn(FogType, self->x, self->y, self->z, ALLOW_REPLACE);
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}
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}
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if (Flags & TF_USESPOTZ)
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self->z = spot->z;
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else
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self->z = self->floorz;
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if (!(Flags & TF_KEEPANGLE))
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self->angle = spot->angle;
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if (!(Flags & TF_KEEPVELOCITY))
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self->velx = self->vely = self->velz = 0;
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if (!(Flags & TF_NOJUMP))
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{
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if (TeleportState == NULL)
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{
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ACTION_SET_RESULT(false); // Jumps should never set the result for inventory state chains!
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// Default to Teleport.
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TeleportState = self->FindState("Teleport");
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// If still nothing, then return.
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if (!TeleportState) return;
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ACTION_JUMP(TeleportState);
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self->z = self->floorz;
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self->angle = spot->angle;
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self->velx = self->vely = self->velz = 0;
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return;
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}
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}
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}
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ACTION_SET_RESULT(teleResult);
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}
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//===========================================================================
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@ -182,9 +182,22 @@ const int FPF_AIMATANGLE = 1;
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const int FPF_TRANSFERTRANSLATION = 2;
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// Flags for A_Teleport
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const int TF_TELEFRAG = 1;
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const int TF_RANDOMDECIDE = 2;
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const int TF_FORCED = 4;
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enum
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{
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TF_TELEFRAG = 0x00000001, // Allow telefrag in order to teleport.
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TF_RANDOMDECIDE = 0x00000002, // Randomly fail based on health. (A_Srcr2Decide)
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TF_FORCED = 0x00000004, // Forget what's in the way. TF_Telefrag takes precedence though.
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TF_KEEPVELOCITY = 0x00000008, // Preserve velocity.
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TF_KEEPANGLE = 0x00000010, // Keep angle.
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TF_USESPOTZ = 0x00000020, // Set the z to the spot's z, instead of the floor.
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TF_NOSRCFOG = 0x00000040, // Don't leave any fog behind when teleporting.
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TF_NODESTFOG = 0x00000080, // Don't spawn any fog at the arrival position.
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TF_USEACTORFOG = 0x00000100, // Use the actor's TeleFogSourceType and TeleFogDestType fogs.
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TF_NOJUMP = 0x00000200, // Don't jump after teleporting.
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TF_KEEPORIENTATION = TF_KEEPVELOCITY|TF_KEEPANGLE,
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TF_NOFOG = TF_NOSRCFOG|TF_NODESTFOG,
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};
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// Flags for A_WolfAttack
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const int WAF_NORANDOM = 1;
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