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- made the initial weave index for A_BishopMissileWeave and A_CStaffMissileSlither
a configurable actor property. - added a menu item for snd_channels. SVN r2036 (trunk)
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cc3b7967a1
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8 changed files with 39 additions and 9 deletions
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@ -1,3 +1,8 @@
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December 23, 2009 (Changes by Graf Zahl)
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- made the initial weave index for A_BishopMissileWeave and A_CStaffMissileSlither
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a configurable actor property.
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- added a menu item for snd_channels.
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December 20, 2009 (Changes by Graf Zahl)
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December 20, 2009 (Changes by Graf Zahl)
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- Fixed: The Dehacked parser could read past the end of the file if the last
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- Fixed: The Dehacked parser could read past the end of the file if the last
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element was improperly defined.
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element was improperly defined.
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@ -764,6 +764,7 @@ public:
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DWORD flags6; // Shit! Where did all the flags go?
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DWORD flags6; // Shit! Where did all the flags go?
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int special1; // Special info
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int special1; // Special info
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int special2; // Special info
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int special2; // Special info
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int weaveindex; // Separated from special2 because it's used by globally accessible functions.
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int health;
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int health;
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BYTE movedir; // 0-7
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BYTE movedir; // 0-7
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SBYTE visdir;
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SBYTE visdir;
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@ -60,7 +60,6 @@ DEFINE_ACTION_FUNCTION(AActor, A_BishopAttack2)
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if (mo != NULL)
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if (mo != NULL)
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{
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{
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mo->tracer = self->target;
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mo->tracer = self->target;
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mo->special2 = 16; // High word == x/y, Low word == z
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}
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}
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self->special1--;
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self->special1--;
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}
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}
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@ -77,10 +76,12 @@ DEFINE_ACTION_FUNCTION(AActor, A_BishopMissileWeave)
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int weaveXY, weaveZ;
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int weaveXY, weaveZ;
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int angle;
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int angle;
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if (self->special2 == 0) self->special2 = 16;
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// for compatibility this needs to set the value itself if it was never done by the projectile itself
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if (self->weaveindex == -1) self->weaveindex = 16;
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weaveXY = self->special2 >> 16;
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// since these values are now user configurable we have to do a proper range check to avoid array overflows.
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weaveZ = self->special2 & 0xFFFF;
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weaveXY = (self->weaveindex >> 16) & 63;
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weaveZ = (self->weaveindex & 63);
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angle = (self->angle + ANG90) >> ANGLETOFINESHIFT;
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angle = (self->angle + ANG90) >> ANGLETOFINESHIFT;
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newX = self->x - FixedMul (finecosine[angle], FloatBobOffsets[weaveXY]<<1);
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newX = self->x - FixedMul (finecosine[angle], FloatBobOffsets[weaveXY]<<1);
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newY = self->y - FixedMul (finesine[angle], FloatBobOffsets[weaveXY]<<1);
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newY = self->y - FixedMul (finesine[angle], FloatBobOffsets[weaveXY]<<1);
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@ -91,7 +92,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_BishopMissileWeave)
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self->z -= FloatBobOffsets[weaveZ];
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self->z -= FloatBobOffsets[weaveZ];
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weaveZ = (weaveZ + 2) & 63;
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weaveZ = (weaveZ + 2) & 63;
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self->z += FloatBobOffsets[weaveZ];
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self->z += FloatBobOffsets[weaveZ];
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self->special2 = weaveZ + (weaveXY<<16);
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self->weaveindex = weaveZ + (weaveXY<<16);
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}
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}
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//============================================================================
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//============================================================================
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@ -135,12 +135,12 @@ DEFINE_ACTION_FUNCTION(AActor, A_CStaffAttack)
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mo = P_SpawnPlayerMissile (self, RUNTIME_CLASS(ACStaffMissile), self->angle-(ANG45/15));
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mo = P_SpawnPlayerMissile (self, RUNTIME_CLASS(ACStaffMissile), self->angle-(ANG45/15));
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if (mo)
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if (mo)
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{
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{
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mo->special2 = 32;
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mo->weaveindex = 32;
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}
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}
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mo = P_SpawnPlayerMissile (self, RUNTIME_CLASS(ACStaffMissile), self->angle+(ANG45/15));
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mo = P_SpawnPlayerMissile (self, RUNTIME_CLASS(ACStaffMissile), self->angle+(ANG45/15));
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if (mo)
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if (mo)
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{
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{
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mo->special2 = 0;
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mo->weaveindex = 0;
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}
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}
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S_Sound (self, CHAN_WEAPON, "ClericCStaffFire", 1, ATTN_NORM);
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S_Sound (self, CHAN_WEAPON, "ClericCStaffFire", 1, ATTN_NORM);
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}
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}
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@ -157,7 +157,10 @@ DEFINE_ACTION_FUNCTION(AActor, A_CStaffMissileSlither)
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int weaveXY;
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int weaveXY;
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int angle;
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int angle;
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weaveXY = self->special2;
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if (self->weaveindex == -1) self->weaveindex = 0;
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// since these values are now user configurable we have to do a proper range check to avoid array overflows.
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weaveXY = self->weaveindex & 63;
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angle = (self->angle+ANG90)>>ANGLETOFINESHIFT;
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angle = (self->angle+ANG90)>>ANGLETOFINESHIFT;
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newX = self->x-FixedMul(finecosine[angle], FloatBobOffsets[weaveXY]);
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newX = self->x-FixedMul(finecosine[angle], FloatBobOffsets[weaveXY]);
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newY = self->y-FixedMul(finesine[angle], FloatBobOffsets[weaveXY]);
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newY = self->y-FixedMul(finesine[angle], FloatBobOffsets[weaveXY]);
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@ -165,7 +168,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_CStaffMissileSlither)
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newX += FixedMul(finecosine[angle], FloatBobOffsets[weaveXY]);
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newX += FixedMul(finecosine[angle], FloatBobOffsets[weaveXY]);
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newY += FixedMul(finesine[angle], FloatBobOffsets[weaveXY]);
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newY += FixedMul(finesine[angle], FloatBobOffsets[weaveXY]);
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P_TryMove (self, newX, newY, true);
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P_TryMove (self, newX, newY, true);
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self->special2 = weaveXY;
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self->weaveindex = weaveXY;
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}
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}
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//============================================================================
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//============================================================================
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@ -94,6 +94,7 @@ EXTERN_CVAR(Bool, hud_althud)
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EXTERN_CVAR(Int, compatmode)
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EXTERN_CVAR(Int, compatmode)
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EXTERN_CVAR (Bool, vid_vsync)
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EXTERN_CVAR (Bool, vid_vsync)
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EXTERN_CVAR(Bool, displaynametags)
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EXTERN_CVAR(Bool, displaynametags)
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EXTERN_CVAR (Int, snd_channels)
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//
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//
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// defaulted values
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// defaulted values
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@ -1252,6 +1253,7 @@ static menuitem_t SoundItems[] =
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{ discrete, "Underwater reverb", {&snd_waterreverb}, {2.0}, {0.0}, {0.0}, {OnOff} },
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{ discrete, "Underwater reverb", {&snd_waterreverb}, {2.0}, {0.0}, {0.0}, {OnOff} },
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{ slider, "Underwater cutoff", {&snd_waterlp}, {0.0}, {2000.0},{50.0}, {NULL} },
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{ slider, "Underwater cutoff", {&snd_waterlp}, {0.0}, {2000.0},{50.0}, {NULL} },
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{ discrete, "Randomize pitches", {&snd_pitched}, {2.0}, {0.0}, {0.0}, {OnOff} },
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{ discrete, "Randomize pitches", {&snd_pitched}, {2.0}, {0.0}, {0.0}, {OnOff} },
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{ slider, "Sound channels", {&snd_channels}, {8.0}, {256.0}, {8.0}, {NULL} },
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{ redtext, " ", {NULL}, {0.0}, {0.0}, {0.0}, {NULL} },
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{ redtext, " ", {NULL}, {0.0}, {0.0}, {0.0}, {NULL} },
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{ more, "Restart sound", {NULL}, {0.0}, {0.0}, {0.0}, {(value_t *)MakeSoundChanges} },
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{ more, "Restart sound", {NULL}, {0.0}, {0.0}, {0.0}, {(value_t *)MakeSoundChanges} },
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{ redtext, " ", {NULL}, {0.0}, {0.0}, {0.0}, {NULL} },
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{ redtext, " ", {NULL}, {0.0}, {0.0}, {0.0}, {NULL} },
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@ -312,6 +312,14 @@ void AActor::Serialize (FArchive &arc)
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{
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{
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arc << DamageFactor;
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arc << DamageFactor;
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}
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}
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if (SaveVersion >= 2036)
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{
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arc << weaveindex;
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}
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else
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{
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weaveindex = special2;
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}
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// Skip past uservar array in old savegames
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// Skip past uservar array in old savegames
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if (SaveVersion < 1933)
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if (SaveVersion < 1933)
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@ -902,6 +902,15 @@ DEFINE_PROPERTY(bouncecount, I, Actor)
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defaults->bouncecount = id;
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defaults->bouncecount = id;
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}
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}
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//==========================================================================
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//
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//==========================================================================
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DEFINE_PROPERTY(weaveindex, I, Actor)
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{
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PROP_INT_PARM(id, 0);
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defaults->weaveindex = id;
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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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//==========================================================================
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@ -19,6 +19,7 @@ ACTOR Actor native //: Thinker
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Gravity 1
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Gravity 1
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DamageFactor 1.0
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DamageFactor 1.0
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PushFactor 0.25
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PushFactor 0.25
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WeaveIndex -1
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// Variables for the expression evaluator
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// Variables for the expression evaluator
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// NOTE: fixed_t and angle_t are only used here to ensure proper conversion
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// NOTE: fixed_t and angle_t are only used here to ensure proper conversion
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