mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-11-28 06:53:40 +00:00
- added 'defaultterrain' option to terrain parser for mods that want to have
a different default terrain than a generic solid surface. - added format char processing to A_Print(Bold) and all printable messages that can be defined in DECORATE. - Fixed: The railgun code ignored MF3_ALWAYSPUFF. - added desaturated translations. - added optional state parameters to A_ReFire and A_GunFlash and A_CountdownArg. SVN r1921 (trunk)
This commit is contained in:
parent
34a4738b74
commit
8b27bd1434
15 changed files with 219 additions and 65 deletions
|
@ -1,5 +1,14 @@
|
|||
October 16, 2009 (Changes by Graf Zahl)
|
||||
- added 'defaultterrain' option to terrain parser for mods that want to have
|
||||
a different default terrain than a generic solid surface.
|
||||
- added format char processing to A_Print(Bold) and all printable messages
|
||||
that can be defined in DECORATE.
|
||||
- Fixed: The railgun code ignored MF3_ALWAYSPUFF.
|
||||
- added desaturated translations.
|
||||
- added optional state parameters to A_ReFire and A_GunFlash and A_CountdownArg.
|
||||
|
||||
October 15, 2009 (Changes by Graf Zahl)
|
||||
- added ACS CheckActprClass function
|
||||
- added ACS CheckActorClass function
|
||||
- fixed: When a blasted actor collided with another one this other actor's
|
||||
DONTBLAST flag was not checked.
|
||||
- added a global DamageFactor actor property. All damage this actor takes is multiplied
|
||||
|
|
|
@ -1824,8 +1824,8 @@ CCMD (echo)
|
|||
int last = argv.argc()-1;
|
||||
for (int i = 1; i <= last; ++i)
|
||||
{
|
||||
strbin (argv[i]);
|
||||
Printf ("%s%s", argv[i], i!=last ? " " : "\n");
|
||||
FString formatted = strbin1 (argv[i]);
|
||||
Printf ("%s%s", formatted.GetChars(), i!=last ? " " : "\n");
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -252,7 +252,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_LoadShotgun2)
|
|||
DEFINE_ACTION_FUNCTION(AActor, A_CloseShotgun2)
|
||||
{
|
||||
S_Sound (self, CHAN_WEAPON, "weapons/sshotc", 1, ATTN_NORM);
|
||||
CALL_ACTION(A_ReFire, self);
|
||||
A_ReFire (self);
|
||||
}
|
||||
|
||||
|
||||
|
|
|
@ -3767,6 +3767,7 @@ void P_RailAttack (AActor *source, int damage, int offset, int color1, int color
|
|||
for (i = 0; i < RailHits.Size (); i++)
|
||||
{
|
||||
fixed_t x, y, z;
|
||||
bool spawnpuff;
|
||||
|
||||
x = x1 + FixedMul (RailHits[i].Distance, vx);
|
||||
y = y1 + FixedMul (RailHits[i].Distance, vy);
|
||||
|
@ -3775,13 +3776,15 @@ void P_RailAttack (AActor *source, int damage, int offset, int color1, int color
|
|||
if ((RailHits[i].HitActor->flags & MF_NOBLOOD) ||
|
||||
(RailHits[i].HitActor->flags2 & (MF2_DORMANT|MF2_INVULNERABLE)))
|
||||
{
|
||||
if (puffclass != NULL) P_SpawnPuff (source, puffclass, x, y, z, source->angle - ANG90, 1, PF_HITTHING);
|
||||
spawnpuff = puffclass != NULL;
|
||||
}
|
||||
else
|
||||
{
|
||||
spawnpuff = (puffclass != NULL && puffDefaults->flags3 & MF3_ALWAYSPUFF);
|
||||
P_SpawnBlood (x, y, z, source->angle - ANG180, damage, RailHits[i].HitActor);
|
||||
P_TraceBleed (damage, x, y, z, RailHits[i].HitActor, source->angle, pitch);
|
||||
}
|
||||
if (spawnpuff) P_SpawnPuff (source, puffclass, x, y, z, source->angle - ANG90, 1, PF_HITTHING);
|
||||
P_DamageMobj (RailHits[i].HitActor, thepuff? thepuff:source, source, damage, damagetype, DMG_INFLICTOR_IS_PUFF);
|
||||
}
|
||||
|
||||
|
@ -3789,6 +3792,11 @@ void P_RailAttack (AActor *source, int damage, int offset, int color1, int color
|
|||
if (trace.HitType == TRACE_HitWall)
|
||||
{
|
||||
SpawnShootDecal (source, trace);
|
||||
if (puffclass != NULL && puffDefaults->flags3 & MF3_ALWAYSPUFF)
|
||||
{
|
||||
P_SpawnPuff (source, puffclass, trace.X, trace.Y, trace.Z, source->angle - ANG90, 1, 0);
|
||||
}
|
||||
|
||||
}
|
||||
if (trace.HitType == TRACE_HitFloor &&
|
||||
trace.CrossedWater == NULL &&
|
||||
|
|
|
@ -206,7 +206,7 @@ void P_BringUpWeapon (player_t *player)
|
|||
//
|
||||
//---------------------------------------------------------------------------
|
||||
|
||||
void P_FireWeapon (player_t *player)
|
||||
void P_FireWeapon (player_t *player, FState *state)
|
||||
{
|
||||
AWeapon *weapon;
|
||||
|
||||
|
@ -225,7 +225,11 @@ void P_FireWeapon (player_t *player)
|
|||
|
||||
player->mo->PlayAttacking ();
|
||||
weapon->bAltFire = false;
|
||||
P_SetPsprite (player, ps_weapon, weapon->GetAtkState(!!player->refire));
|
||||
if (state == NULL)
|
||||
{
|
||||
state = weapon->GetAtkState(!!player->refire);
|
||||
}
|
||||
P_SetPsprite (player, ps_weapon, state);
|
||||
if (!(weapon->WeaponFlags & WIF_NOALERT))
|
||||
{
|
||||
P_NoiseAlert (player->mo, player->mo, false);
|
||||
|
@ -238,7 +242,7 @@ void P_FireWeapon (player_t *player)
|
|||
//
|
||||
//---------------------------------------------------------------------------
|
||||
|
||||
void P_FireWeaponAlt (player_t *player)
|
||||
void P_FireWeaponAlt (player_t *player, FState *state)
|
||||
{
|
||||
AWeapon *weapon;
|
||||
|
||||
|
@ -258,8 +262,12 @@ void P_FireWeaponAlt (player_t *player)
|
|||
player->mo->PlayAttacking ();
|
||||
weapon->bAltFire = true;
|
||||
|
||||
if (state == NULL)
|
||||
{
|
||||
state = weapon->GetAltAtkState(!!player->refire);
|
||||
}
|
||||
|
||||
P_SetPsprite (player, ps_weapon, weapon->GetAltAtkState(!!player->refire));
|
||||
P_SetPsprite (player, ps_weapon, state);
|
||||
if (!(weapon->WeaponFlags & WIF_NOALERT))
|
||||
{
|
||||
P_NoiseAlert (player->mo, player->mo, false);
|
||||
|
@ -456,7 +464,7 @@ void P_CheckWeaponFire (player_t *player)
|
|||
if (!player->attackdown || !(weapon->WeaponFlags & WIF_NOAUTOFIRE))
|
||||
{
|
||||
player->attackdown = true;
|
||||
P_FireWeapon (player);
|
||||
P_FireWeapon (player, NULL);
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
@ -465,7 +473,7 @@ void P_CheckWeaponFire (player_t *player)
|
|||
if (!player->attackdown || !(weapon->WeaponFlags & WIF_NOAUTOFIRE))
|
||||
{
|
||||
player->attackdown = true;
|
||||
P_FireWeaponAlt (player);
|
||||
P_FireWeaponAlt (player, NULL);
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
@ -507,7 +515,15 @@ void P_CheckWeaponSwitch (player_t *player)
|
|||
//
|
||||
//---------------------------------------------------------------------------
|
||||
|
||||
DEFINE_ACTION_FUNCTION(AInventory, A_ReFire)
|
||||
DEFINE_ACTION_FUNCTION_PARAMS(AInventory, A_ReFire)
|
||||
{
|
||||
ACTION_PARAM_START(1)
|
||||
ACTION_PARAM_STATE(state, 0);
|
||||
|
||||
A_ReFire(self, state);
|
||||
}
|
||||
|
||||
void A_ReFire(AActor *self, FState *state)
|
||||
{
|
||||
player_t *player = self->player;
|
||||
|
||||
|
@ -520,14 +536,14 @@ DEFINE_ACTION_FUNCTION(AInventory, A_ReFire)
|
|||
&& player->PendingWeapon == WP_NOCHANGE && player->health)
|
||||
{
|
||||
player->refire++;
|
||||
P_FireWeapon (player);
|
||||
P_FireWeapon (player, state);
|
||||
}
|
||||
else if ((player->cmd.ucmd.buttons&BT_ALTATTACK)
|
||||
&& player->ReadyWeapon->bAltFire
|
||||
&& player->PendingWeapon == WP_NOCHANGE && player->health)
|
||||
{
|
||||
player->refire++;
|
||||
P_FireWeaponAlt (player);
|
||||
P_FireWeaponAlt (player, state);
|
||||
}
|
||||
else
|
||||
{
|
||||
|
@ -661,8 +677,11 @@ DEFINE_ACTION_FUNCTION(AInventory, A_Raise)
|
|||
//
|
||||
// A_GunFlash
|
||||
//
|
||||
DEFINE_ACTION_FUNCTION(AInventory, A_GunFlash)
|
||||
DEFINE_ACTION_FUNCTION_PARAMS(AInventory, A_GunFlash)
|
||||
{
|
||||
ACTION_PARAM_START(1)
|
||||
ACTION_PARAM_STATE(flash, 0);
|
||||
|
||||
player_t *player = self->player;
|
||||
|
||||
if (NULL == player)
|
||||
|
@ -671,9 +690,11 @@ DEFINE_ACTION_FUNCTION(AInventory, A_GunFlash)
|
|||
}
|
||||
player->mo->PlayAttacking2 ();
|
||||
|
||||
FState * flash=NULL;
|
||||
if (player->ReadyWeapon->bAltFire) flash = player->ReadyWeapon->FindState(NAME_AltFlash);
|
||||
if (flash == NULL) flash = player->ReadyWeapon->FindState(NAME_Flash);
|
||||
if (flash == NULL)
|
||||
{
|
||||
if (player->ReadyWeapon->bAltFire) flash = player->ReadyWeapon->FindState(NAME_AltFlash);
|
||||
if (flash == NULL) flash = player->ReadyWeapon->FindState(NAME_Flash);
|
||||
}
|
||||
P_SetPsprite (player, ps_flash, flash);
|
||||
}
|
||||
|
||||
|
|
|
@ -95,6 +95,6 @@ void DoReadyWeaponToFire(AActor * self, bool primary = true, bool secondary = tr
|
|||
void DoReadyWeaponToSwitch(AActor * self);
|
||||
|
||||
DECLARE_ACTION(A_Raise)
|
||||
DECLARE_ACTION(A_ReFire)
|
||||
void A_ReFire(AActor *self, FState *state = NULL);
|
||||
|
||||
#endif // __P_PSPR_H__
|
||||
|
|
|
@ -63,7 +63,8 @@ enum EOuterKeywords
|
|||
OUT_IFHERETIC,
|
||||
OUT_IFHEXEN,
|
||||
OUT_IFSTRIFE,
|
||||
OUT_ENDIF
|
||||
OUT_ENDIF,
|
||||
OUT_DEFAULTTERRAIN
|
||||
};
|
||||
|
||||
enum ETerrainKeywords
|
||||
|
@ -125,6 +126,7 @@ static void GenericParse (FScanner &sc, FGenericParse *parser, const char **keyw
|
|||
void *fields, const char *type, FName name);
|
||||
static void ParseDamage (FScanner &sc, int keyword, void *fields);
|
||||
static void ParseFriction (FScanner &sc, int keyword, void *fields);
|
||||
static void ParseDefault (FScanner &sc);
|
||||
|
||||
// EXTERNAL DATA DECLARATIONS ----------------------------------------------
|
||||
|
||||
|
@ -133,6 +135,7 @@ static void ParseFriction (FScanner &sc, int keyword, void *fields);
|
|||
FTerrainTypeArray TerrainTypes;
|
||||
TArray<FSplashDef> Splashes;
|
||||
TArray<FTerrainDef> Terrains;
|
||||
WORD DefaultTerrainType;
|
||||
|
||||
// PRIVATE DATA DEFINITIONS ------------------------------------------------
|
||||
|
||||
|
@ -146,6 +149,7 @@ static const char *OuterKeywords[] =
|
|||
"ifhexen",
|
||||
"ifstrife",
|
||||
"endif",
|
||||
"defaultterrain",
|
||||
NULL
|
||||
};
|
||||
|
||||
|
@ -222,27 +226,7 @@ static FGenericParse TerrainParser[] =
|
|||
{ GEN_Bool, {theoffsetof(FTerrainDef, AllowProtection)} },
|
||||
};
|
||||
|
||||
/*
|
||||
struct
|
||||
{
|
||||
char *name;
|
||||
int type;
|
||||
bool Heretic;
|
||||
}
|
||||
TerrainTypeDefs[] =
|
||||
{
|
||||
{ "FLTWAWA1", FLOOR_WATER, true },
|
||||
{ "FLTFLWW1", FLOOR_WATER, true },
|
||||
{ "FLTLAVA1", FLOOR_LAVA, true },
|
||||
{ "FLATHUH1", FLOOR_LAVA, true },
|
||||
{ "FLTSLUD1", FLOOR_SLUDGE, true },
|
||||
{ "X_005", FLOOR_WATER, false },
|
||||
{ "X_001", FLOOR_LAVA, false },
|
||||
{ "X_009", FLOOR_SLUDGE, false },
|
||||
{ "F_033", FLOOR_ICE, false },
|
||||
{ "END", -1 }
|
||||
};
|
||||
*/
|
||||
|
||||
|
||||
// CODE --------------------------------------------------------------------
|
||||
|
||||
|
@ -258,9 +242,9 @@ void P_InitTerrainTypes ()
|
|||
int lump;
|
||||
int size;
|
||||
|
||||
size = (TexMan.NumTextures()+1)*sizeof(BYTE);
|
||||
size = (TexMan.NumTextures()+1);
|
||||
TerrainTypes.Resize(size);
|
||||
memset (&TerrainTypes[0], 0, size);
|
||||
TerrainTypes.Clear();
|
||||
|
||||
MakeDefaultTerrain ();
|
||||
|
||||
|
@ -343,6 +327,10 @@ static void ParseOuter (FScanner &sc)
|
|||
ParseFloor (sc);
|
||||
break;
|
||||
|
||||
case OUT_DEFAULTTERRAIN:
|
||||
ParseDefault (sc);
|
||||
break;
|
||||
|
||||
case OUT_IFDOOM:
|
||||
if (!(gameinfo.gametype & GAME_DoomChex))
|
||||
{
|
||||
|
@ -676,7 +664,27 @@ static void ParseFloor (FScanner &sc)
|
|||
Printf ("Unknown terrain %s\n", sc.String);
|
||||
terrain = 0;
|
||||
}
|
||||
TerrainTypes[picnum] = terrain;
|
||||
TerrainTypes.Set(picnum.GetIndex(), terrain);
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
// ParseFloor
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
static void ParseDefault (FScanner &sc)
|
||||
{
|
||||
int terrain;
|
||||
|
||||
sc.MustGetString ();
|
||||
terrain = FindTerrain (sc.String);
|
||||
if (terrain == -1)
|
||||
{
|
||||
Printf ("Unknown terrain %s\n", sc.String);
|
||||
terrain = 0;
|
||||
}
|
||||
DefaultTerrainType = terrain;
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
|
|
|
@ -39,25 +39,36 @@
|
|||
|
||||
struct PClass;
|
||||
|
||||
// This is just a wrapper class so that I don't have to expose FTextureID's implementation
|
||||
// to anything that doesn't really need it.
|
||||
extern WORD DefaultTerrainType;
|
||||
|
||||
|
||||
class FTerrainTypeArray
|
||||
{
|
||||
public:
|
||||
TArray<BYTE> Types;
|
||||
TArray<WORD> Types;
|
||||
|
||||
BYTE &operator [](FTextureID tex)
|
||||
WORD operator [](FTextureID tex) const
|
||||
{
|
||||
return Types[tex.GetIndex()];
|
||||
WORD type = Types[tex.GetIndex()];
|
||||
return type == 0xffff? DefaultTerrainType : type;
|
||||
}
|
||||
BYTE &operator [](int texnum)
|
||||
WORD operator [](int texnum) const
|
||||
{
|
||||
return Types[texnum];
|
||||
WORD type = Types[texnum];
|
||||
return type == 0xffff? DefaultTerrainType : type;
|
||||
}
|
||||
void Resize(unsigned newsize)
|
||||
{
|
||||
Types.Resize(newsize);
|
||||
}
|
||||
void Clear()
|
||||
{
|
||||
memset (&Types[0], 0xff, Types.Size()*sizeof(WORD));
|
||||
}
|
||||
void Set(int index, int value)
|
||||
{
|
||||
Types[index] = value;
|
||||
}
|
||||
};
|
||||
|
||||
extern FTerrainTypeArray TerrainTypes;
|
||||
|
|
|
@ -396,9 +396,48 @@ void FRemapTable::AddColorRange(int start, int end, int _r1,int _g1, int _b1, in
|
|||
//
|
||||
//----------------------------------------------------------------------------
|
||||
|
||||
void FRemapTable::AddDesaturation(int start, int end, float r1,float g1, float b1, float r2, float g2, float b2)
|
||||
{
|
||||
r1 = clamp(r1, 0.0f, 2.0f);
|
||||
g1 = clamp(g1, 0.0f, 2.0f);
|
||||
b1 = clamp(b1, 0.0f, 2.0f);
|
||||
r2 = clamp(r2, 0.0f, 2.0f);
|
||||
g2 = clamp(g2, 0.0f, 2.0f);
|
||||
b2 = clamp(b2, 0.0f, 2.0f);
|
||||
|
||||
r2 -= r1;
|
||||
g2 -= g1;
|
||||
b2 -= b1;
|
||||
r1 *= 255;
|
||||
g1 *= 255;
|
||||
b1 *= 255;
|
||||
|
||||
for(int c=start; c < end; c++)
|
||||
{
|
||||
double intensity = (GPalette.BaseColors[c].r * 77 +
|
||||
GPalette.BaseColors[c].g * 143 +
|
||||
GPalette.BaseColors[c].b * 37) / 256.0;
|
||||
|
||||
PalEntry pe = PalEntry( MIN(255, int(r1 + intensity*r2)),
|
||||
MIN(255, int(g1 + intensity*g2)),
|
||||
MIN(255, int(b1 + intensity*b2)));
|
||||
|
||||
Remap[c] = ColorMatcher.Pick(pe);
|
||||
Palette[c] = pe;
|
||||
Palette[c].a = c==0? 0:255;
|
||||
}
|
||||
}
|
||||
|
||||
//----------------------------------------------------------------------------
|
||||
//
|
||||
//
|
||||
//
|
||||
//----------------------------------------------------------------------------
|
||||
|
||||
void FRemapTable::AddToTranslation(const char * range)
|
||||
{
|
||||
int start,end;
|
||||
bool desaturated = false;
|
||||
FScanner sc;
|
||||
|
||||
sc.OpenMem("translation", range, int(strlen(range)));
|
||||
|
@ -412,7 +451,15 @@ void FRemapTable::AddToTranslation(const char * range)
|
|||
sc.MustGetToken(TK_IntConst);
|
||||
end = sc.Number;
|
||||
sc.MustGetToken('=');
|
||||
if (!sc.CheckToken('['))
|
||||
if (start < 0 || start > 255 || end < 0 || end > 255)
|
||||
{
|
||||
sc.ScriptError("Palette index out of range");
|
||||
return;
|
||||
}
|
||||
|
||||
sc.MustGetAnyToken();
|
||||
|
||||
if (sc.TokenType != '[' && sc.TokenType != '%')
|
||||
{
|
||||
int pal1,pal2;
|
||||
|
||||
|
@ -423,7 +470,7 @@ void FRemapTable::AddToTranslation(const char * range)
|
|||
pal2 = sc.Number;
|
||||
AddIndexRange(start, end, pal1, pal2);
|
||||
}
|
||||
else
|
||||
else if (sc.TokenType == '[')
|
||||
{
|
||||
// translation using RGB values
|
||||
int r1,g1,b1,r2,g2,b2;
|
||||
|
@ -456,6 +503,46 @@ void FRemapTable::AddToTranslation(const char * range)
|
|||
|
||||
AddColorRange(start, end, r1, g1, b1, r2, g2, b2);
|
||||
}
|
||||
else if (sc.TokenType == '%')
|
||||
{
|
||||
// translation using RGB values
|
||||
float r1,g1,b1,r2,g2,b2;
|
||||
|
||||
sc.MustGetToken('[');
|
||||
sc.MustGetAnyToken();
|
||||
if (sc.TokenType != TK_IntConst) sc.TokenMustBe(TK_FloatConst);
|
||||
r1 = float(sc.Float);
|
||||
sc.MustGetToken(',');
|
||||
|
||||
sc.MustGetAnyToken();
|
||||
if (sc.TokenType != TK_IntConst) sc.TokenMustBe(TK_FloatConst);
|
||||
g1 = float(sc.Float);
|
||||
sc.MustGetToken(',');
|
||||
|
||||
sc.MustGetAnyToken();
|
||||
if (sc.TokenType != TK_IntConst) sc.TokenMustBe(TK_FloatConst);
|
||||
b1 = float(sc.Float);
|
||||
sc.MustGetToken(']');
|
||||
sc.MustGetToken(':');
|
||||
sc.MustGetToken('[');
|
||||
|
||||
sc.MustGetAnyToken();
|
||||
if (sc.TokenType != TK_IntConst) sc.TokenMustBe(TK_FloatConst);
|
||||
r2 = float(sc.Float);
|
||||
sc.MustGetToken(',');
|
||||
|
||||
sc.MustGetAnyToken();
|
||||
if (sc.TokenType != TK_IntConst) sc.TokenMustBe(TK_FloatConst);
|
||||
g2 = float(sc.Float);
|
||||
sc.MustGetToken(',');
|
||||
|
||||
sc.MustGetAnyToken();
|
||||
if (sc.TokenType != TK_IntConst) sc.TokenMustBe(TK_FloatConst);
|
||||
b2 = float(sc.Float);
|
||||
sc.MustGetToken(']');
|
||||
|
||||
AddDesaturation(start, end, r1, g1, b1, r2, g2, b2);
|
||||
}
|
||||
}
|
||||
catch (CRecoverableError &err)
|
||||
{
|
||||
|
|
|
@ -38,6 +38,7 @@ struct FRemapTable
|
|||
void Serialize(FArchive &ar);
|
||||
void AddIndexRange(int start, int end, int pal1, int pal2);
|
||||
void AddColorRange(int start, int end, int r1,int g1, int b1, int r2, int g2, int b2);
|
||||
void AddDesaturation(int start, int end, float r1,float g1, float b1, float r2, float g2, float b2);
|
||||
void AddToTranslation(const char * range);
|
||||
int StoreTranslation();
|
||||
|
||||
|
|
|
@ -1699,7 +1699,8 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Print)
|
|||
con_midtime = time;
|
||||
}
|
||||
|
||||
C_MidPrint(font != NULL ? font : SmallFont, text);
|
||||
FString formatted = strbin1(text);
|
||||
C_MidPrint(font != NULL ? font : SmallFont, formatted.GetChars());
|
||||
con_midtime = saved;
|
||||
}
|
||||
}
|
||||
|
@ -1729,7 +1730,8 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_PrintBold)
|
|||
con_midtime = time;
|
||||
}
|
||||
|
||||
C_MidPrintBold(font != NULL ? font : SmallFont, text);
|
||||
FString formatted = strbin1(text);
|
||||
C_MidPrintBold(font != NULL ? font : SmallFont, formatted.GetChars());
|
||||
con_midtime = saved;
|
||||
}
|
||||
|
||||
|
@ -1987,8 +1989,9 @@ DEFINE_ACTION_FUNCTION(AActor, A_KillSiblings)
|
|||
//===========================================================================
|
||||
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CountdownArg)
|
||||
{
|
||||
ACTION_PARAM_START(1);
|
||||
ACTION_PARAM_START(2);
|
||||
ACTION_PARAM_INT(cnt, 0);
|
||||
ACTION_PARAM_STATE(state, 1);
|
||||
|
||||
if (cnt<0 || cnt>=5) return;
|
||||
if (!self->args[cnt]--)
|
||||
|
@ -2003,7 +2006,9 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CountdownArg)
|
|||
}
|
||||
else
|
||||
{
|
||||
self->SetState(self->FindState(NAME_Death));
|
||||
// can't use "Death" as default parameter with current DECORATE parser.
|
||||
if (state == NULL) state = self->FindState(NAME_Death);
|
||||
self->SetState(state);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -592,11 +592,15 @@ static bool ParsePropertyParams(FScanner &sc, FPropertyInfo *prop, AActor *defau
|
|||
// fall through
|
||||
|
||||
case 'S':
|
||||
case 'T':
|
||||
sc.MustGetString();
|
||||
conv.s = strings[strings.Reserve(1)] = sc.String;
|
||||
break;
|
||||
|
||||
case 'T':
|
||||
sc.MustGetString();
|
||||
conv.s = strings[strings.Reserve(1)] = strbin1(sc.String);
|
||||
break;
|
||||
|
||||
case 'C':
|
||||
if (sc.CheckNumber ())
|
||||
{
|
||||
|
|
|
@ -186,7 +186,7 @@ int MatchString (const char *in, const char **strings)
|
|||
//==========================================================================
|
||||
//
|
||||
//==========================================================================
|
||||
DEFINE_INFO_PROPERTY(game, T, Actor)
|
||||
DEFINE_INFO_PROPERTY(game, S, Actor)
|
||||
{
|
||||
PROP_STRING_PARM(str, 0);
|
||||
if (!stricmp(str, "Doom"))
|
||||
|
@ -1302,7 +1302,7 @@ DEFINE_CLASS_PROPERTY(pickupflash, S, Inventory)
|
|||
//==========================================================================
|
||||
//
|
||||
//==========================================================================
|
||||
DEFINE_CLASS_PROPERTY(pickupmessage, S, Inventory)
|
||||
DEFINE_CLASS_PROPERTY(pickupmessage, T, Inventory)
|
||||
{
|
||||
PROP_STRING_PARM(str, 0);
|
||||
info->Class->Meta.SetMetaString(AIMETA_PickupMessage, str);
|
||||
|
@ -1354,7 +1354,7 @@ DEFINE_CLASS_PROPERTY(givequest, I, Inventory)
|
|||
//==========================================================================
|
||||
//
|
||||
//==========================================================================
|
||||
DEFINE_CLASS_PROPERTY(lowmessage, IS, Health)
|
||||
DEFINE_CLASS_PROPERTY(lowmessage, IT, Health)
|
||||
{
|
||||
PROP_INT_PARM(i, 0);
|
||||
PROP_STRING_PARM(str, 1);
|
||||
|
@ -1383,7 +1383,7 @@ DEFINE_CLASS_PROPERTY(number, I, PuzzleItem)
|
|||
//==========================================================================
|
||||
//
|
||||
//==========================================================================
|
||||
DEFINE_CLASS_PROPERTY(failmessage, S, PuzzleItem)
|
||||
DEFINE_CLASS_PROPERTY(failmessage, T, PuzzleItem)
|
||||
{
|
||||
PROP_STRING_PARM(str, 0);
|
||||
info->Class->Meta.SetMetaString(AIMETA_PuzzFailMessage, str);
|
||||
|
|
|
@ -224,7 +224,7 @@ ACTOR Actor native //: Thinker
|
|||
action native A_JumpIfInTargetInventory(class<Inventory> itemtype, int amount, state label);
|
||||
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_CountdownArg(int argnum, state targstate = "");
|
||||
action native A_CustomMeleeAttack(int damage = 0, 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);
|
||||
|
|
|
@ -36,10 +36,10 @@ ACTOR Inventory native
|
|||
action native A_BFGsound();
|
||||
action native A_FireBFG();
|
||||
action native A_FireOldBFG();
|
||||
action native A_ReFire();
|
||||
action native A_ReFire(state flash = "");
|
||||
action native A_ClearReFire();
|
||||
action native A_CheckReload();
|
||||
action native A_GunFlash();
|
||||
action native A_GunFlash(state flash = "");
|
||||
action native A_Saw(sound fullsound = "weapons/sawfull", sound hitsound = "weapons/sawhit", int damage = 2, class<Actor> pufftype = "BulletPuff");
|
||||
action native A_CheckForReload(int counter, state label, bool dontincrement = false);
|
||||
action native A_ResetReloadCounter();
|
||||
|
|
Loading…
Reference in a new issue