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- Fixed: FMOD calls for setting the water reverb must check the return code
for errors. - Fixed: Hexen's dual attack weapons must check distance to targets in 3D, not 2D. SVN r1336 (trunk)
This commit is contained in:
parent
aeaf94c1c4
commit
987c878a9a
7 changed files with 70 additions and 30 deletions
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@ -1,4 +1,8 @@
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December 30, 2008 (Changes by Graf Zahl)
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December 30, 2008 (Changes by Graf Zahl)
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- Fixed: FMOD calls for setting the water reverb must check the return code
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for errors.
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- Fixed: Hexen's dual attack weapons must check distance to targets in 3D,
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not 2D.
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- Made several DECORATE errors which do not involve parsing non-fatal.
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- Made several DECORATE errors which do not involve parsing non-fatal.
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- Added a static error counter to FScriptPosition class.
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- Added a static error counter to FScriptPosition class.
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- Changed initialization of actor class type properties: fuglyname is gone as
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- Changed initialization of actor class type properties: fuglyname is gone as
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@ -66,7 +66,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_CStaffCheck)
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for (i = 0; i < 3; i++)
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for (i = 0; i < 3; i++)
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{
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{
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angle = pmo->angle+i*(ANG45/16);
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angle = pmo->angle+i*(ANG45/16);
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slope = P_AimLineAttack (pmo, angle, fixed_t(1.5*MELEERANGE), &linetarget);
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slope = P_AimLineAttack (pmo, angle, fixed_t(1.5*MELEERANGE), &linetarget, 0, false, true);
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if (linetarget)
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if (linetarget)
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{
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{
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P_LineAttack (pmo, angle, fixed_t(1.5*MELEERANGE), slope, damage, NAME_Melee, PClass::FindClass ("CStaffPuff"));
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P_LineAttack (pmo, angle, fixed_t(1.5*MELEERANGE), slope, damage, NAME_Melee, PClass::FindClass ("CStaffPuff"));
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@ -90,7 +90,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_CStaffCheck)
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break;
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break;
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}
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}
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angle = pmo->angle-i*(ANG45/16);
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angle = pmo->angle-i*(ANG45/16);
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slope = P_AimLineAttack (player->mo, angle, fixed_t(1.5*MELEERANGE), &linetarget);
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slope = P_AimLineAttack (player->mo, angle, fixed_t(1.5*MELEERANGE), &linetarget, 0, false, true);
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if (linetarget)
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if (linetarget)
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{
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{
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P_LineAttack (pmo, angle, fixed_t(1.5*MELEERANGE), slope, damage, NAME_Melee, PClass::FindClass ("CStaffPuff"));
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P_LineAttack (pmo, angle, fixed_t(1.5*MELEERANGE), slope, damage, NAME_Melee, PClass::FindClass ("CStaffPuff"));
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@ -46,7 +46,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_FHammerAttack)
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for (i = 0; i < 16; i++)
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for (i = 0; i < 16; i++)
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{
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{
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angle = pmo->angle + i*(ANG45/32);
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angle = pmo->angle + i*(ANG45/32);
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slope = P_AimLineAttack (pmo, angle, HAMMER_RANGE, &linetarget);
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slope = P_AimLineAttack (pmo, angle, HAMMER_RANGE, &linetarget, 0, false, true);
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if (linetarget)
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if (linetarget)
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{
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{
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P_LineAttack (pmo, angle, HAMMER_RANGE, slope, damage, NAME_Melee, PClass::FindClass ("HammerPuff"), true);
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P_LineAttack (pmo, angle, HAMMER_RANGE, slope, damage, NAME_Melee, PClass::FindClass ("HammerPuff"), true);
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@ -59,7 +59,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_FHammerAttack)
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goto hammerdone;
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goto hammerdone;
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}
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}
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angle = pmo->angle-i*(ANG45/32);
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angle = pmo->angle-i*(ANG45/32);
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slope = P_AimLineAttack(pmo, angle, HAMMER_RANGE, &linetarget);
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slope = P_AimLineAttack(pmo, angle, HAMMER_RANGE, &linetarget, 0, false, true);
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if(linetarget)
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if(linetarget)
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{
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{
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P_LineAttack(pmo, angle, HAMMER_RANGE, slope, damage, NAME_Melee, PClass::FindClass ("HammerPuff"), true);
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P_LineAttack(pmo, angle, HAMMER_RANGE, slope, damage, NAME_Melee, PClass::FindClass ("HammerPuff"), true);
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@ -74,7 +74,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_FHammerAttack)
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}
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}
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// didn't find any targets in meleerange, so set to throw out a hammer
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// didn't find any targets in meleerange, so set to throw out a hammer
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angle = pmo->angle;
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angle = pmo->angle;
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slope = P_AimLineAttack (pmo, angle, HAMMER_RANGE, &linetarget);
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slope = P_AimLineAttack (pmo, angle, HAMMER_RANGE, &linetarget, 0, false, true);
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if (P_LineAttack (pmo, angle, HAMMER_RANGE, slope, damage, NAME_Melee, PClass::FindClass ("HammerPuff"), true) != NULL)
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if (P_LineAttack (pmo, angle, HAMMER_RANGE, slope, damage, NAME_Melee, PClass::FindClass ("HammerPuff"), true) != NULL)
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{
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{
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pmo->special1 = false;
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pmo->special1 = false;
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@ -77,7 +77,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_FireConePL1)
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for (i = 0; i < 16; i++)
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for (i = 0; i < 16; i++)
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{
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{
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angle = self->angle+i*(ANG45/16);
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angle = self->angle+i*(ANG45/16);
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slope = P_AimLineAttack (self, angle, MELEERANGE, &linetarget);
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slope = P_AimLineAttack (self, angle, MELEERANGE, &linetarget, 0, false, true);
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if (linetarget)
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if (linetarget)
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{
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{
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P_DamageMobj (linetarget, self, self, damage, NAME_Ice);
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P_DamageMobj (linetarget, self, self, damage, NAME_Ice);
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@ -380,7 +380,7 @@ void P_FindFloorCeiling (AActor *actor, bool onlymidtex = false);
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bool P_ChangeSector (sector_t* sector, int crunch, int amt, int floorOrCeil, bool isreset);
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bool P_ChangeSector (sector_t* sector, int crunch, int amt, int floorOrCeil, bool isreset);
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fixed_t P_AimLineAttack (AActor *t1, angle_t angle, fixed_t distance, AActor **pLineTarget = NULL, fixed_t vrange=0, bool forcenosmart=false);
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fixed_t P_AimLineAttack (AActor *t1, angle_t angle, fixed_t distance, AActor **pLineTarget = NULL, fixed_t vrange=0, bool forcenosmart=false, bool check3d = false);
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AActor *P_LineAttack (AActor *t1, angle_t angle, fixed_t distance, int pitch, int damage, FName damageType, const PClass *pufftype, bool ismelee = false);
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AActor *P_LineAttack (AActor *t1, angle_t angle, fixed_t distance, int pitch, int damage, FName damageType, const PClass *pufftype, bool ismelee = false);
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AActor *P_LineAttack (AActor *t1, angle_t angle, fixed_t distance, int pitch, int damage, FName damageType, FName pufftype, bool ismelee = false);
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AActor *P_LineAttack (AActor *t1, angle_t angle, fixed_t distance, int pitch, int damage, FName damageType, FName pufftype, bool ismelee = false);
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void P_TraceBleed (int damage, fixed_t x, fixed_t y, fixed_t z, AActor *target, angle_t angle, int pitch);
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void P_TraceBleed (int damage, fixed_t x, fixed_t y, fixed_t z, AActor *target, angle_t angle, int pitch);
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@ -2359,6 +2359,7 @@ struct aim_t
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AActor * thing_friend, * thing_other;
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AActor * thing_friend, * thing_other;
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angle_t pitch_friend, pitch_other;
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angle_t pitch_friend, pitch_other;
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bool notsmart;
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bool notsmart;
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bool check3d;
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void AimTraverse (fixed_t startx, fixed_t starty, fixed_t endx, fixed_t endy);
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void AimTraverse (fixed_t startx, fixed_t starty, fixed_t endx, fixed_t endy);
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@ -2457,6 +2458,23 @@ void aim_t::AimTraverse (fixed_t startx, fixed_t starty, fixed_t endx, fixed_t e
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thingpitch = thingtoppitch/2 + thingbottompitch/2;
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thingpitch = thingtoppitch/2 + thingbottompitch/2;
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if (check3d)
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{
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// We need to do a 3D distance check here because this is nearly always used in
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// combination with P_LineAttack. P_LineAttack uses 3D distance but FPathTraverse
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// only 2D. This causes some problems with Hexen's weapons that use different
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// attack modes based on distance to target
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fixed_t cosine = finecosine[thingpitch >> ANGLETOFINESHIFT];
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if (cosine != 0)
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{
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fixed_t d3 = FixedDiv( FixedMul( P_AproxDistance(it.Trace().dx, it.Trace().dy), in->frac), cosine);
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if (d3 > attackrange)
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{
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return;
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}
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}
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}
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if (sv_smartaim && !notsmart)
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if (sv_smartaim && !notsmart)
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{
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{
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// try to be a little smarter about what to aim at!
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// try to be a little smarter about what to aim at!
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@ -2500,7 +2518,7 @@ void aim_t::AimTraverse (fixed_t startx, fixed_t starty, fixed_t endx, fixed_t e
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// P_AimLineAttack
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// P_AimLineAttack
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//
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//
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//============================================================================
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//============================================================================
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fixed_t P_AimLineAttack (AActor *t1, angle_t angle, fixed_t distance, AActor **pLineTarget, fixed_t vrange, bool forcenosmart)
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fixed_t P_AimLineAttack (AActor *t1, angle_t angle, fixed_t distance, AActor **pLineTarget, fixed_t vrange, bool forcenosmart, bool check3d)
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{
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{
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fixed_t x2;
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fixed_t x2;
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fixed_t y2;
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fixed_t y2;
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@ -2508,6 +2526,7 @@ fixed_t P_AimLineAttack (AActor *t1, angle_t angle, fixed_t distance, AActor **p
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angle >>= ANGLETOFINESHIFT;
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angle >>= ANGLETOFINESHIFT;
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aim.shootthing = t1;
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aim.shootthing = t1;
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aim.check3d = check3d;
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x2 = t1->x + (distance>>FRACBITS)*finecosine[angle];
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x2 = t1->x + (distance>>FRACBITS)*finecosine[angle];
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y2 = t1->y + (distance>>FRACBITS)*finesine[angle];
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y2 = t1->y + (distance>>FRACBITS)*finesine[angle];
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@ -903,8 +903,11 @@ bool FMODSoundRenderer::Init()
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FMOD::DSP *sfx_head, *pausable_head;
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FMOD::DSP *sfx_head, *pausable_head;
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result = SfxGroup->getDSPHead(&sfx_head);
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result = SfxGroup->getDSPHead(&sfx_head);
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if (result == FMOD_OK)
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{
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result = sfx_head->getInput(0, &pausable_head, &SfxConnection);
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result = sfx_head->getInput(0, &pausable_head, &SfxConnection);
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if (result == FMOD_OK)
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{
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result = WaterLP->addInput(pausable_head, NULL);
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result = WaterLP->addInput(pausable_head, NULL);
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WaterLP->setActive(false);
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WaterLP->setActive(false);
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WaterLP->setParameter(FMOD_DSP_LOWPASS_CUTOFF, snd_waterlp);
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WaterLP->setParameter(FMOD_DSP_LOWPASS_CUTOFF, snd_waterlp);
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@ -913,18 +916,32 @@ bool FMODSoundRenderer::Init()
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{
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{
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FMOD::DSPConnection *dry;
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FMOD::DSPConnection *dry;
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result = WaterReverb->addInput(pausable_head, &dry);
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result = WaterReverb->addInput(pausable_head, &dry);
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if (result == FMOD_OK)
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{
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result = dry->setMix(0.1f);
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result = dry->setMix(0.1f);
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if (result == FMOD_OK)
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{
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result = WaterReverb->addInput(WaterLP, NULL);
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result = WaterReverb->addInput(WaterLP, NULL);
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if (result == FMOD_OK)
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{
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result = sfx_head->addInput(WaterReverb, NULL);
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result = sfx_head->addInput(WaterReverb, NULL);
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if (result == FMOD_OK)
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{
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WaterReverb->setParameter(FMOD_DSP_REVERB_ROOMSIZE, 0.001f);
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WaterReverb->setParameter(FMOD_DSP_REVERB_ROOMSIZE, 0.001f);
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WaterReverb->setParameter(FMOD_DSP_REVERB_DAMP, 0.2f);
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WaterReverb->setParameter(FMOD_DSP_REVERB_DAMP, 0.2f);
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WaterReverb->setActive(false);
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WaterReverb->setActive(false);
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}
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}
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}
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}
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}
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}
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else
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else
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{
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{
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result = sfx_head->addInput(WaterLP, NULL);
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result = sfx_head->addInput(WaterLP, NULL);
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}
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}
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}
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}
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}
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}
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LastWaterLP = snd_waterlp;
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LastWaterLP = snd_waterlp;
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// Find the FMOD Channel Group Target Unit. To completely eliminate sound
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// Find the FMOD Channel Group Target Unit. To completely eliminate sound
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