mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-11-10 23:01:59 +00:00
Merge branch 'master' of https://github.com/rheit/zdoom
This commit is contained in:
commit
943a799aee
8 changed files with 70 additions and 32 deletions
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@ -532,7 +532,10 @@ public:
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void TickPSprites();
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void DestroyPSprites();
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DPSprite *FindPSprite(int layer);
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DPSprite *GetPSprite(PSPLayers layer); // Used ONLY for compatibility with the old hardcoded layers.
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// Used ONLY for compatibility with the old hardcoded layers.
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// Make sure that a state is properly set after calling this unless
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// you are 100% sure the context already implies the layer exists.
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DPSprite *GetPSprite(PSPLayers layer);
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};
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// Bookkeeping on players - state.
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@ -123,9 +123,10 @@ DEFINE_ACTION_FUNCTION(AActor, A_Feathers)
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void P_UpdateBeak (AActor *self)
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{
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if (self->player != nullptr)
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DPSprite *pspr;
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if (self->player != nullptr && (pspr = self->player->FindPSprite(PSP_WEAPON)) != nullptr)
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{
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self->player->GetPSprite(PSP_WEAPON)->y = WEAPONTOP + self->player->chickenPeck / 2;
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pspr->y = WEAPONTOP + self->player->chickenPeck / 2;
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}
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}
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@ -352,22 +352,12 @@ DEFINE_ACTION_FUNCTION(AActor, A_ItBurnsItBurns)
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if (self->player != nullptr && self->player->mo == self)
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{
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FState *firehands = self->FindState("FireHands");
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if (firehands != NULL)
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{
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DPSprite *psp = self->player->GetPSprite(PSP_STRIFEHANDS);
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if (psp != nullptr)
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{
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psp->SetState(firehands);
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psp->Flags &= PSPF_ADDWEAPON | PSPF_ADDBOB;
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psp->y = WEAPONTOP;
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}
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P_SetPsprite(self->player, PSP_STRIFEHANDS, self->FindState("FireHands"));
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self->player->ReadyWeapon = nullptr;
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self->player->PendingWeapon = WP_NOCHANGE;
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self->player->playerstate = PST_LIVE;
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self->player->extralight = 3;
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}
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self->player->ReadyWeapon = nullptr;
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self->player->PendingWeapon = WP_NOCHANGE;
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self->player->playerstate = PST_LIVE;
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self->player->extralight = 3;
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}
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return 0;
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}
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@ -388,14 +378,22 @@ DEFINE_ACTION_FUNCTION(AActor, A_CrispyPlayer)
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if (self->player != nullptr && self->player->mo == self)
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{
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self->player->playerstate = PST_DEAD;
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DPSprite *psp;
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psp = self->player->GetPSprite(PSP_STRIFEHANDS);
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FState *firehandslower = self->FindState("FireHandsLower");
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FState *firehands = self->FindState("FireHands");
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if (firehandslower != NULL && firehands != NULL && firehands < firehandslower)
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psp->SetState(psp->GetState() + (firehandslower - firehands));
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FState *state = psp->GetState();
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if (state != nullptr && firehandslower != nullptr && firehands != nullptr && firehands < firehandslower)
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{
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self->player->playerstate = PST_DEAD;
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psp->SetState(state + (firehandslower - firehands));
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}
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else if (state == nullptr)
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{
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psp->SetState(nullptr);
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}
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}
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return 0;
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}
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@ -407,13 +405,20 @@ DEFINE_ACTION_FUNCTION(AActor, A_HandLower)
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if (self->player != nullptr)
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{
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DPSprite *psp = self->player->GetPSprite(PSP_STRIFEHANDS);
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if (psp->GetState() == nullptr)
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{
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psp->SetState(nullptr);
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return 0;
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}
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psp->y += 9;
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if (psp->y > WEAPONBOTTOM*2)
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{
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psp->SetState(nullptr);
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}
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if (self->player->extralight > 0) self->player->extralight--;
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}
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return 0;
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}
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@ -216,15 +216,29 @@ DPSprite *player_t::GetPSprite(PSPLayers layer)
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}
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// Always update the caller here in case we switched weapon
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// or if the layer was being used by an inventory item before.
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// or if the layer was being used by something else before.
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pspr->Caller = newcaller;
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if (newcaller != oldcaller)
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{ // Only change the flags if this layer was created now or if we updated the caller.
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{ // Only reset stuff if this layer was created now or if it was being used before.
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if (layer >= PSP_TARGETCENTER)
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{ // The targeter layers were affected by those.
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pspr->Flags |= (PSPF_CVARFAST|PSPF_POWDOUBLE);
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pspr->Flags = (PSPF_CVARFAST|PSPF_POWDOUBLE);
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}
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else
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{
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pspr->Flags = (PSPF_ADDWEAPON|PSPF_ADDBOB|PSPF_CVARFAST|PSPF_POWDOUBLE);
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}
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if (layer == PSP_STRIFEHANDS)
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{
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// Some of the old hacks rely on this layer coming from the FireHands state.
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// This is the ONLY time a psprite's state is actually null.
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pspr->State = nullptr;
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pspr->y = WEAPONTOP;
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}
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pspr->oldx = pspr->x;
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pspr->oldy = pspr->y;
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}
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return pspr;
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@ -42,7 +42,7 @@ class FArchive;
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// drawn directly on the view screen,
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// coordinates are given for a 320*200 view screen.
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//
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enum PSPLayers // These are all called by the owner's ReadyWeapon.
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enum PSPLayers
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{
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PSP_STRIFEHANDS = -1,
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PSP_WEAPON = 1,
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@ -329,13 +329,19 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, GetDistance)
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// NON-ACTION function to get the angle in degrees (normalized to -180..180)
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//
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//==========================================================================
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enum GAFlags
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{
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GAF_RELATIVE = 1,
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GAF_SWITCH = 1 << 1,
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};
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DEFINE_ACTION_FUNCTION_PARAMS(AActor, GetAngle)
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{
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if (numret > 0)
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{
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assert(ret != NULL);
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PARAM_SELF_PROLOGUE(AActor);
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PARAM_BOOL(relative);
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PARAM_INT(flags);
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PARAM_INT_OPT(ptr) { ptr = AAPTR_TARGET; }
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AActor *target = COPY_AAPTR(self, ptr);
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@ -346,9 +352,10 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, GetAngle)
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}
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else
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{
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DVector3 diff = self->Vec3To(target);
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DVector3 diff = (flags & GAF_SWITCH) ? target->Vec3To(self) : self->Vec3To(target);
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DAngle angto = diff.Angle();
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if (relative) angto = deltaangle(self->Angles.Yaw, angto);
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DAngle yaw = (flags & GAF_SWITCH) ? target->Angles.Yaw : self->Angles.Yaw;
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if (flags & GAF_RELATIVE) angto = deltaangle(yaw, angto);
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ret->SetFloat(angto.Degrees);
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}
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return 1;
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@ -5669,7 +5676,9 @@ enum RadiusGiveFlags
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RGF_MONSTERS |
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RGF_OBJECTS |
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RGF_VOODOO |
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RGF_CORPSES | RGF_MISSILES,
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RGF_CORPSES |
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RGF_MISSILES |
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RGF_ITEMS,
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};
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static bool DoRadiusGive(AActor *self, AActor *thing, PClassActor *item, int amount, double distance, int flags, PClassActor *filter, FName species, double mindist)
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@ -41,7 +41,7 @@ ACTOR Actor native //: Thinker
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native bool IsPointerEqual(int ptr_select1, int ptr_select2);
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native int CountInv(class<Inventory> itemtype, int ptr_select = AAPTR_DEFAULT);
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native float GetDistance(bool checkz, int ptr = AAPTR_DEFAULT);
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native float GetAngle(bool relative, int ptr = AAPTR_DEFAULT);
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native float GetAngle(int flags, int ptr = AAPTR_DEFAULT);
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native float GetZAt(float px = 0, float py = 0, float angle = 0, int flags = 0, int pick_pointer = AAPTR_DEFAULT);
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native int GetSpawnHealth();
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native int GetGibHealth();
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@ -652,3 +652,9 @@ enum
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BT_USER3 = 1<<23,
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BT_USER4 = 1<<24,
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};
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// Flags for GetAngle
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enum
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{
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GAF_RELATIVE = 1,
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GAF_SWITCH = 1 << 1,
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};
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