added SWF_SELECTPRIORITY flag to A_SelectWeapon

This commit is contained in:
Xaser Acheron 2016-07-29 18:48:54 -05:00
parent 13fa06fe7a
commit a1a0da1f13
3 changed files with 20 additions and 2 deletions

View file

@ -3103,12 +3103,19 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Recoil)
// A_SelectWeapon // A_SelectWeapon
// //
//=========================================================================== //===========================================================================
enum SW_Flags
{
SWF_SELECTPRIORITY = 1,
};
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SelectWeapon) DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SelectWeapon)
{ {
PARAM_SELF_PROLOGUE(AActor); PARAM_SELF_PROLOGUE(AActor);
PARAM_CLASS(cls, AWeapon); PARAM_CLASS(cls, AWeapon);
PARAM_INT_OPT(flags) { flags = 0; }
if (cls == NULL || self->player == NULL) bool selectPriority = !!(flags & SWF_SELECTPRIORITY);
if ((!selectPriority && cls == NULL) || self->player == NULL)
{ {
ACTION_RETURN_BOOL(false); ACTION_RETURN_BOOL(false);
} }
@ -3123,6 +3130,14 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SelectWeapon)
} }
ACTION_RETURN_BOOL(true); ACTION_RETURN_BOOL(true);
} }
else if (selectPriority)
{
// [XA] if the named weapon cannot be found (or is a dummy like 'None'),
// select the next highest priority weapon. This is basically
// the same as A_CheckReload minus the ammo check. Handy.
self->player->mo->PickNewWeapon(NULL);
ACTION_RETURN_BOOL(true);
}
else else
{ {
ACTION_RETURN_BOOL(false); ACTION_RETURN_BOOL(false);

View file

@ -265,7 +265,7 @@ ACTOR Actor native //: Thinker
native state A_CheckLOF(state jump, int flags = 0, float range = 0, float minrange = 0, float angle = 0, float pitch = 0, float offsetheight = 0, float offsetwidth = 0, int ptr_target = AAPTR_DEFAULT, float offsetforward = 0); native state A_CheckLOF(state jump, int flags = 0, float range = 0, float minrange = 0, float angle = 0, float pitch = 0, float offsetheight = 0, float offsetwidth = 0, int ptr_target = AAPTR_DEFAULT, float offsetforward = 0);
native state A_JumpIfTargetInLOS (state label, float/*angle*/ fov = 0, int flags = 0, float dist_max = 0, float dist_close = 0); native state A_JumpIfTargetInLOS (state label, float/*angle*/ fov = 0, int flags = 0, float dist_max = 0, float dist_close = 0);
native state A_JumpIfInTargetLOS (state label, float/*angle*/ fov = 0, int flags = 0, float dist_max = 0, float dist_close = 0); native state A_JumpIfInTargetLOS (state label, float/*angle*/ fov = 0, int flags = 0, float dist_max = 0, float dist_close = 0);
native bool A_SelectWeapon(class<Weapon> whichweapon); native bool A_SelectWeapon(class<Weapon> whichweapon, int flags = 0);
action native A_Punch(); action native A_Punch();
action native A_Feathers(); action native A_Feathers();
action native A_ClassBossHealth(); action native A_ClassBossHealth();

View file

@ -150,6 +150,9 @@ const int WRF_ALLOWUSER2 = 256;
const int WRF_ALLOWUSER3 = 512; const int WRF_ALLOWUSER3 = 512;
const int WRF_ALLOWUSER4 = 1024; const int WRF_ALLOWUSER4 = 1024;
// Flags for A_SelectWeapon
const int SWF_SELECTPRIORITY = 1;
// Morph constants // Morph constants
const int MRF_ADDSTAMINA = 1; const int MRF_ADDSTAMINA = 1;
const int MRF_FULLHEALTH = 2; const int MRF_FULLHEALTH = 2;