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- call the native A_BossDeath directly instead of going through the VM-enabled action function.
- undo some formatting screwup in a_clericstaff.cpp.
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dd55e0a4c4
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b5029e0976
5 changed files with 32 additions and 35 deletions
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@ -65,59 +65,59 @@ DEFINE_ACTION_FUNCTION(AActor, A_CStaffCheck)
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AWeapon *weapon = self->player->ReadyWeapon;
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pmo = player->mo;
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damage = 20+(pr_staffcheck()&15);
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damage = 20 + (pr_staffcheck() & 15);
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max = pmo->GetMaxHealth();
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puff = PClass::FindActor("CStaffPuff");
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for (i = 0; i < 3; i++)
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{
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angle = pmo->angle+i*(ANG45/16);
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slope = P_AimLineAttack (pmo, angle, fixed_t(1.5*MELEERANGE), &linetarget, 0, ALF_CHECK3D);
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angle = pmo->angle + i*(ANG45 / 16);
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slope = P_AimLineAttack(pmo, angle, fixed_t(1.5*MELEERANGE), &linetarget, 0, ALF_CHECK3D);
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if (linetarget)
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{
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P_LineAttack (pmo, angle, fixed_t(1.5*MELEERANGE), slope, damage, NAME_Melee, puff, false, &linetarget);
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P_LineAttack(pmo, angle, fixed_t(1.5*MELEERANGE), slope, damage, NAME_Melee, puff, false, &linetarget);
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if (linetarget != NULL)
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{
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pmo->angle = pmo->AngleTo(linetarget);
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if (((linetarget->player && (!linetarget->IsTeammate (pmo) || level.teamdamage != 0))|| linetarget->flags3&MF3_ISMONSTER)
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&& (!(linetarget->flags2&(MF2_DORMANT|MF2_INVULNERABLE))))
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{
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newLife = player->health+(damage>>3);
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newLife = newLife > max ? max : newLife;
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if (newLife > player->health)
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if (((linetarget->player && (!linetarget->IsTeammate(pmo) || level.teamdamage != 0)) || linetarget->flags3&MF3_ISMONSTER)
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&& (!(linetarget->flags2&(MF2_DORMANT | MF2_INVULNERABLE))))
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{
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pmo->health = player->health = newLife;
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}
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newLife = player->health + (damage >> 3);
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newLife = newLife > max ? max : newLife;
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if (newLife > player->health)
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{
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pmo->health = player->health = newLife;
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}
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if (weapon != NULL)
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{
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FState * newstate = weapon->FindState("Drain");
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if (newstate != NULL) P_SetPsprite(player, ps_weapon, newstate);
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}
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}
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}
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if (weapon != NULL)
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{
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weapon->DepleteAmmo(weapon->bAltFire, false);
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}
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if (weapon != NULL)
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{
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weapon->DepleteAmmo (weapon->bAltFire, false);
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}
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}
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break;
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}
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angle = pmo->angle-i*(ANG45/16);
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slope = P_AimLineAttack (player->mo, angle, fixed_t(1.5*MELEERANGE), &linetarget, 0, ALF_CHECK3D);
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angle = pmo->angle - i*(ANG45 / 16);
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slope = P_AimLineAttack(player->mo, angle, fixed_t(1.5*MELEERANGE), &linetarget, 0, ALF_CHECK3D);
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if (linetarget)
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{
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P_LineAttack (pmo, angle, fixed_t(1.5*MELEERANGE), slope, damage, NAME_Melee, puff, false, &linetarget);
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P_LineAttack(pmo, angle, fixed_t(1.5*MELEERANGE), slope, damage, NAME_Melee, puff, false, &linetarget);
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if (linetarget != NULL)
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{
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pmo->angle = pmo->AngleTo(linetarget);
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if ((linetarget->player && (!linetarget->IsTeammate (pmo) || level.teamdamage != 0)) || linetarget->flags3&MF3_ISMONSTER)
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{
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newLife = player->health+(damage>>4);
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newLife = newLife > max ? max : newLife;
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pmo->health = player->health = newLife;
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P_SetPsprite (player, ps_weapon, weapon->FindState ("Drain"));
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}
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if ((linetarget->player && (!linetarget->IsTeammate(pmo) || level.teamdamage != 0)) || linetarget->flags3&MF3_ISMONSTER)
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{
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newLife = player->health + (damage >> 4);
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newLife = newLife > max ? max : newLife;
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pmo->health = player->health = newLife;
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P_SetPsprite(player, ps_weapon, weapon->FindState("Drain"));
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}
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if (weapon != NULL)
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{
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weapon->DepleteAmmo (weapon->bAltFire, false);
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weapon->DepleteAmmo(weapon->bAltFire, false);
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}
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}
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break;
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@ -336,7 +336,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_FreezeDeathChunks)
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// [RH] Do some stuff to make this more useful outside Hexen
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if (self->flags4 & MF4_BOSSDEATH)
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{
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CALL_ACTION(A_BossDeath, self);
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A_BossDeath(self);
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}
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A_Unblock(self, true);
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@ -550,10 +550,7 @@ bool P_MorphedDeath(AActor *actor, AActor **morphed, int *morphedstyle, int *mor
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if (realme->flags4 & MF4_BOSSDEATH)
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{
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realme->health = 0; // make sure that A_BossDeath considers it dead.
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// FIXME: Use the caller's stack once the whole chain is scriptable.
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VMFrameStack stack;
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VMValue params[3] = { realme, realme, VMValue(NULL, ATAG_STATE) };
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stack.Call(A_BossDeath_VMPtr, params, countof(params), NULL, 0, NULL);
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A_BossDeath(realme);
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}
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}
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fakeme->flags3 |= MF3_STAYMORPHED; // moved here from AMorphedMonster::Die()
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@ -163,6 +163,6 @@ DEFINE_ACTION_FUNCTION(AActor, A_ProgrammerDeath)
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}
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}
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// the sky change scripts are now done as special actions in MAPINFO
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CALL_ACTION(A_BossDeath, self);
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A_BossDeath(self);
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return 0;
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}
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@ -3310,7 +3310,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Burst)
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// [RH] Do some stuff to make this more useful outside Hexen
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if (self->flags4 & MF4_BOSSDEATH)
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{
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CALL_ACTION(A_BossDeath, self);
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A_BossDeath(self);
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}
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A_Unblock(self, true);
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