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- moved A_Light to Actor after finding some mods which used it badly. Besides, it should be fine to use this from PlayerPawns as well.
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4 changed files with 8 additions and 24 deletions
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@ -937,23 +937,6 @@ DEFINE_ACTION_FUNCTION(AActor, A_SigilCharge)
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return 0;
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}
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//============================================================================
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//
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// A_LightInverse
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//
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//============================================================================
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DEFINE_ACTION_FUNCTION(AActor, A_LightInverse)
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{
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PARAM_ACTION_PROLOGUE(AActor);
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if (self->player != NULL)
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{
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self->player->extralight = INT_MIN;
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}
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return 0;
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}
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//============================================================================
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//
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// A_FireSigil1
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@ -1415,9 +1415,9 @@ void P_GunShot (AActor *mo, bool accurate, PClassActor *pufftype, DAngle pitch)
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P_LineAttack (mo, angle, PLAYERMISSILERANGE, pitch, damage, NAME_Hitscan, pufftype);
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}
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DEFINE_ACTION_FUNCTION_PARAMS(AInventory, A_Light)
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DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Light)
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{
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PARAM_ACTION_PROLOGUE(AActor);
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PARAM_SELF_PROLOGUE(AActor);
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PARAM_INT(light);
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if (self->player != NULL)
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@ -77,6 +77,12 @@ class Actor : Thinker native
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native Actor SpawnMissile(Actor dest, class<Actor> type, Actor owner = null);
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native Actor SpawnMissileZ (double z, Actor dest, class<Actor> type);
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native Actor SpawnMissileAngleZSpeed (double z, class<Actor> type, float angle, double vz, double speed, Actor owner = null, bool checkspawn = true);
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native void A_Light(int extralight);
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void A_Light0() { A_Light(0); }
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void A_Light1() { A_Light(1); }
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void A_Light2() { A_Light(2); }
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void A_LightInverse() { A_Light(0x80000000); }
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native Actor OldSpawnMissile(Actor dest, class<Actor> type, Actor owner = null);
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native Actor SpawnPuff(class<Actor> pufftype, vector3 pos, float hitdir, float particledir, int updown, int flags = 0, Actor vict = null);
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@ -46,11 +46,6 @@ class StateProvider : Inventory native
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action native void A_FireBullets(float spread_xy, float spread_z, int numbullets, int damageperbullet, class<Actor> pufftype = "BulletPuff", int flags = 1, float range = 0, class<Actor> missile = null, float Spawnheight = 32, float Spawnofs_xy = 0);
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action native void A_FireCustomMissile(class<Actor> missiletype, float angle = 0, bool useammo = true, float spawnofs_xy = 0, float spawnheight = 0, int flags = 0, float pitch = 0);
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action native void A_RailAttack(int damage, int spawnofs_xy = 0, bool useammo = true, color color1 = 0, color color2 = 0, int flags = 0, float maxdiff = 0, class<Actor> pufftype = "BulletPuff", float spread_xy = 0, float spread_z = 0, float range = 0, int duration = 0, float sparsity = 1.0, float driftspeed = 1.0, class<Actor> spawnclass = "none", float spawnofs_z = 0, int spiraloffset = 270, int limit = 0);
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native action void A_Light(int extralight);
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action void A_Light0() { A_Light(0); }
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action void A_Light1() { A_Light(1); }
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action void A_Light2() { A_Light(2); }
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action native void A_LightInverse();
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action native void A_WeaponReady(int flags = 0);
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action native void A_Lower();
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action native void A_Raise();
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