Merge pull request #198 from MajorCooke/filters

- Added name filtering to all A_Damage/Kill/Remove functions.
This commit is contained in:
rheit 2014-12-23 21:42:31 -06:00
commit bfb94f13d2
3 changed files with 278 additions and 146 deletions

View file

@ -4208,16 +4208,23 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Teleport)
fixed_t prevX = self->x;
fixed_t prevY = self->y;
fixed_t prevZ = self->z;
fixed_t aboveFloor = spot->z - spot->floorz;
fixed_t finalz = spot->floorz + aboveFloor;
if (spot->z + self->height > spot->ceilingz)
finalz = spot->ceilingz - self->height;
else if (spot->z < spot->floorz)
finalz = spot->floorz;
//Take precedence and cooperate with telefragging first.
bool teleResult = P_TeleportMove(self, spot->x, spot->y, spot->z, Flags & TF_TELEFRAG);
if ((!(teleResult)) && (Flags & TF_FORCED))
{
//If for some reason the original move didn't work, regardless of telefrag, force it to move.
self->SetOrigin(spot->x, spot->y, spot->z);
teleResult = true;
bool teleResult = P_TeleportMove(self, spot->x, spot->y, finalz, Flags & TF_TELEFRAG);
if (Flags & TF_FORCED)
{
//If for some reason the original move didn't work, regardless of telefrag, force it to move.
self->SetOrigin(spot->x, spot->y, finalz);
teleResult = true;
}
if (teleResult)
@ -5025,48 +5032,75 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SetSpeed)
self->Speed = speed;
}
static bool DoCheckSpecies(AActor *mo, FName species, bool exclude)
{
FName spec = mo->Species;
return (!(species) || !(stricmp(species, "")) || (species && ((exclude) ? (spec != species) : (spec == species))));
}
static bool DoCheckFilter(AActor *mo, const PClass *filter, bool exclude)
{
const PClass *c1 = mo->GetClass();
return (!(filter) || (filter == NULL) || (filter && ((exclude) ? (c1 != filter) : (c1 == filter))));
}
//===========================================================================
//
// Common A_Damage handler
//
// A_Damage* (int amount, str damagetype, int flags)
// A_Damage* (int amount, str damagetype, int flags, str filter, str species)
// Damages the specified actor by the specified amount. Negative values heal.
// Flags: See below.
// Filter: Specified actor is the only type allowed to be affected.
// Species: Specified species is the only type allowed to be affected.
//
// Examples:
// A_Damage(20,"Normal",DMSS_FOILINVUL,0,"DemonicSpecies") <--Only actors
// with a species "DemonicSpecies" will be affected. Use 0 to not filter by actor.
//
//===========================================================================
enum DMSS
{
DMSS_FOILINVUL = 1,
DMSS_AFFECTARMOR = 2,
DMSS_KILL = 4,
DMSS_NOFACTOR = 8,
DMSS_FOILBUDDHA = 16,
DMSS_NOPROTECT = 32,
DMSS_FOILINVUL = 1, //Foil invulnerability
DMSS_AFFECTARMOR = 2, //Make it affect armor
DMSS_KILL = 4, //Damages them for their current health
DMSS_NOFACTOR = 8, //Ignore DamageFactors
DMSS_FOILBUDDHA = 16, //Can kill actors with Buddha flag, except the player.
DMSS_NOPROTECT = 32, //Ignores PowerProtection entirely
DMSS_EXFILTER = 64, //Changes filter into a blacklisted class instead of whitelisted.
DMSS_EXSPECIES = 128, // ^ but with species instead.
DMSS_EITHER = 256, //Allow either type or species to be affected.
};
static void DoDamage(AActor *dmgtarget, AActor *self, int amount, FName DamageType, int flags)
static void DoDamage(AActor *dmgtarget, AActor *self, int amount, FName DamageType, int flags, const PClass *filter, FName species)
{
int dmgFlags = 0;
if (flags & DMSS_FOILINVUL)
dmgFlags += DMG_FOILINVUL;
if (flags & DMSS_FOILBUDDHA)
dmgFlags += DMG_FOILBUDDHA;
if ((flags & DMSS_KILL) || (flags & DMSS_NOFACTOR)) //Kill implies NoFactor
dmgFlags += DMG_NO_FACTOR;
if (!(flags & DMSS_AFFECTARMOR) || (flags & DMSS_KILL)) //Kill overrides AffectArmor
dmgFlags += DMG_NO_ARMOR;
if (flags & DMSS_KILL) //Kill adds the value of the damage done to it. Allows for more controlled extreme death types.
amount += dmgtarget->health;
if (flags & DMSS_NOPROTECT) //Ignore PowerProtection.
dmgFlags += DMG_NO_PROTECT;
if (amount > 0)
P_DamageMobj(dmgtarget, self, self, amount, DamageType, dmgFlags); //Should wind up passing them through just fine.
else if (amount < 0)
bool filterpass = DoCheckFilter(dmgtarget, filter, (flags & DMSS_EXFILTER) ? true : false),
speciespass = DoCheckSpecies(dmgtarget, species, (flags & DMSS_EXSPECIES) ? true : false);
if ((flags & DMSS_EITHER) ? (filterpass || speciespass) : (filterpass && speciespass))
{
amount = -amount;
P_GiveBody(dmgtarget, amount);
int dmgFlags = 0;
if (flags & DMSS_FOILINVUL)
dmgFlags += DMG_FOILINVUL;
if (flags & DMSS_FOILBUDDHA)
dmgFlags += DMG_FOILBUDDHA;
if ((flags & DMSS_KILL) || (flags & DMSS_NOFACTOR)) //Kill implies NoFactor
dmgFlags += DMG_NO_FACTOR;
if (!(flags & DMSS_AFFECTARMOR) || (flags & DMSS_KILL)) //Kill overrides AffectArmor
dmgFlags += DMG_NO_ARMOR;
if (flags & DMSS_KILL) //Kill adds the value of the damage done to it. Allows for more controlled extreme death types.
amount += dmgtarget->health;
if (flags & DMSS_NOPROTECT) //Ignore PowerProtection.
dmgFlags += DMG_NO_PROTECT;
if (amount > 0)
P_DamageMobj(dmgtarget, self, self, amount, DamageType, dmgFlags); //Should wind up passing them through just fine.
else if (amount < 0)
{
amount = -amount;
P_GiveBody(dmgtarget, amount);
}
}
}
@ -5077,12 +5111,14 @@ static void DoDamage(AActor *dmgtarget, AActor *self, int amount, FName DamageTy
//===========================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_DamageSelf)
{
ACTION_PARAM_START(3);
ACTION_PARAM_START(5);
ACTION_PARAM_INT(amount, 0);
ACTION_PARAM_NAME(DamageType, 1);
ACTION_PARAM_INT(flags, 2);
ACTION_PARAM_CLASS(filter, 3);
ACTION_PARAM_NAME(species, 4);
DoDamage(self, self, amount, DamageType, flags);
DoDamage(self, self, amount, DamageType, flags, filter, species);
}
//===========================================================================
@ -5092,12 +5128,17 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_DamageSelf)
//===========================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_DamageTarget)
{
ACTION_PARAM_START(3);
ACTION_PARAM_START(5);
ACTION_PARAM_INT(amount, 0);
ACTION_PARAM_NAME(DamageType, 1);
ACTION_PARAM_INT(flags, 2);
ACTION_PARAM_CLASS(filter, 3);
ACTION_PARAM_NAME(species, 4);
if (self->target != NULL) DoDamage(self->target, self, amount, DamageType, flags);
if (self->target != NULL)
{
DoDamage(self->target, self, amount, DamageType, flags, filter, species);
}
}
//===========================================================================
@ -5107,12 +5148,17 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_DamageTarget)
//===========================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_DamageTracer)
{
ACTION_PARAM_START(3);
ACTION_PARAM_START(5);
ACTION_PARAM_INT(amount, 0);
ACTION_PARAM_NAME(DamageType, 1);
ACTION_PARAM_INT(flags, 2);
ACTION_PARAM_CLASS(filter, 3);
ACTION_PARAM_NAME(species, 4);
if (self->tracer != NULL) DoDamage(self->tracer, self, amount, DamageType, flags);
if (self->tracer != NULL)
{
DoDamage(self->tracer, self, amount, DamageType, flags, filter, species);
}
}
//===========================================================================
@ -5122,12 +5168,17 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_DamageTracer)
//===========================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_DamageMaster)
{
ACTION_PARAM_START(3);
ACTION_PARAM_START(5);
ACTION_PARAM_INT(amount, 0);
ACTION_PARAM_NAME(DamageType, 1);
ACTION_PARAM_INT(flags, 2);
ACTION_PARAM_CLASS(filter, 3);
ACTION_PARAM_NAME(species, 4);
if (self->master != NULL) DoDamage(self->master, self, amount, DamageType, flags);
if (self->master != NULL)
{
DoDamage(self->master, self, amount, DamageType, flags, filter, species);
}
}
//===========================================================================
@ -5137,17 +5188,22 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_DamageMaster)
//===========================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_DamageChildren)
{
ACTION_PARAM_START(3);
ACTION_PARAM_START(5);
ACTION_PARAM_INT(amount, 0);
ACTION_PARAM_NAME(DamageType, 1);
ACTION_PARAM_INT(flags, 2);
ACTION_PARAM_CLASS(filter, 3);
ACTION_PARAM_NAME(species, 4);
TThinkerIterator<AActor> it;
AActor * mo;
while ( (mo = it.Next()) )
{
if (mo->master == self) DoDamage(mo, self, amount, DamageType, flags);
if (mo->master == self)
{
DoDamage(mo, self, amount, DamageType, flags, filter, species);
}
}
}
@ -5158,10 +5214,12 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_DamageChildren)
//===========================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_DamageSiblings)
{
ACTION_PARAM_START(3);
ACTION_PARAM_START(5);
ACTION_PARAM_INT(amount, 0);
ACTION_PARAM_NAME(DamageType, 1);
ACTION_PARAM_INT(flags, 2);
ACTION_PARAM_CLASS(filter, 3);
ACTION_PARAM_NAME(species, 4);
TThinkerIterator<AActor> it;
AActor * mo;
@ -5170,7 +5228,10 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_DamageSiblings)
{
while ((mo = it.Next()))
{
if (mo->master == self->master && mo != self) DoDamage(mo, self, amount, DamageType, flags);
if (mo->master == self->master && mo != self)
{
DoDamage(mo, self, amount, DamageType, flags, filter, species);
}
}
}
}
@ -5183,35 +5244,44 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_DamageSiblings)
//===========================================================================
enum KILS
{
KILS_FOILINVUL = 1 << 0,
KILS_KILLMISSILES = 1 << 1,
KILS_NOMONSTERS = 1 << 2,
KILS_FOILBUDDHA = 1 << 3,
KILS_FOILINVUL = 1 << 0,
KILS_KILLMISSILES = 1 << 1,
KILS_NOMONSTERS = 1 << 2,
KILS_FOILBUDDHA = 1 << 3,
KILS_EXFILTER = 1 << 4,
KILS_EXSPECIES = 1 << 5,
KILS_EITHER = 1 << 6,
};
static void DoKill(AActor *killtarget, AActor *self, FName damagetype, int flags)
static void DoKill(AActor *killtarget, AActor *self, FName damagetype, int flags, const PClass *filter, FName species)
{
int dmgFlags = DMG_NO_ARMOR + DMG_NO_FACTOR;
if (KILS_FOILINVUL)
dmgFlags += DMG_FOILINVUL;
if (KILS_FOILBUDDHA)
dmgFlags += DMG_FOILBUDDHA;
if ((killtarget->flags & MF_MISSILE) && (flags & KILS_KILLMISSILES))
bool filterpass = DoCheckFilter(killtarget, filter, (flags & KILS_EXFILTER) ? true : false),
speciespass = DoCheckSpecies(killtarget, species, (flags & KILS_EXSPECIES) ? true : false);
if ((flags & KILS_EITHER) ? (filterpass || speciespass) : (filterpass && speciespass)) //Check this first. I think it'll save the engine a lot more time this way.
{
//[MC] Now that missiles can set masters, lets put in a check to properly destroy projectiles. BUT FIRST! New feature~!
//Check to see if it's invulnerable. Disregarded if foilinvul is on, but never works on a missile with NODAMAGE
//since that's the whole point of it.
if ((!(killtarget->flags2 & MF2_INVULNERABLE) || (flags & KILS_FOILINVUL)) &&
(!(killtarget->flags2 & MF7_BUDDHA) || (flags & KILS_FOILBUDDHA)) && !(killtarget->flags5 & MF5_NODAMAGE))
int dmgFlags = DMG_NO_ARMOR + DMG_NO_FACTOR;
if (KILS_FOILINVUL)
dmgFlags += DMG_FOILINVUL;
if (KILS_FOILBUDDHA)
dmgFlags += DMG_FOILBUDDHA;
if ((killtarget->flags & MF_MISSILE) && (flags & KILS_KILLMISSILES))
{
P_ExplodeMissile(killtarget, NULL, NULL);
//[MC] Now that missiles can set masters, lets put in a check to properly destroy projectiles. BUT FIRST! New feature~!
//Check to see if it's invulnerable. Disregarded if foilinvul is on, but never works on a missile with NODAMAGE
//since that's the whole point of it.
if ((!(killtarget->flags2 & MF2_INVULNERABLE) || (flags & KILS_FOILINVUL)) &&
(!(killtarget->flags2 & MF7_BUDDHA) || (flags & KILS_FOILBUDDHA)) && !(killtarget->flags5 & MF5_NODAMAGE))
{
P_ExplodeMissile(killtarget, NULL, NULL);
}
}
}
if (!(flags & KILS_NOMONSTERS))
{
if (!(flags & KILS_NOMONSTERS))
{
P_DamageMobj(killtarget, self, self, killtarget->health, damagetype, dmgFlags);
}
}
}
@ -5223,11 +5293,16 @@ static void DoKill(AActor *killtarget, AActor *self, FName damagetype, int flags
//===========================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_KillTarget)
{
ACTION_PARAM_START(2);
ACTION_PARAM_START(4);
ACTION_PARAM_NAME(damagetype, 0);
ACTION_PARAM_INT(flags, 1);
ACTION_PARAM_CLASS(filter, 2);
ACTION_PARAM_NAME(species, 3);
if (self->target != NULL) DoKill(self->target, self, damagetype, flags);
if (self->target != NULL)
{
DoKill(self->target, self, damagetype, flags, filter, species);
}
}
//===========================================================================
@ -5237,11 +5312,16 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_KillTarget)
//===========================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_KillTracer)
{
ACTION_PARAM_START(2);
ACTION_PARAM_START(4);
ACTION_PARAM_NAME(damagetype, 0);
ACTION_PARAM_INT(flags, 1);
ACTION_PARAM_CLASS(filter, 2);
ACTION_PARAM_NAME(species, 3);
if (self->tracer != NULL) DoKill(self->tracer, self, damagetype, flags);
if (self->tracer != NULL)
{
DoKill(self->tracer, self, damagetype, flags, filter, species);
}
}
//===========================================================================
@ -5251,11 +5331,16 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_KillTracer)
//===========================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_KillMaster)
{
ACTION_PARAM_START(2);
ACTION_PARAM_START(4);
ACTION_PARAM_NAME(damagetype, 0);
ACTION_PARAM_INT(flags, 1);
ACTION_PARAM_CLASS(filter, 2);
ACTION_PARAM_NAME(species, 3);
if (self->master != NULL) DoKill(self->master, self, damagetype, flags);
if (self->master != NULL)
{
DoKill(self->master, self, damagetype, flags, filter, species);
}
}
//===========================================================================
@ -5265,16 +5350,21 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_KillMaster)
//===========================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_KillChildren)
{
ACTION_PARAM_START(2);
ACTION_PARAM_START(4);
ACTION_PARAM_NAME(damagetype, 0);
ACTION_PARAM_INT(flags, 1);
ACTION_PARAM_CLASS(filter, 2);
ACTION_PARAM_NAME(species, 3);
TThinkerIterator<AActor> it;
AActor *mo;
while ( (mo = it.Next()) )
{
if (mo->master == self) DoKill(mo, self, damagetype, flags);
if (mo->master == self)
{
DoKill(mo, self, damagetype, flags, filter, species);
}
}
}
@ -5285,9 +5375,11 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_KillChildren)
//===========================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_KillSiblings)
{
ACTION_PARAM_START(2);
ACTION_PARAM_START(4);
ACTION_PARAM_NAME(damagetype, 0);
ACTION_PARAM_INT(flags, 1);
ACTION_PARAM_CLASS(filter, 2);
ACTION_PARAM_NAME(species, 3);
TThinkerIterator<AActor> it;
AActor *mo;
@ -5296,7 +5388,10 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_KillSiblings)
{
while ( (mo = it.Next()) )
{
if (mo->master == self->master && mo != self) DoKill(mo, self, damagetype, flags);
if (mo->master == self->master && mo != self)
{
DoKill(mo, self, damagetype, flags, filter, species);
}
}
}
}
@ -5309,29 +5404,37 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_KillSiblings)
enum RMVF_flags
{
RMVF_MISSILES = 1 << 0,
RMVF_NOMONSTERS = 1 << 1,
RMVF_MISC = 1 << 2,
RMVF_EVERYTHING = 1 << 3,
RMVF_MISSILES = 1 << 0,
RMVF_NOMONSTERS = 1 << 1,
RMVF_MISC = 1 << 2,
RMVF_EVERYTHING = 1 << 3,
RMVF_EXFILTER = 1 << 4,
RMVF_EXSPECIES = 1 << 5,
RMVF_EITHER = 1 << 6,
};
static void DoRemove(AActor *removetarget, int flags)
static void DoRemove(AActor *removetarget, int flags, const PClass *filter, FName species)
{
if ((flags & RMVF_EVERYTHING))
bool filterpass = DoCheckFilter(removetarget, filter, (flags & RMVF_EXFILTER) ? true : false),
speciespass = DoCheckSpecies(removetarget, species, (flags & RMVF_EXSPECIES) ? true : false);
if ((flags & RMVF_EITHER) ? (filterpass || speciespass) : (filterpass && speciespass))
{
P_RemoveThing(removetarget);
}
if ((flags & RMVF_MISC) && !((removetarget->flags3 & MF3_ISMONSTER) && (removetarget->flags & MF_MISSILE)))
{
P_RemoveThing(removetarget);
}
if ((removetarget->flags3 & MF3_ISMONSTER) && !(flags & RMVF_NOMONSTERS))
{
P_RemoveThing(removetarget);
}
if ((removetarget->flags & MF_MISSILE) && (flags & RMVF_MISSILES))
{
P_RemoveThing(removetarget);
if ((flags & RMVF_EVERYTHING))
{
P_RemoveThing(removetarget);
}
if ((flags & RMVF_MISC) && !((removetarget->flags3 & MF3_ISMONSTER) && (removetarget->flags & MF_MISSILE)))
{
P_RemoveThing(removetarget);
}
if ((removetarget->flags3 & MF3_ISMONSTER) && !(flags & RMVF_NOMONSTERS))
{
P_RemoveThing(removetarget);
}
if ((removetarget->flags & MF_MISSILE) && (flags & RMVF_MISSILES))
{
P_RemoveThing(removetarget);
}
}
}
@ -5342,11 +5445,14 @@ static void DoRemove(AActor *removetarget, int flags)
//===========================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_RemoveTarget)
{
ACTION_PARAM_START(1);
ACTION_PARAM_START(2);
ACTION_PARAM_INT(flags, 0);
if (self->master != NULL)
ACTION_PARAM_CLASS(filter, 1);
ACTION_PARAM_NAME(species, 2);
if (self->target != NULL)
{
DoRemove(self->target, flags);
DoRemove(self->target, flags, filter, species);
}
}
@ -5357,11 +5463,14 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_RemoveTarget)
//===========================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_RemoveTracer)
{
ACTION_PARAM_START(1);
ACTION_PARAM_START(2);
ACTION_PARAM_INT(flags, 0);
if (self->master != NULL)
ACTION_PARAM_CLASS(filter, 1);
ACTION_PARAM_NAME(species, 2);
if (self->tracer != NULL)
{
DoRemove(self->tracer, flags);
DoRemove(self->tracer, flags, filter, species);
}
}
@ -5372,11 +5481,14 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_RemoveTracer)
//===========================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_RemoveMaster)
{
ACTION_PARAM_START(1);
ACTION_PARAM_START(2);
ACTION_PARAM_INT(flags, 0);
ACTION_PARAM_CLASS(filter, 1);
ACTION_PARAM_NAME(species, 2);
if (self->master != NULL)
{
DoRemove(self->master, flags);
DoRemove(self->master, flags, filter, species);
}
}
@ -5389,15 +5501,18 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_RemoveChildren)
{
TThinkerIterator<AActor> it;
AActor *mo;
ACTION_PARAM_START(2);
ACTION_PARAM_START(4);
ACTION_PARAM_BOOL(removeall, 0);
ACTION_PARAM_INT(flags, 1);
ACTION_PARAM_CLASS(filter, 2);
ACTION_PARAM_NAME(species, 3);
while ((mo = it.Next()) != NULL)
{
if (mo->master == self && (mo->health <= 0 || removeall))
{
DoRemove(mo, flags);
DoRemove(mo, flags, filter, species);
}
}
}
@ -5411,9 +5526,11 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_RemoveSiblings)
{
TThinkerIterator<AActor> it;
AActor *mo;
ACTION_PARAM_START(2);
ACTION_PARAM_START(4);
ACTION_PARAM_BOOL(removeall, 0);
ACTION_PARAM_INT(flags, 1);
ACTION_PARAM_CLASS(filter, 2);
ACTION_PARAM_NAME(species, 3);
if (self->master != NULL)
{
@ -5421,7 +5538,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_RemoveSiblings)
{
if (mo->master == self->master && mo != self && (mo->health <= 0 || removeall))
{
DoRemove(mo, flags);
DoRemove(mo, flags, filter, species);
}
}
}
@ -5434,15 +5551,16 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_RemoveSiblings)
//===========================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Remove)
{
ACTION_PARAM_START(2);
ACTION_PARAM_START(4);
ACTION_PARAM_INT(removee, 0);
ACTION_PARAM_INT(flags, 1);
ACTION_PARAM_CLASS(filter, 2);
ACTION_PARAM_NAME(species, 3);
AActor *reference = COPY_AAPTR(self, removee);
if (reference != NULL)
{
DoRemove(reference, flags);
DoRemove(reference, flags, filter, species);
}
}

View file

@ -237,12 +237,6 @@ ACTOR Actor native //: Thinker
action native A_ChangeFlag(string flagname, bool value);
action native A_CheckFlag(string flagname, state label, int check_pointer = AAPTR_DEFAULT);
action native A_JumpIf(bool expression, state label);
action native A_RemoveMaster(int flags = 0);
action native A_RemoveChildren(bool removeall = false, int flags = 0);
action native A_RemoveSiblings(bool removeall = false, int flags = 0);
action native A_KillMaster(name damagetype = "none", int flags = 0);
action native A_KillChildren(name damagetype = "none", int flags = 0);
action native A_KillSiblings(name damagetype = "none", int flags = 0);
action native A_RaiseMaster(bool copy = 0);
action native A_RaiseChildren(bool copy = 0);
action native A_RaiseSiblings(bool copy = 0);
@ -250,7 +244,7 @@ ACTOR Actor native //: Thinker
action native A_CheckCeiling(state label);
action native A_PlayerSkinCheck(state label);
action native A_BasicAttack(int meleedamage, sound meleesound, class<actor> missiletype, float missileheight);
action native A_Teleport(state teleportstate = "", class<SpecialSpot> targettype = "BossSpot", class<Actor> fogtype = "TeleportFog", int flags = 0, float mindist = 128, float maxdist = 0);
action native A_Teleport(state teleportstate = "", class<SpecialSpot> targettype = "BossSpot", class<Actor> fogtype = "TeleportFog", int flags = 0, float mindist = 0, float maxdist = 0);
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 = "");
action native A_ThrowGrenade(class<Actor> itemtype, float zheight = 0, float xyvel = 0, float zvel = 0, bool useammo = true);
action native A_Weave(int xspeed, int yspeed, float xdist, float ydist);
@ -278,9 +272,6 @@ ACTOR Actor native //: Thinker
action native A_CheckLOF(state jump, int flags = 0, float range = 0, float minrange = 0, float angle = 0, float pitch = 0, float offsetheight = 0, float offsetwidth = 0, int ptr_target = AAPTR_DEFAULT);
action native A_JumpIfTargetInLOS (state label, float fov = 0, int flags = 0, float dist_max = 0, float dist_close = 0);
action native A_JumpIfInTargetLOS (state label, float fov = 0, int flags = 0, float dist_max = 0, float dist_close = 0);
action native A_DamageMaster(int amount, name damagetype = "none", int flags = 0);
action native A_DamageChildren(int amount, name damagetype = "none", int flags = 0);
action native A_DamageSiblings(int amount, name damagetype = "none", int flags = 0);
action native A_SelectWeapon(class<Weapon> whichweapon);
action native A_Punch();
action native A_Feathers();
@ -307,14 +298,23 @@ ACTOR Actor native //: Thinker
action native A_SetDamageType(name damagetype);
action native A_DropItem(class<Actor> item, int dropamount = -1, int chance = 256);
action native A_SetSpeed(float speed);
action native A_DamageSelf(int amount, name damagetype = "none", int flags = 0);
action native A_DamageTarget(int amount, name damagetype = "none", int flags = 0);
action native A_DamageTracer(int amount, name damagetype = "none", int flags = 0);
action native A_KillTarget(name damagetype = "none", int flags = 0);
action native A_KillTracer(name damagetype = "none", int flags = 0);
action native A_RemoveTarget(int flags = 0);
action native A_RemoveTracer(int flags = 0);
action native A_Remove(int removee, int flags = 0);
action native A_DamageSelf(int amount, name damagetype = "none", int flags = 0, class<Actor> filter, name species);
action native A_DamageTarget(int amount, name damagetype = "none", int flags = 0, class<Actor> filter, name species);
action native A_DamageMaster(int amount, name damagetype = "none", int flags = 0, class<Actor> filter, name species);
action native A_DamageTracer(int amount, name damagetype = "none", int flags = 0, class<Actor> filter, name species);
action native A_DamageChildren(int amount, name damagetype = "none", int flags = 0, class<Actor> filter, name species);
action native A_DamageSiblings(int amount, name damagetype = "none", int flags = 0, class<Actor> filter, name species);
action native A_KillTarget(name damagetype = "none", int flags = 0, class<Actor> filter, name species);
action native A_KillMaster(name damagetype = "none", int flags = 0, class<Actor> filter, name species);
action native A_KillTracer(name damagetype = "none", int flags = 0, class<Actor> filter, name species);
action native A_KillChildren(name damagetype = "none", int flags = 0, class<Actor> filter, name species);
action native A_KillSiblings(name damagetype = "none", int flags = 0, class<Actor> filter, name species);
action native A_RemoveTarget(int flags = 0, class<Actor> filter, name species);
action native A_RemoveMaster(int flags = 0, class<Actor> filter, name species);
action native A_RemoveTracer(int flags = 0, class<Actor> filter, name species);
action native A_RemoveChildren(bool removeall = false, int flags = 0, class<Actor> filter, name species);
action native A_RemoveSiblings(bool removeall = false, int flags = 0, class<Actor> filter, name species);
action native A_Remove(int removee, int flags = 0, class<Actor> filter, name species);
action native A_GiveToChildren(class<Inventory> itemtype, int amount = 0);
action native A_GiveToSiblings(class<Inventory> itemtype, int amount = 0);
action native A_TakeFromChildren(class<Inventory> itemtype, int amount = 0);

View file

@ -396,19 +396,30 @@ enum
};
// Flags for A_Kill (Master/Target/Tracer/Children/Siblings) series
const int KILS_FOILINVUL = 1;
const int KILS_KILLMISSILES = 2;
const int KILS_NOMONSTERS = 4;
const int KILS_FOILBUDDHA = 8;
enum
{
KILS_FOILINVUL = 0x00000001,
KILS_KILLMISSILES = 0x00000002,
KILS_NOMONSTERS = 0x00000004,
KILS_FOILBUDDHA = 0x00000008,
KILS_EXFILTER = 0x00000010,
KILS_EXSPECIES = 0x00000020,
KILS_EITHER = 0x00000040,
};
// Flags for A_Damage (Master/Target/Tracer/Children/Siblings/Self) series
const int DMSS_FOILINVUL = 1;
const int DMSS_AFFECTARMOR = 2;
const int DMSS_KILL = 4;
const int DMSS_NOFACTOR = 8;
const int DMSS_FOILBUDDHA = 16;
const int DMSS_NOPROTECT = 32;
enum
{
DMSS_FOILINVUL = 0x00000001,
DMSS_AFFECTARMOR = 0x00000002,
DMSS_KILL = 0x00000004,
DMSS_NOFACTOR = 0x00000008,
DMSS_FOILBUDDHA = 0x00000010,
DMSS_NOPROTECT = 0x00000020,
DMSS_EXFILTER = 0x00000040,
DMSS_EXSPECIES = 0x00000080,
DMSS_EITHER = 0x00000100,
};
// Flags for A_AlertMonsters
const int AMF_TARGETEMITTER = 1;
@ -418,10 +429,13 @@ const int AMF_EMITFROMTARGET = 4;
// Flags for A_Remove*
enum
{
RMVF_MISSILES = 1 << 0,
RMVF_NOMONSTERS = 1 << 1,
RMVF_MISC = 1 << 2,
RMVF_EVERYTHING = 1 << 3,
RMVF_MISSILES = 0x00000001,
RMVF_NOMONSTERS = 0x00000002,
RMVF_MISC = 0x00000004,
RMVF_EVERYTHING = 0x00000008,
RMVF_EXFILTER = 0x00000010,
RMVF_EXSPECIES = 0x00000020,
RMVF_EITHER = 0x00000040,
};
// Flags for A_Fade*