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https://github.com/ZDoom/gzdoom-gles.git
synced 2024-11-11 07:12:16 +00:00
- Added Warp properties RadiusOffset and Pitch.
- RadiusOffset is a multiplier of the target actor's radius added onto the offsets x and y. - Pitch is added to the warping actor's current pitch, provided WARPF_USEPITCH is supplied. - Fixed WARPF_TOFLOOR not working as intended.
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parent
125afcf3de
commit
af9478f818
6 changed files with 40 additions and 18 deletions
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@ -5864,6 +5864,8 @@ doplaysound: if (funcIndex == ACSF_PlayActorSound)
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const char *statename = argCount > 6 ? FBehavior::StaticLookupString(args[6]) : "";
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bool exact = argCount > 7 ? !!args[7] : false;
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fixed_t heightoffset = argCount > 8 ? args[8] : 0;
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fixed_t radiusoffset = argCount > 9 ? args[9] : 0;
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fixed_t pitch = argCount > 10 ? args[10] : 0;
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FState *state = argCount > 6 ? activator->GetClass()->ActorInfo->FindStateByString(statename, exact) : 0;
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@ -5881,7 +5883,7 @@ doplaysound: if (funcIndex == ACSF_PlayActorSound)
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if (!reference)
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return false;
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if (P_Thing_Warp(activator, reference, xofs, yofs, zofs, angle, flags, heightoffset))
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if (P_Thing_Warp(activator, reference, xofs, yofs, zofs, angle, flags, heightoffset, radiusoffset, pitch))
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{
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if (state && argCount > 6)
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{
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@ -176,7 +176,7 @@ bool P_Thing_Raise(AActor *thing, AActor *raiser);
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bool P_Thing_CanRaise(AActor *thing);
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const PClass *P_GetSpawnableType(int spawnnum);
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void InitSpawnablesFromMapinfo();
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int P_Thing_Warp(AActor *caller, AActor *reference, fixed_t xofs, fixed_t yofs, fixed_t zofs, angle_t angle, int flags, fixed_t heightoffset);
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int P_Thing_Warp(AActor *caller, AActor *reference, fixed_t xofs, fixed_t yofs, fixed_t zofs, angle_t angle, int flags, fixed_t heightoffset, fixed_t radiusoffset, angle_t pitch);
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enum WARPF
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{
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@ -198,6 +198,8 @@ enum WARPF
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WARPF_MOVEPTR = 0x1000,
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WARPF_USEPTR = 0x2000,
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WARPF_USETID = 0x2000,
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WARPF_COPYVELOCITY = 0x4000,
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WARPF_COPYPITCH = 0x8000,
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};
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@ -680,7 +680,7 @@ void InitSpawnablesFromMapinfo()
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}
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int P_Thing_Warp(AActor *caller, AActor *reference, fixed_t xofs, fixed_t yofs, fixed_t zofs, angle_t angle, int flags, fixed_t heightoffset)
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int P_Thing_Warp(AActor *caller, AActor *reference, fixed_t xofs, fixed_t yofs, fixed_t zofs, angle_t angle, int flags, fixed_t heightoffset, fixed_t radiusoffset, angle_t pitch)
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{
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if (flags & WARPF_MOVEPTR)
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{
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@ -692,9 +692,10 @@ int P_Thing_Warp(AActor *caller, AActor *reference, fixed_t xofs, fixed_t yofs,
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fixed_t oldx = caller->x;
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fixed_t oldy = caller->y;
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fixed_t oldz = caller->z;
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zofs += FixedMul(reference->height, heightoffset);
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const fixed_t rad = FixedMul(radiusoffset, reference->radius);
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const angle_t fineangle = angle >> ANGLETOFINESHIFT;
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if (!(flags & WARPF_ABSOLUTEANGLE))
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{
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@ -704,13 +705,12 @@ int P_Thing_Warp(AActor *caller, AActor *reference, fixed_t xofs, fixed_t yofs,
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{
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if (!(flags & WARPF_ABSOLUTEOFFSET))
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{
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angle_t fineangle = angle >> ANGLETOFINESHIFT;
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fixed_t xofs1 = xofs;
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// (borrowed from A_SpawnItemEx, assumed workable)
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// in relative mode negative y values mean 'left' and positive ones mean 'right'
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// This is the inverse orientation of the absolute mode!
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xofs = FixedMul(xofs1, finecosine[fineangle]) + FixedMul(yofs, finesine[fineangle]);
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yofs = FixedMul(xofs1, finesine[fineangle]) - FixedMul(yofs, finecosine[fineangle]);
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}
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@ -722,15 +722,16 @@ int P_Thing_Warp(AActor *caller, AActor *reference, fixed_t xofs, fixed_t yofs,
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// assigning position again with.
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// extra unlink, link and environment calculation
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caller->SetOrigin(
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reference->x + xofs,
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reference->y + yofs,
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reference->floorz + zofs);
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reference->x + xofs + FixedMul(rad, finecosine[fineangle]),
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reference->y + yofs + FixedMul(rad, finesine[fineangle]),
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reference->z);
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caller->z = caller->floorz + zofs;
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}
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else
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{
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caller->SetOrigin(
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reference->x + xofs,
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reference->y + yofs,
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reference->x + xofs + FixedMul(rad, finecosine[fineangle]),
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reference->y + yofs + FixedMul(rad, finesine[fineangle]),
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reference->z + zofs);
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}
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}
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@ -738,11 +739,12 @@ int P_Thing_Warp(AActor *caller, AActor *reference, fixed_t xofs, fixed_t yofs,
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{
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if (flags & WARPF_TOFLOOR)
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{
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caller->SetOrigin(xofs, yofs, caller->floorz + zofs);
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caller->SetOrigin(xofs + FixedMul(rad, finecosine[fineangle]), yofs + FixedMul(rad, finesine[fineangle]), zofs);
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caller->z = caller->floorz + zofs;
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}
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else
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{
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caller->SetOrigin(xofs, yofs, zofs);
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caller->SetOrigin(xofs + FixedMul(rad, finecosine[fineangle]), yofs + FixedMul(rad, finesine[fineangle]), zofs);
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}
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}
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@ -756,6 +758,18 @@ int P_Thing_Warp(AActor *caller, AActor *reference, fixed_t xofs, fixed_t yofs,
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{
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caller->angle = angle;
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if (flags & WARPF_COPYPITCH)
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caller->SetPitch(reference->pitch, false);
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if (pitch)
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caller->SetPitch(caller->pitch + pitch, false);
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if (flags & WARPF_COPYVELOCITY)
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{
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caller->velx = reference->velx;
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caller->vely = reference->vely;
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caller->velz = reference->velz;
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}
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if (flags & WARPF_STOP)
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{
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caller->velx = 0;
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@ -4673,7 +4673,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_WolfAttack)
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DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Warp)
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{
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ACTION_PARAM_START(8);
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ACTION_PARAM_START(10);
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ACTION_PARAM_INT(destination_selector, 0);
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ACTION_PARAM_FIXED(xofs, 1);
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@ -4682,7 +4682,9 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Warp)
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ACTION_PARAM_ANGLE(angle, 4);
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ACTION_PARAM_INT(flags, 5);
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ACTION_PARAM_STATE(success_state, 6);
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ACTION_PARAM_FIXED(heightoffset,7)
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ACTION_PARAM_FIXED(heightoffset, 7);
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ACTION_PARAM_FIXED(radiusoffset, 8);
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ACTION_PARAM_ANGLE(pitch, 9);
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AActor *reference;
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@ -4702,7 +4704,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Warp)
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return;
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}
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if (P_Thing_Warp(self, reference, xofs, yofs, zofs, angle, flags, heightoffset))
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if (P_Thing_Warp(self, reference, xofs, yofs, zofs, angle, flags, heightoffset, radiusoffset, pitch))
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{
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if (success_state)
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{
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@ -249,7 +249,7 @@ ACTOR Actor native //: Thinker
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action native A_PlayerSkinCheck(state label);
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action native A_BasicAttack(int meleedamage, sound meleesound, class<actor> missiletype, float missileheight);
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action native A_Teleport(state teleportstate = "", class<SpecialSpot> targettype = "BossSpot", class<Actor> fogtype = "TeleportFog", int flags = 0, float mindist = 0, float maxdist = 0, int ptr = AAPTR_DEFAULT);
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action native A_Warp(int ptr_destination, float xofs = 0, float yofs = 0, float zofs = 0, float angle = 0, int flags = 0, state success_state = "", float heightoffset = 0);
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action native A_Warp(int ptr_destination, float xofs = 0, float yofs = 0, float zofs = 0, float angle = 0, int flags = 0, state success_state = "", float heightoffset = 0, float radiusoffset = 0, float pitch = 0);
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action native A_ThrowGrenade(class<Actor> itemtype, float zheight = 0, float xyvel = 0, float zvel = 0, bool useammo = true);
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action native A_Weave(int xspeed, int yspeed, float xdist, float ydist);
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@ -362,6 +362,8 @@ Const Int WARPF_ABSOLUTEPOSITION = 0x400;
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Const Int WARPF_BOB = 0x800;
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Const Int WARPF_MOVEPTR = 0x1000;
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Const Int WARPF_USETID = 0x2000;
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Const Int WARPF_COPYVELOCITY = 0x4000;
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Const Int WARPF_COPYPITCH = 0x8000;
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// flags for A_SetPitch/SetAngle/SetRoll
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const int SPF_FORCECLAMP = 1;
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