Added a function for triggering use/push specials for usage in custom monster AI.

This commit is contained in:
Chronos Ouroboros 2018-12-08 16:09:09 -02:00 committed by Christoph Oelckers
parent e7118804ba
commit bb8fcd63c4
2 changed files with 30 additions and 0 deletions

View file

@ -1427,6 +1427,35 @@ DEFINE_ACTION_FUNCTION_NATIVE(AActor, LookForPlayers, P_LookForPlayers)
ACTION_RETURN_BOOL(P_LookForPlayers(self, allaround, params));
}
static int CheckMonsterUseSpecials(AActor *self)
{
spechit_t spec;
int good = 0;
if (!(self->flags6 & MF6_NOTRIGGER))
{
while (spechit.Pop (spec))
{
// [RH] let monsters push lines, as well as use them
if (((self->flags4 & MF4_CANUSEWALLS) && P_ActivateLine (spec.line, self, 0, SPAC_Use)) ||
((self->flags2 & MF2_PUSHWALL) && P_ActivateLine (spec.line, self, 0, SPAC_Push)))
{
good |= spec.line == self->BlockingLine ? 1 : 2;
}
}
}
else spechit.Clear();
return good;
}
DEFINE_ACTION_FUNCTION_NATIVE(AActor, CheckMonsterUseSpecials, CheckMonsterUseSpecials)
{
PARAM_SELF_PROLOGUE(AActor);
ACTION_RETURN_INT(CheckMonsterUseSpecials(self));
}
DEFINE_ACTION_FUNCTION_NATIVE(AActor, A_Wander, A_Wander)
{
PARAM_SELF_PROLOGUE(AActor);

View file

@ -627,6 +627,7 @@ class Actor : Thinker native
native void CheckFakeFloorTriggers (double oldz, bool oldz_has_viewheight = false);
native bool CheckFor3DFloorHit(double z, bool trigger);
native bool CheckFor3DCeilingHit(double z, bool trigger);
native int CheckMonsterUseSpecials();
native bool CheckMissileSpawn(double maxdist);
native bool CheckPosition(Vector2 pos, bool actorsonly = false, FCheckPosition tm = null);