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- Exported AActor::Grind to ZScript.
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parent
df6fe563c3
commit
927d333063
8 changed files with 52 additions and 32 deletions
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@ -814,7 +814,8 @@ public:
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virtual bool Massacre ();
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// Transforms the actor into a finely-ground paste
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virtual bool Grind(bool items);
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bool Grind(bool items);
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bool CallGrind(bool items);
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// Get this actor's team
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int GetTeam();
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@ -173,33 +173,6 @@ void AInventory::MarkPrecacheSounds() const
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PickupSound.MarkUsed();
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}
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//===========================================================================
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//
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// AInventory :: Grind
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//
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//===========================================================================
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bool AInventory::Grind(bool items)
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{
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// Does this grind request even care about items?
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if (!items)
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{
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return false;
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}
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// Dropped items are normally destroyed by crushers. Set the DONTGIB flag,
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// and they'll act like corpses with it set and be immune to crushers.
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if (flags & MF_DROPPED)
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{
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if (!(flags3 & MF3_DONTGIB))
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{
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Destroy();
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}
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return false;
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}
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// Non-dropped items call the super method for compatibility.
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return Super::Grind(items);
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}
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//===========================================================================
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//
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// AInventory :: BecomeItem
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@ -76,7 +76,6 @@ public:
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virtual void OnDestroy() override;
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virtual void Tick() override;
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virtual bool Massacre() override;
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virtual bool Grind(bool items) override;
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bool CallTryPickup(AActor *toucher, AActor **toucher_return = NULL); // Wrapper for script function.
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@ -6485,7 +6485,7 @@ void P_FindBelowIntersectors(AActor *actor)
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void P_DoCrunch(AActor *thing, FChangePosition *cpos)
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{
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if (!(thing && thing->Grind(true) && cpos)) return;
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if (!(thing && thing->CallGrind(true) && cpos)) return;
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cpos->nofit = true;
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if ((cpos->crushchange > 0) && !(level.maptime & 3))
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@ -1903,6 +1903,26 @@ bool AActor::Grind(bool items)
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return true;
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}
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DEFINE_ACTION_FUNCTION(AActor, Grind)
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{
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PARAM_SELF_PROLOGUE(AActor);
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PARAM_BOOL(items);
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ACTION_RETURN_BOOL(self->Grind(items));
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}
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bool AActor::CallGrind(bool items)
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{
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IFVIRTUAL(AActor, Grind)
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{
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VMValue params[] = { (DObject*)this, items };
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int retv;
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VMReturn ret(&retv);
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VMCall(func, params, 2, &ret, 1);
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return !!retv;
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}
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return Grind(items);
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}
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//============================================================================
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//
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// AActor :: Massacre
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@ -869,7 +869,7 @@ void FPolyObj::ThrustMobj (AActor *actor, side_t *side)
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P_TraceBleed (newdam > 0 ? newdam : crush, actor);
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}
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}
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if (level.flags2 & LEVEL2_POLYGRIND) actor->Grind(false); // crush corpses that get caught in a polyobject's way
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if (level.flags2 & LEVEL2_POLYGRIND) actor->CallGrind(false); // crush corpses that get caught in a polyobject's way
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}
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//==========================================================================
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@ -577,6 +577,7 @@ class Actor : Thinker native
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native void ClearCounters();
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native bool GiveBody (int num, int max=0);
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native bool HitFloor();
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native virtual bool Grind(bool items);
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native clearscope bool isTeammate(Actor other) const;
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native clearscope int PlayerNumber() const;
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native void SetFriendPlayer(PlayerInfo player);
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@ -145,6 +145,32 @@ class Inventory : Actor native
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}
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}
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//===========================================================================
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//
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// AInventory :: Grind
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//
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//===========================================================================
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override bool Grind(bool items)
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{
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// Does this grind request even care about items?
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if (!items)
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{
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return false;
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}
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// Dropped items are normally destroyed by crushers. Set the DONTGIB flag,
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// and they'll act like corpses with it set and be immune to crushers.
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if (bDropped)
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{
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if (!bDontGib)
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{
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Destroy();
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}
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return false;
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}
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// Non-dropped items call the super method for compatibility.
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return Super.Grind(items);
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}
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//===========================================================================
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//
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