mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-11-15 00:51:24 +00:00
- scriptified ApplyKickback.
This commit is contained in:
parent
2145db9fbd
commit
94b0338c31
6 changed files with 88 additions and 78 deletions
|
@ -66,6 +66,7 @@ DEFINE_FIELD_X(GameInfoStruct, gameinfo_t, statusscreen_dm)
|
||||||
DEFINE_FIELD_X(GameInfoStruct, gameinfo_t, mSliderColor)
|
DEFINE_FIELD_X(GameInfoStruct, gameinfo_t, mSliderColor)
|
||||||
DEFINE_FIELD_X(GameInfoStruct, gameinfo_t, defaultbloodcolor)
|
DEFINE_FIELD_X(GameInfoStruct, gameinfo_t, defaultbloodcolor)
|
||||||
DEFINE_FIELD_X(GameInfoStruct, gameinfo_t, telefogheight)
|
DEFINE_FIELD_X(GameInfoStruct, gameinfo_t, telefogheight)
|
||||||
|
DEFINE_FIELD_X(GameInfoStruct, gameinfo_t, defKickback)
|
||||||
|
|
||||||
const char *GameNames[17] =
|
const char *GameNames[17] =
|
||||||
{
|
{
|
||||||
|
|
|
@ -73,7 +73,6 @@ FRandom pr_damagemobj ("ActorTakeDamage");
|
||||||
static FRandom pr_lightning ("LightningDamage");
|
static FRandom pr_lightning ("LightningDamage");
|
||||||
static FRandom pr_poison ("PoisonDamage");
|
static FRandom pr_poison ("PoisonDamage");
|
||||||
static FRandom pr_switcher ("SwitchTarget");
|
static FRandom pr_switcher ("SwitchTarget");
|
||||||
static FRandom pr_kickbackdir ("KickbackDir");
|
|
||||||
|
|
||||||
CVAR (Bool, cl_showsprees, true, CVAR_ARCHIVE)
|
CVAR (Bool, cl_showsprees, true, CVAR_ARCHIVE)
|
||||||
CVAR (Bool, cl_showmultikills, true, CVAR_ARCHIVE)
|
CVAR (Bool, cl_showmultikills, true, CVAR_ARCHIVE)
|
||||||
|
@ -913,80 +912,6 @@ void P_AutoUseStrifeHealth (player_t *player)
|
||||||
==================
|
==================
|
||||||
*/
|
*/
|
||||||
|
|
||||||
void ApplyKickback(AActor *target, AActor *inflictor, AActor *source, int damage, DAngle angle, FName mod, int flags)
|
|
||||||
{
|
|
||||||
DAngle ang;
|
|
||||||
int kickback;
|
|
||||||
double thrust;
|
|
||||||
|
|
||||||
if (inflictor && inflictor->projectileKickback)
|
|
||||||
kickback = inflictor->projectileKickback;
|
|
||||||
else if (!source || !source->player || !source->player->ReadyWeapon)
|
|
||||||
kickback = gameinfo.defKickback;
|
|
||||||
else
|
|
||||||
kickback = source->player->ReadyWeapon->Kickback;
|
|
||||||
|
|
||||||
kickback = int(kickback * G_SkillProperty(SKILLP_KickbackFactor));
|
|
||||||
if (kickback)
|
|
||||||
{
|
|
||||||
AActor *origin = (source && (flags & DMG_INFLICTOR_IS_PUFF)) ? source : inflictor;
|
|
||||||
|
|
||||||
if (flags & DMG_USEANGLE)
|
|
||||||
{
|
|
||||||
ang = angle;
|
|
||||||
}
|
|
||||||
else if (origin->X() == target->X() && origin->Y() == target->Y())
|
|
||||||
{
|
|
||||||
// If the origin and target are in exactly the same spot, choose a random direction.
|
|
||||||
// (Most likely cause is from telefragging somebody during spawning because they
|
|
||||||
// haven't moved from their spawn spot at all.)
|
|
||||||
ang = pr_kickbackdir.GenRand_Real2() * 360.;
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
ang = origin->AngleTo(target);
|
|
||||||
}
|
|
||||||
|
|
||||||
thrust = mod == NAME_MDK ? 10 : 32;
|
|
||||||
if (target->Mass > 0)
|
|
||||||
{
|
|
||||||
thrust = clamp((damage * 0.125 * kickback) / target->Mass, 0., thrust);
|
|
||||||
}
|
|
||||||
|
|
||||||
// Don't apply ultra-small damage thrust
|
|
||||||
if (thrust < 0.01) thrust = 0;
|
|
||||||
|
|
||||||
// make fall forwards sometimes
|
|
||||||
if ((damage < 40) && (damage > target->health)
|
|
||||||
&& (target->Z() - origin->Z() > 64)
|
|
||||||
&& (pr_damagemobj() & 1)
|
|
||||||
// [RH] But only if not too fast and not flying
|
|
||||||
&& thrust < 10
|
|
||||||
&& !(target->flags & MF_NOGRAVITY)
|
|
||||||
&& (inflictor == NULL || !(inflictor->flags5 & MF5_NOFORWARDFALL))
|
|
||||||
)
|
|
||||||
{
|
|
||||||
ang += 180.;
|
|
||||||
thrust *= 4;
|
|
||||||
}
|
|
||||||
if (source && source->player && (flags & DMG_INFLICTOR_IS_PUFF)
|
|
||||||
&& source->player->ReadyWeapon != NULL &&
|
|
||||||
(source->player->ReadyWeapon->WeaponFlags & WIF_STAFF2_KICKBACK))
|
|
||||||
{
|
|
||||||
// Staff power level 2
|
|
||||||
target->Thrust(ang, 10);
|
|
||||||
if (!(target->flags & MF_NOGRAVITY))
|
|
||||||
{
|
|
||||||
target->Vel.Z += 5.;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
target->Thrust(ang, thrust);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
static inline bool MustForcePain(AActor *target, AActor *inflictor)
|
static inline bool MustForcePain(AActor *target, AActor *inflictor)
|
||||||
{
|
{
|
||||||
return (inflictor && (inflictor->flags6 & MF6_FORCEPAIN));
|
return (inflictor && (inflictor->flags6 & MF6_FORCEPAIN));
|
||||||
|
@ -1002,9 +927,7 @@ static inline bool isFakePain(AActor *target, AActor *inflictor, int damage)
|
||||||
// the damage was cancelled.
|
// the damage was cancelled.
|
||||||
static int DamageMobj (AActor *target, AActor *inflictor, AActor *source, int damage, FName mod, int flags, DAngle angle, bool& needevent)
|
static int DamageMobj (AActor *target, AActor *inflictor, AActor *source, int damage, FName mod, int flags, DAngle angle, bool& needevent)
|
||||||
{
|
{
|
||||||
DAngle ang;
|
|
||||||
player_t *player = NULL;
|
player_t *player = NULL;
|
||||||
double thrust;
|
|
||||||
int temp;
|
int temp;
|
||||||
int painchance = 0;
|
int painchance = 0;
|
||||||
FState * woundstate = NULL;
|
FState * woundstate = NULL;
|
||||||
|
@ -1267,7 +1190,11 @@ static int DamageMobj (AActor *target, AActor *inflictor, AActor *source, int da
|
||||||
&& !(target->flags7 & MF7_DONTTHRUST)
|
&& !(target->flags7 & MF7_DONTTHRUST)
|
||||||
&& (source == NULL || source->player == NULL || !(source->flags2 & MF2_NODMGTHRUST)))
|
&& (source == NULL || source->player == NULL || !(source->flags2 & MF2_NODMGTHRUST)))
|
||||||
{
|
{
|
||||||
ApplyKickback(target, inflictor, source, damage, angle, mod, flags);
|
IFVIRTUALPTR(target, AActor, ApplyKickback)
|
||||||
|
{
|
||||||
|
VMValue params[] = { target, inflictor, source, damage, angle.Degrees, mod.GetIndex(), flags };
|
||||||
|
VMCall(func, params, countof(params), nullptr, 0);
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
// [RH] Avoid friendly fire if enabled
|
// [RH] Avoid friendly fire if enabled
|
||||||
|
|
|
@ -7,6 +7,7 @@ version "3.7"
|
||||||
#include "zscript/actor.txt"
|
#include "zscript/actor.txt"
|
||||||
#include "zscript/actor_attacks.txt"
|
#include "zscript/actor_attacks.txt"
|
||||||
#include "zscript/actor_checks.txt"
|
#include "zscript/actor_checks.txt"
|
||||||
|
#include "zscript/actor_interaction.txt"
|
||||||
#include "zscript/events.txt"
|
#include "zscript/events.txt"
|
||||||
#include "zscript/destructible.txt"
|
#include "zscript/destructible.txt"
|
||||||
#include "zscript/level_compatibility.txt"
|
#include "zscript/level_compatibility.txt"
|
||||||
|
|
79
wadsrc/static/zscript/actor_interaction.txt
Normal file
79
wadsrc/static/zscript/actor_interaction.txt
Normal file
|
@ -0,0 +1,79 @@
|
||||||
|
extend class Actor
|
||||||
|
{
|
||||||
|
|
||||||
|
virtual void ApplyKickback(Actor inflictor, Actor source, int damage, double angle, Name mod, int flags)
|
||||||
|
{
|
||||||
|
double ang;
|
||||||
|
int kickback;
|
||||||
|
double thrust;
|
||||||
|
|
||||||
|
if (inflictor && inflictor.projectileKickback)
|
||||||
|
kickback = inflictor.projectileKickback;
|
||||||
|
else if (!source || !source.player || !source.player.ReadyWeapon)
|
||||||
|
kickback = gameinfo.defKickback;
|
||||||
|
else
|
||||||
|
kickback = source.player.ReadyWeapon.Kickback;
|
||||||
|
|
||||||
|
kickback = int(kickback * G_SkillPropertyFloat(SKILLP_KickbackFactor));
|
||||||
|
if (kickback)
|
||||||
|
{
|
||||||
|
Actor origin = (source && (flags & DMG_INFLICTOR_IS_PUFF)) ? source : inflictor;
|
||||||
|
|
||||||
|
if (flags & DMG_USEANGLE)
|
||||||
|
{
|
||||||
|
ang = angle;
|
||||||
|
}
|
||||||
|
else if (origin.pos.xy == pos.xy)
|
||||||
|
{
|
||||||
|
// If the origin and target are in exactly the same spot, choose a random direction.
|
||||||
|
// (Most likely cause is from telefragging somebody during spawning because they
|
||||||
|
// haven't moved from their spawn spot at all.)
|
||||||
|
ang = frandom[Kickback](0., 360.);
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
ang = origin.AngleTo(self);
|
||||||
|
}
|
||||||
|
|
||||||
|
thrust = mod == 'MDK' ? 10 : 32;
|
||||||
|
if (Mass > 0)
|
||||||
|
{
|
||||||
|
thrust = clamp((damage * 0.125 * kickback) / Mass, 0., thrust);
|
||||||
|
}
|
||||||
|
|
||||||
|
// Don't apply ultra-small damage thrust
|
||||||
|
if (thrust < 0.01) thrust = 0;
|
||||||
|
|
||||||
|
// make fall forwards sometimes
|
||||||
|
if ((damage < 40) && (damage > health)
|
||||||
|
&& (pos.Z - origin.pos.Z > 64)
|
||||||
|
&& (random[Kickback]() & 1)
|
||||||
|
// [RH] But only if not too fast and not flying
|
||||||
|
&& thrust < 10
|
||||||
|
&& !bNoGravity
|
||||||
|
&& !bNoForwardFall
|
||||||
|
&& (inflictor == NULL || !inflictor.bNoForwardFall)
|
||||||
|
)
|
||||||
|
{
|
||||||
|
ang += 180.;
|
||||||
|
thrust *= 4;
|
||||||
|
}
|
||||||
|
if (source && source.player && (flags & DMG_INFLICTOR_IS_PUFF)
|
||||||
|
&& source.player.ReadyWeapon != NULL && (source.player.ReadyWeapon.bSTAFF2_KICKBACK))
|
||||||
|
{
|
||||||
|
// Staff power level 2
|
||||||
|
Thrust(10, ang);
|
||||||
|
if (!bNoGravity)
|
||||||
|
{
|
||||||
|
Vel.Z += 5.;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
Thrust(thrust, ang);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
}
|
|
@ -362,6 +362,7 @@ struct GameInfoStruct native
|
||||||
native Name mSliderColor;
|
native Name mSliderColor;
|
||||||
native Color defaultbloodcolor;
|
native Color defaultbloodcolor;
|
||||||
native double telefogheight;
|
native double telefogheight;
|
||||||
|
native int defKickback;
|
||||||
}
|
}
|
||||||
|
|
||||||
class Object native
|
class Object native
|
||||||
|
|
|
@ -1001,6 +1001,7 @@ enum EFSkillProperty // floating point properties
|
||||||
SKILLP_Aggressiveness,
|
SKILLP_Aggressiveness,
|
||||||
SKILLP_MonsterHealth,
|
SKILLP_MonsterHealth,
|
||||||
SKILLP_FriendlyHealth,
|
SKILLP_FriendlyHealth,
|
||||||
|
SKILLP_KickbackFactor,
|
||||||
};
|
};
|
||||||
|
|
||||||
enum EWeaponPos
|
enum EWeaponPos
|
||||||
|
|
Loading…
Reference in a new issue