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- Fixed: P_LineAttack() calls that use damage type 'None' should use 'Hitscan' instead.
SVN r3694 (trunk)
This commit is contained in:
parent
37d9519673
commit
b982482f74
10 changed files with 17 additions and 17 deletions
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@ -3747,7 +3747,7 @@ void FParser::SF_LineAttack()
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angle = (intvalue(t_argv[1]) * (ANG45 / 45));
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slope = P_AimLineAttack(mo, angle, MISSILERANGE);
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P_LineAttack(mo, angle, MISSILERANGE, slope, damage, NAME_None, NAME_BulletPuff);
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P_LineAttack(mo, angle, MISSILERANGE, slope, damage, NAME_Hitscan, NAME_BulletPuff);
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}
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}
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@ -278,7 +278,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_FireShotgun2)
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angle,
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PLAYERMISSILERANGE,
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pitch + (pr_fireshotgun2.Random2() * 332063), damage,
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NAME_None, NAME_BulletPuff);
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NAME_Hitscan, NAME_BulletPuff);
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}
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}
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@ -34,7 +34,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_PosAttack)
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S_Sound (self, CHAN_WEAPON, "grunt/attack", 1, ATTN_NORM);
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angle += pr_posattack.Random2() << 20;
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damage = ((pr_posattack()%5)+1)*3;
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P_LineAttack (self, angle, MISSILERANGE, slope, damage, NAME_None, NAME_BulletPuff);
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P_LineAttack (self, angle, MISSILERANGE, slope, damage, NAME_Hitscan, NAME_BulletPuff);
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}
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static void A_SPosAttack2 (AActor *self)
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@ -51,7 +51,7 @@ static void A_SPosAttack2 (AActor *self)
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{
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int angle = bangle + (pr_sposattack.Random2() << 20);
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int damage = ((pr_sposattack()%5)+1)*3;
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P_LineAttack(self, angle, MISSILERANGE, slope, damage, NAME_None, NAME_BulletPuff);
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P_LineAttack(self, angle, MISSILERANGE, slope, damage, NAME_Hitscan, NAME_BulletPuff);
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}
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}
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@ -98,7 +98,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_CPosAttack)
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angle = bangle + (pr_cposattack.Random2() << 20);
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damage = ((pr_cposattack()%5)+1)*3;
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P_LineAttack (self, angle, MISSILERANGE, slope, damage, NAME_None, NAME_BulletPuff);
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P_LineAttack (self, angle, MISSILERANGE, slope, damage, NAME_Hitscan, NAME_BulletPuff);
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}
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DEFINE_ACTION_FUNCTION(AActor, A_CPosRefire)
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@ -441,7 +441,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_M_FireShotgun2)
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P_LineAttack (self, angle, MISSILERANGE,
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pitch + (pr_m_fireshotgun2.Random2() * 332063), damage,
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NAME_None, NAME_BulletPuff);
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NAME_Hitscan, NAME_BulletPuff);
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}
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self->special1 = level.maptime;
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}
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@ -126,7 +126,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_FireGoldWandPL1)
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{
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angle += pr_fgw.Random2() << 18;
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}
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P_LineAttack (self, angle, PLAYERMISSILERANGE, pitch, damage, NAME_None, "GoldWandPuff1");
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P_LineAttack (self, angle, PLAYERMISSILERANGE, pitch, damage, NAME_Hitscan, "GoldWandPuff1");
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S_Sound (self, CHAN_WEAPON, "weapons/wandhit", 1, ATTN_NORM);
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}
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@ -164,7 +164,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_FireGoldWandPL2)
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for(i = 0; i < 5; i++)
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{
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damage = 1+(pr_fgw2()&7);
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P_LineAttack (self, angle, PLAYERMISSILERANGE, pitch, damage, NAME_None, "GoldWandPuff2");
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P_LineAttack (self, angle, PLAYERMISSILERANGE, pitch, damage, NAME_Hitscan, "GoldWandPuff2");
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angle += ((ANG45/8)*2)/4;
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}
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S_Sound (self, CHAN_WEAPON, "weapons/wandhit", 1, ATTN_NORM);
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@ -784,7 +784,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_FireBlasterPL1)
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{
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angle += pr_fb1.Random2() << 18;
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}
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P_LineAttack (self, angle, PLAYERMISSILERANGE, pitch, damage, NAME_None, "BlasterPuff");
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P_LineAttack (self, angle, PLAYERMISSILERANGE, pitch, damage, NAME_Hitscan, "BlasterPuff");
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S_Sound (self, CHAN_WEAPON, "weapons/blastershoot", 1, ATTN_NORM);
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}
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@ -27,7 +27,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_ReaverRanged)
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{
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angle_t angle = bangle + (pr_reaverattack.Random2() << 20);
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int damage = ((pr_reaverattack() & 7) + 1) * 3;
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P_LineAttack (self, angle, MISSILERANGE, pitch, damage, NAME_None, NAME_StrifePuff);
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P_LineAttack (self, angle, MISSILERANGE, pitch, damage, NAME_Hitscan, NAME_StrifePuff);
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}
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}
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}
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@ -32,7 +32,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_ShootGun)
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pitch = P_AimLineAttack (self, self->angle, MISSILERANGE);
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P_LineAttack (self, self->angle + (pr_shootgun.Random2() << 19),
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MISSILERANGE, pitch,
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3*(pr_shootgun() % 5 + 1), NAME_None, NAME_StrifePuff);
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3*(pr_shootgun() % 5 + 1), NAME_Hitscan, NAME_StrifePuff);
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}
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// Teleporter Beacon --------------------------------------------------------
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@ -266,7 +266,7 @@ void P_StrifeGunShot (AActor *mo, bool accurate, angle_t pitch)
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angle += pr_sgunshot.Random2() << (20 - mo->player->mo->accuracy * 5 / 100);
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}
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P_LineAttack (mo, angle, PLAYERMISSILERANGE, pitch, damage, NAME_None, NAME_StrifePuff);
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P_LineAttack (mo, angle, PLAYERMISSILERANGE, pitch, damage, NAME_Hitscan, NAME_StrifePuff);
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}
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//============================================================================
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@ -432,7 +432,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_FireMauler1)
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// it should use a different puff. ZDoom's default range is longer
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// than this, so let's not handicap it by being too faithful to the
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// original.
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P_LineAttack (self, angle, PLAYERMISSILERANGE, pitch, damage, NAME_None, NAME_MaulerPuff);
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P_LineAttack (self, angle, PLAYERMISSILERANGE, pitch, damage, NAME_Hitscan, NAME_MaulerPuff);
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}
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}
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@ -30,6 +30,6 @@ DEFINE_ACTION_FUNCTION(AActor, A_TemplarAttack)
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damage = (pr_templar() & 4) * 2;
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angle = self->angle + (pr_templar.Random2() << 19);
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pitchdiff = pr_templar.Random2() * 332063;
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P_LineAttack (self, angle, MISSILERANGE+64*FRACUNIT, pitch+pitchdiff, damage, NAME_None, NAME_MaulerPuff);
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P_LineAttack (self, angle, MISSILERANGE+64*FRACUNIT, pitch+pitchdiff, damage, NAME_Hitscan, NAME_MaulerPuff);
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}
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}
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@ -531,7 +531,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_BulletAttack)
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int angle = bangle + (pr_cabullet.Random2() << 20);
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int damage = ((pr_cabullet()%5)+1)*3;
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P_LineAttack(self, angle, MISSILERANGE, slope, damage,
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NAME_None, NAME_BulletPuff);
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NAME_Hitscan, NAME_BulletPuff);
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}
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}
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@ -763,7 +763,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Explode)
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// Comparing the results of a test wad with Eternity, it seems A_NailBomb does not aim
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P_LineAttack (self, ang, MISSILERANGE, 0,
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//P_AimLineAttack (self, ang, MISSILERANGE),
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naildamage, NAME_None, pufftype);
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naildamage, NAME_Hitscan, pufftype);
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}
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}
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@ -1055,7 +1055,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CustomBulletAttack)
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if (!(Flags & CBAF_NORANDOM))
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damage *= ((pr_cabullet()%3)+1);
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P_LineAttack(self, angle, Range, slope, damage, NAME_None, pufftype);
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P_LineAttack(self, angle, Range, slope, damage, NAME_Hitscan, pufftype);
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}
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}
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}
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