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Add species parameter to A_RadiusThrust
This is the last parameter for A_RadiusThrust() DECORATE function. If it is omitted or none, then A_RadiusThrust will behave as usual. If it is set for some species name, it witt thrust only that species. Of course, these species should be +VULNERABLE to be thrustable.
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0ae0bffa58
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9e28aeac14
5 changed files with 14 additions and 8 deletions
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@ -420,7 +420,7 @@ enum
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};
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};
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int P_GetRadiusDamage(AActor *self, AActor *thing, int damage, int distance, int fulldmgdistance, bool oldradiusdmg);
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int P_GetRadiusDamage(AActor *self, AActor *thing, int damage, int distance, int fulldmgdistance, bool oldradiusdmg);
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int P_RadiusAttack (AActor *spot, AActor *source, int damage, int distance,
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int P_RadiusAttack (AActor *spot, AActor *source, int damage, int distance,
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FName damageType, int flags, int fulldamagedistance=0);
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FName damageType, int flags, int fulldamagedistance=0, FName species = NAME_None);
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void P_DelSeclist(msecnode_t *, msecnode_t *sector_t::*seclisthead);
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void P_DelSeclist(msecnode_t *, msecnode_t *sector_t::*seclisthead);
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void P_DelSeclist(portnode_t *, portnode_t *FLinePortal::*seclisthead);
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void P_DelSeclist(portnode_t *, portnode_t *FLinePortal::*seclisthead);
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@ -5890,7 +5890,7 @@ int P_GetRadiusDamage(AActor *self, AActor *thing, int damage, int distance, int
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//==========================================================================
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//==========================================================================
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int P_RadiusAttack(AActor *bombspot, AActor *bombsource, int bombdamage, int bombdistance, FName bombmod,
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int P_RadiusAttack(AActor *bombspot, AActor *bombsource, int bombdamage, int bombdistance, FName bombmod,
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int flags, int fulldamagedistance)
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int flags, int fulldamagedistance, FName species)
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{
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{
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if (bombdistance <= 0)
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if (bombdistance <= 0)
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return 0;
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return 0;
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@ -5938,6 +5938,11 @@ int P_RadiusAttack(AActor *bombspot, AActor *bombsource, int bombdamage, int bom
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)
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)
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) continue;
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) continue;
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if((species != NAME_None) && (thing->Species != species))
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{
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continue;
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}
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targets.Push(thing);
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targets.Push(thing);
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}
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}
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@ -1238,9 +1238,9 @@ DEFINE_ACTION_FUNCTION_NATIVE(AActor, GetRadiusDamage, P_GetRadiusDamage)
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ACTION_RETURN_INT(P_GetRadiusDamage(self, thing, damage, distance, fulldmgdistance, oldradiusdmg));
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ACTION_RETURN_INT(P_GetRadiusDamage(self, thing, damage, distance, fulldmgdistance, oldradiusdmg));
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}
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}
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static int RadiusAttack(AActor *self, AActor *bombsource, int bombdamage, int bombdistance, int damagetype, int flags, int fulldamagedistance)
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static int RadiusAttack(AActor *self, AActor *bombsource, int bombdamage, int bombdistance, int damagetype, int flags, int fulldamagedistance, int species)
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{
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{
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return P_RadiusAttack(self, bombsource, bombdamage, bombdistance, ENamedName(damagetype), flags, fulldamagedistance);
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return P_RadiusAttack(self, bombsource, bombdamage, bombdistance, ENamedName(damagetype), flags, fulldamagedistance, ENamedName(species));
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}
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}
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DEFINE_ACTION_FUNCTION_NATIVE(AActor, RadiusAttack, RadiusAttack)
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DEFINE_ACTION_FUNCTION_NATIVE(AActor, RadiusAttack, RadiusAttack)
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@ -1252,7 +1252,8 @@ DEFINE_ACTION_FUNCTION_NATIVE(AActor, RadiusAttack, RadiusAttack)
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PARAM_INT(damagetype);
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PARAM_INT(damagetype);
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PARAM_INT(flags);
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PARAM_INT(flags);
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PARAM_INT(fulldamagedistance);
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PARAM_INT(fulldamagedistance);
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ACTION_RETURN_INT(RadiusAttack(self, bombsource, bombdamage, bombdistance, damagetype, flags, fulldamagedistance));
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PARAM_INT(species);
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ACTION_RETURN_INT(RadiusAttack(self, bombsource, bombdamage, bombdistance, damagetype, flags, fulldamagedistance, species));
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}
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}
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static int ZS_GetSpriteIndex(int sprt)
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static int ZS_GetSpriteIndex(int sprt)
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@ -1110,7 +1110,7 @@ class Actor : Thinker native
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native void A_Burst(class<Actor> chunktype);
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native void A_Burst(class<Actor> chunktype);
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native void A_RadiusDamageSelf(int damage = 128, double distance = 128, int flags = 0, class<Actor> flashtype = null);
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native void A_RadiusDamageSelf(int damage = 128, double distance = 128, int flags = 0, class<Actor> flashtype = null);
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native int GetRadiusDamage(Actor thing, int damage, int distance, int fulldmgdistance = 0, bool oldradiusdmg = false);
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native int GetRadiusDamage(Actor thing, int damage, int distance, int fulldmgdistance = 0, bool oldradiusdmg = false);
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native int RadiusAttack(Actor bombsource, int bombdamage, int bombdistance, Name bombmod = 'none', int flags = RADF_HURTSOURCE, int fulldamagedistance = 0);
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native int RadiusAttack(Actor bombsource, int bombdamage, int bombdistance, Name bombmod = 'none', int flags = RADF_HURTSOURCE, int fulldamagedistance = 0, name species = "None");
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native void A_Respawn(int flags = 1);
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native void A_Respawn(int flags = 1);
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native void A_RestoreSpecialPosition();
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native void A_RestoreSpecialPosition();
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@ -613,7 +613,7 @@ extend class Actor
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//
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//
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//==========================================================================
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//==========================================================================
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void A_RadiusThrust(int force = 128, int distance = -1, int flags = RTF_AFFECTSOURCE, int fullthrustdistance = 0)
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void A_RadiusThrust(int force = 128, int distance = -1, int flags = RTF_AFFECTSOURCE, int fullthrustdistance = 0, name species = "None")
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{
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{
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if (force == 0) force = 128;
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if (force == 0) force = 128;
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if (distance <= 0) distance = abs(force);
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if (distance <= 0) distance = abs(force);
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@ -628,7 +628,7 @@ extend class Actor
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target.bNoDamageThrust = false;
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target.bNoDamageThrust = false;
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}
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}
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}
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}
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RadiusAttack (target, force, distance, DamageType, flags | RADF_NODAMAGE, fullthrustdistance);
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RadiusAttack (target, force, distance, DamageType, flags | RADF_NODAMAGE, fullthrustdistance, species);
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CheckSplash(distance);
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CheckSplash(distance);
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if (target) target.bNoDamageThrust = nothrust;
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if (target) target.bNoDamageThrust = nothrust;
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}
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}
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