added BFGF_HURTSOURCE and BFGF_MISSILEORIGIN to A_BFGSpray

This commit is contained in:
Xaser Acheron 2016-06-10 20:22:48 -05:00 committed by Christoph Oelckers
parent 2d4eb8dde4
commit 8e8248284a
3 changed files with 21 additions and 5 deletions

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@ -636,6 +636,12 @@ DEFINE_ACTION_FUNCTION(AActor, A_FireBFG)
// A_BFGSpray // A_BFGSpray
// Spawn a BFG explosion on every monster in view // Spawn a BFG explosion on every monster in view
// //
enum BFG_Flags
{
BFGF_HURTSOURCE = 1,
BFGF_MISSILEORIGIN = 2,
};
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_BFGSpray) DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_BFGSpray)
{ {
PARAM_ACTION_PROLOGUE; PARAM_ACTION_PROLOGUE;
@ -646,12 +652,14 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_BFGSpray)
PARAM_FLOAT_OPT (distance) { distance = 0; } PARAM_FLOAT_OPT (distance) { distance = 0; }
PARAM_ANGLE_OPT (vrange) { vrange = 0.; } PARAM_ANGLE_OPT (vrange) { vrange = 0.; }
PARAM_INT_OPT (defdamage) { defdamage = 0; } PARAM_INT_OPT (defdamage) { defdamage = 0; }
PARAM_INT_OPT (flags) { flags = 0; }
int i; int i;
int j; int j;
int damage; int damage;
DAngle an; DAngle an;
FTranslatedLineTarget t; FTranslatedLineTarget t;
AActor *originator;
if (spraytype == NULL) spraytype = PClass::FindActor("BFGExtra"); if (spraytype == NULL) spraytype = PClass::FindActor("BFGExtra");
if (numrays <= 0) numrays = 40; if (numrays <= 0) numrays = 40;
@ -664,13 +672,16 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_BFGSpray)
if (!self->target) if (!self->target)
return 0; return 0;
// [XA] Set the originator of the attack to the projectile (self) if
// the new flag is set, else set it to the player (self->target)
originator = (flags & BFGF_MISSILEORIGIN) ? self : self->target;
// offset angles from its attack angle // offset angles from its attack angle
for (i = 0; i < numrays; i++) for (i = 0; i < numrays; i++)
{ {
an = self->Angles.Yaw - angle / 2 + angle / numrays*i; an = self->Angles.Yaw - angle / 2 + angle / numrays*i;
// self->target is the originator (player) of the missile P_AimLineAttack(originator, an, distance, &t, vrange);
P_AimLineAttack(self->target, an, distance, &t, vrange);
if (t.linetarget != NULL) if (t.linetarget != NULL)
{ {
@ -681,7 +692,8 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_BFGSpray)
if (spray != NULL) if (spray != NULL)
{ {
if (spray->flags6 & MF6_MTHRUSPECIES && self->target->GetSpecies() == t.linetarget->GetSpecies()) if ((spray->flags6 & MF6_MTHRUSPECIES && self->target->GetSpecies() == t.linetarget->GetSpecies()) ||
(!(flags & BFGF_HURTSOURCE) && self->target == t.linetarget)) // [XA] Don't hit oneself unless we say so.
{ {
spray->Destroy(); // [MC] Remove it because technically, the spray isn't trying to "hit" them. spray->Destroy(); // [MC] Remove it because technically, the spray isn't trying to "hit" them.
continue; continue;
@ -704,7 +716,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_BFGSpray)
damage = defdamage; damage = defdamage;
} }
int newdam = P_DamageMobj(t.linetarget, self->target, self->target, damage, dmgType, dmgFlags|DMG_USEANGLE, t.angleFromSource.Degrees); int newdam = P_DamageMobj(t.linetarget, originator, self->target, damage, dmgType, dmgFlags|DMG_USEANGLE, t.angleFromSource.Degrees);
P_TraceBleed(newdam > 0 ? newdam : damage, &t, self); P_TraceBleed(newdam > 0 ? newdam : damage, &t, self);
} }
} }

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@ -56,7 +56,7 @@ ACTOR Actor native //: Thinker
// End of MBF redundant functions. // End of MBF redundant functions.
action native A_MonsterRail(); action native A_MonsterRail();
action native A_BFGSpray(class<Actor> spraytype = "BFGExtra", int numrays = 40, int damagecount = 15, float/*angle*/ angle = 90, float distance = 16*64, float/*angle*/ vrange = 32, int damage = 0); action native A_BFGSpray(class<Actor> spraytype = "BFGExtra", int numrays = 40, int damagecount = 15, float/*angle*/ angle = 90, float distance = 16*64, float/*angle*/ vrange = 32, int damage = 0, int flags = 0);
action native A_Pain(); action native A_Pain();
action native A_NoBlocking(); action native A_NoBlocking();
action native A_XScream(); action native A_XScream();

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@ -18,6 +18,10 @@ const int SF_NOPULLIN = 32;
const int SF_NOTURN = 64; const int SF_NOTURN = 64;
const int SF_STEALARMOR = 128; const int SF_STEALARMOR = 128;
// Flags for A_BFGSpray
const int BFGF_HURTSOURCE = 1;
const int BFGF_MISSILEORIGIN = 2;
// Flags for A_CustomMissile // Flags for A_CustomMissile
const int CMF_AIMOFFSET = 1; const int CMF_AIMOFFSET = 1;
const int CMF_AIMDIRECTION = 2; const int CMF_AIMDIRECTION = 2;