mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-11-28 06:53:40 +00:00
- added Grubber's submission for customizable gravity per actor.
- Fixed: A_Jump didn't work for weapons or CustomInventory items. SVN r456 (trunk)
This commit is contained in:
parent
4f845508cc
commit
d0c910fca6
23 changed files with 121 additions and 37 deletions
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@ -13,6 +13,12 @@ January 15, 2007
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- Added a GTK+ version of the IWAD selection dialog box. That brings the
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Linux port one step closer to feature parity with the Windows version.
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January 15, 2007 (Changes by Graf Zahl)
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- added Grubber's submission for customizable gravity per actor.
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January 14, 2007 (Changes by Graf Zahl)
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- Fixed: A_Jump didn't work for weapons or CustomInventory items.
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January 13, 2007 (Changes by Graf Zahl)
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- Adjusted AlterWeaponSprite so that it properly handles multiple
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invisibility powerups at the same time.
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@ -154,7 +154,6 @@ enum
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// --- mobj.flags2 ---
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MF2_LOGRAV = 0x00000001, // alternate gravity setting
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MF2_WINDTHRUST = 0x00000002, // gets pushed around by the wind specials
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MF2_BOUNCE1 = 0x00000004,
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MF2_BLASTED = 0x00000008, // actor will temporarily take damage from impact
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@ -683,6 +682,7 @@ public:
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fixed_t meleerange;
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fixed_t bouncefactor; // Strife's grenades use 50%, Hexen's Flechettes 70.
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int bouncecount; // Strife's grenades only bounce twice before exploding
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fixed_t gravity; // [GRB] Gravity factor
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// a linked list of sectors where this object appears
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struct msecnode_s *touching_sectorlist; // phares 3/14/98
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@ -96,6 +96,7 @@ ACTOR(Respawn)
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ACTOR(BarrelDestroy)
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ACTOR(PlayerSkinCheck)
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ACTOR(QueueCorpse)
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ACTOR(SetGravity)
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// Special code pointers for Strife's player - not to be used elsewhere!
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ACTOR(ItBurnsItBurns)
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@ -1000,6 +1000,11 @@ static int PatchThing (int thingy)
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info->DamageType = NAME_Fire;
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info->flags2 &= ~0x10000;
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}
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if (info->flags2 & 1)
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{
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info->gravity = FRACUNIT/4;
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info->flags2 &= ~1;
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}
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}
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if (vchanged[2])
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{
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@ -142,8 +142,9 @@ IMPLEMENT_ACTOR (AChickenPlayer, Heretic, -1, 0)
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PROP_HeightFixed (24)
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PROP_PainChance (255)
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PROP_SpeedFixed (1)
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PROP_Gravity (FRACUNIT/8)
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PROP_Flags (MF_SOLID|MF_SHOOTABLE|MF_DROPOFF|MF_NOTDMATCH|MF_FRIENDLY)
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PROP_Flags2 (MF2_WINDTHRUST|MF2_SLIDE|MF2_PASSMOBJ|MF2_PUSHWALL|MF2_FLOORCLIP|MF2_LOGRAV|MF2_TELESTOMP)
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PROP_Flags2 (MF2_WINDTHRUST|MF2_SLIDE|MF2_PASSMOBJ|MF2_PUSHWALL|MF2_FLOORCLIP|MF2_TELESTOMP)
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PROP_Flags3 (MF3_NOBLOCKMONST)
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PROP_Flags4 (MF4_NOSKIN)
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@ -281,8 +282,9 @@ FState AFeather::States[] =
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IMPLEMENT_ACTOR (AFeather, Heretic, -1, 121)
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PROP_RadiusFixed (2)
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PROP_HeightFixed (4)
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PROP_Gravity (FRACUNIT/8)
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PROP_Flags (MF_MISSILE|MF_DROPOFF)
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PROP_Flags2 (MF2_NOTELEPORT|MF2_LOGRAV|MF2_CANNOTPUSH|MF2_WINDTHRUST)
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PROP_Flags2 (MF2_NOTELEPORT|MF2_CANNOTPUSH|MF2_WINDTHRUST)
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PROP_Flags3 (MF3_DONTSPLASH)
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PROP_SpawnState (S_FEATHER)
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@ -115,8 +115,9 @@ FState APodGoo::States[] =
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IMPLEMENT_ACTOR (APodGoo, Heretic, -1, 0)
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PROP_RadiusFixed (2)
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PROP_HeightFixed (4)
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PROP_Gravity (FRACUNIT/8)
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PROP_Flags (MF_NOBLOCKMAP|MF_MISSILE|MF_DROPOFF)
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PROP_Flags2 (MF2_NOTELEPORT|MF2_LOGRAV|MF2_CANNOTPUSH)
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PROP_Flags2 (MF2_NOTELEPORT|MF2_CANNOTPUSH)
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PROP_SpawnState (S_PODGOO)
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END_DEFAULTS
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@ -421,8 +422,9 @@ IMPLEMENT_ACTOR (AVolcanoBlast, Heretic, -1, 123)
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PROP_SpeedFixed (2)
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PROP_Damage (2)
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PROP_DamageType (NAME_Fire)
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PROP_Gravity (FRACUNIT/8)
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PROP_Flags (MF_NOBLOCKMAP|MF_MISSILE|MF_DROPOFF)
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PROP_Flags2 (MF2_LOGRAV|MF2_NOTELEPORT)
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PROP_Flags2 (MF2_NOTELEPORT)
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PROP_SpawnState (S_VOLCANOBALL)
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PROP_DeathState (S_VOLCANOBALLX)
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@ -459,8 +461,9 @@ IMPLEMENT_ACTOR (AVolcanoTBlast, Heretic, -1, 124)
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PROP_SpeedFixed (2)
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PROP_Damage (1)
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PROP_DamageType (NAME_Fire)
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PROP_Gravity (FRACUNIT/8)
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PROP_Flags (MF_NOBLOCKMAP|MF_MISSILE|MF_DROPOFF)
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PROP_Flags2 (MF2_LOGRAV|MF2_NOTELEPORT)
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PROP_Flags2 (MF2_NOTELEPORT)
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PROP_SpawnState (S_VOLCANOTBALL)
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PROP_DeathState (S_VOLCANOTBALLX)
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@ -539,7 +542,7 @@ void A_VolcBallImpact (AActor *ball)
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if (ball->z <= ball->floorz)
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{
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ball->flags |= MF_NOGRAVITY;
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ball->flags2 &= ~MF2_LOGRAV;
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ball->gravity = FRACUNIT;
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ball->z += 28*FRACUNIT;
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//ball->momz = 3*FRACUNIT;
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}
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@ -698,7 +698,7 @@ FState ACrossbowFX4::States[] =
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IMPLEMENT_ACTOR (ACrossbowFX4, Heretic, -1, 0)
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PROP_Flags (MF_NOBLOCKMAP)
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PROP_Flags2 (MF2_LOGRAV)
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PROP_Gravity (FRACUNIT/8)
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PROP_RenderStyle (STYLE_Add)
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PROP_SpawnState (S_CRBOWFX4)
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END_DEFAULTS
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@ -944,8 +944,9 @@ IMPLEMENT_ACTOR (AMaceFX2, Heretic, -1, 156)
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PROP_HeightFixed (6)
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PROP_SpeedFixed (10)
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PROP_Damage (6)
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PROP_Gravity (FRACUNIT/8)
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PROP_Flags (MF_NOBLOCKMAP|MF_MISSILE|MF_DROPOFF)
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PROP_Flags2 (MF2_LOGRAV|MF2_HERETICBOUNCE|MF2_THRUGHOST|MF2_NOTELEPORT|MF2_PCROSS|MF2_IMPACT)
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PROP_Flags2 (MF2_HERETICBOUNCE|MF2_THRUGHOST|MF2_NOTELEPORT|MF2_PCROSS|MF2_IMPACT)
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PROP_SpawnState (S_MACEFX2)
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PROP_DeathState (S_MACEFXI2)
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@ -968,8 +969,9 @@ FState AMaceFX3::States[] =
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IMPLEMENT_ACTOR (AMaceFX3, Heretic, -1, 155)
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PROP_SpeedFixed (7)
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PROP_Damage (4)
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PROP_Gravity (FRACUNIT/8)
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PROP_Flags (MF_NOBLOCKMAP|MF_MISSILE|MF_DROPOFF)
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PROP_Flags2 (MF2_LOGRAV|MF2_HERETICBOUNCE|MF2_THRUGHOST|MF2_NOTELEPORT|MF2_PCROSS|MF2_IMPACT)
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PROP_Flags2 (MF2_HERETICBOUNCE|MF2_THRUGHOST|MF2_NOTELEPORT|MF2_PCROSS|MF2_IMPACT)
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PROP_SpawnState (S_MACEFX3)
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END_DEFAULTS
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@ -997,8 +999,9 @@ IMPLEMENT_ACTOR (AMaceFX4, Heretic, -1, 153)
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PROP_HeightFixed (6)
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PROP_SpeedFixed (7)
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PROP_Damage (18)
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PROP_Gravity (FRACUNIT/8)
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PROP_Flags (MF_NOBLOCKMAP|MF_MISSILE|MF_DROPOFF)
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PROP_Flags2 (MF2_LOGRAV|MF2_HERETICBOUNCE|MF2_THRUGHOST|MF2_TELESTOMP|MF2_PCROSS|MF2_IMPACT)
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PROP_Flags2 (MF2_HERETICBOUNCE|MF2_THRUGHOST|MF2_TELESTOMP|MF2_PCROSS|MF2_IMPACT)
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PROP_SpawnState (S_MACEFX4)
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PROP_DeathState (S_MACEFXI4)
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@ -1213,7 +1216,7 @@ void A_MacePL1Check (AActor *ball)
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}
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ball->special1 = 0;
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ball->flags &= ~MF_NOGRAVITY;
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ball->flags2 |= MF2_LOGRAV;
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ball->gravity = FRACUNIT/8;
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// [RH] Avoid some precision loss by scaling the momentum directly
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#if 0
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angle_t angle = ball->angle>>ANGLETOFINESHIFT;
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{ // Explode
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ball->momx = ball->momy = ball->momz = 0;
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ball->flags |= MF_NOGRAVITY;
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ball->flags2 &= ~MF2_LOGRAV;
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ball->gravity = FRACUNIT;
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S_Sound (ball, CHAN_BODY, "weapons/macehit", 1, ATTN_NORM);
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}
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}
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boom:
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ball->momx = ball->momy = ball->momz = 0;
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ball->flags |= MF_NOGRAVITY;
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ball->flags2 &= ~(MF2_LOGRAV|MF2_BOUNCETYPE);
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ball->flags2 &= ~MF2_BOUNCETYPE;
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ball->gravity = FRACUNIT;
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}
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}
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boom:
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ball->momx = ball->momy = ball->momz = 0;
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ball->flags |= MF_NOGRAVITY;
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ball->flags2 &= ~MF2_LOGRAV;
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ball->gravity = FRACUNIT;
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S_Sound (ball, CHAN_BODY, "weapons/maceexplode", 1, ATTN_NORM);
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}
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}
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@ -191,7 +191,7 @@ void A_DripBlood (AActor *actor)
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mo = Spawn ("Blood", x, y, actor->z, ALLOW_REPLACE);
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mo->momx = pr_dripblood.Random2 () << 10;
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mo->momy = pr_dripblood.Random2 () << 10;
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mo->flags2 |= MF2_LOGRAV;
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mo->gravity = FRACUNIT/8;
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}
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//----------------------------------------------------------------------------
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@ -613,8 +613,9 @@ FState ASorcSpark1::States[] =
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IMPLEMENT_ACTOR (ASorcSpark1, Hexen, -1, 0)
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PROP_RadiusFixed (5)
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PROP_HeightFixed (5)
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PROP_Gravity (FRACUNIT/8)
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PROP_Flags (MF_NOBLOCKMAP|MF_DROPOFF)
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PROP_Flags2 (MF2_LOGRAV|MF2_NOTELEPORT)
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PROP_Flags2 (MF2_NOTELEPORT)
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PROP_RenderStyle (STYLE_Add)
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PROP_SpawnState (S_SORCSPARK1)
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{
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S_Sound (actor, CHAN_BODY, "SorcererBallPop", 1, ATTN_NONE);
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actor->flags &= ~MF_NOGRAVITY;
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actor->flags2 |= MF2_LOGRAV;
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actor->gravity = FRACUNIT/8;
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actor->momx = ((pr_heresiarch()%10)-5) << FRACBITS;
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actor->momy = ((pr_heresiarch()%10)-5) << FRACBITS;
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actor->momz = (2+(pr_heresiarch()%3)) << FRACBITS;
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@ -313,8 +313,8 @@ FState ACorpseBloodDrip::States[] =
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IMPLEMENT_ACTOR (ACorpseBloodDrip, Hexen, -1, 0)
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PROP_RadiusFixed (1)
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PROP_HeightFixed (4)
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PROP_Gravity (FRACUNIT/8)
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PROP_Flags (MF_MISSILE)
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PROP_Flags2 (MF2_LOGRAV)
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PROP_Flags4 (MF4_NOICEDEATH)
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PROP_SpawnState (S_CORPSEBLOODDRIP)
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@ -480,8 +480,9 @@ FState ALeaf1::States[] =
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IMPLEMENT_ACTOR (ALeaf1, Hexen, -1, 0)
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PROP_RadiusFixed (2)
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PROP_HeightFixed (4)
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PROP_Gravity (FRACUNIT/8)
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PROP_Flags (MF_NOBLOCKMAP|MF_MISSILE)
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PROP_Flags2 (MF2_NOTELEPORT|MF2_LOGRAV)
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PROP_Flags2 (MF2_NOTELEPORT)
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PROP_Flags3 (MF3_DONTSPLASH)
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PROP_Flags4 (MF4_NOICEDEATH)
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@ -170,8 +170,9 @@ IMPLEMENT_ACTOR (AIceGuyFX2, Hexen, -1, 0)
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PROP_HeightFixed (4)
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PROP_Damage (1)
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PROP_DamageType (NAME_Ice)
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PROP_Gravity (FRACUNIT/8)
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PROP_Flags (MF_NOBLOCKMAP|MF_DROPOFF|MF_MISSILE)
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PROP_Flags2 (MF2_LOGRAV|MF2_NOTELEPORT)
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PROP_Flags2 (MF2_NOTELEPORT)
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PROP_SpawnState (0)
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END_DEFAULTS
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@ -198,8 +199,9 @@ FState AIceGuyBit::States[] =
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IMPLEMENT_ACTOR (AIceGuyBit, Hexen, -1, 0)
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PROP_RadiusFixed (1)
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PROP_HeightFixed (1)
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PROP_Gravity (FRACUNIT/8)
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PROP_Flags (MF_NOBLOCKMAP|MF_DROPOFF)
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PROP_Flags2 (MF2_LOGRAV|MF2_NOTELEPORT)
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PROP_Flags2 (MF2_NOTELEPORT)
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PROP_SpawnState (0)
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END_DEFAULTS
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@ -268,8 +268,8 @@ FState ASerpentHead::States[] =
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IMPLEMENT_ACTOR (ASerpentHead, Hexen, -1, 0)
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PROP_RadiusFixed (5)
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PROP_HeightFixed (10)
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PROP_Gravity (FRACUNIT/8)
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PROP_Flags (MF_NOBLOCKMAP)
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PROP_Flags2 (MF2_LOGRAV)
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PROP_SpawnState (S_SERPENT_HEAD1)
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PROP_DeathState (S_SERPENT_HEAD_X1)
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@ -35,8 +35,9 @@ IMPLEMENT_ACTOR (AIceChunk, Any, -1, 0)
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PROP_RadiusFixed (3)
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PROP_HeightFixed (4)
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PROP_Mass(5)
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PROP_Gravity (FRACUNIT/8)
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PROP_Flags (MF_DROPOFF)
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PROP_Flags2 (MF2_LOGRAV|MF2_CANNOTPUSH|MF2_FLOORCLIP|MF2_NOTELEPORT)
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PROP_Flags2 (MF2_CANNOTPUSH|MF2_FLOORCLIP|MF2_NOTELEPORT)
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PROP_SpawnState (0)
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END_DEFAULTS
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@ -61,8 +62,9 @@ IMPLEMENT_ACTOR (AIceChunkHead, Any, -1, 0)
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PROP_HeightFixed (4)
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PROP_Mass(5)
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PROP_DamageType (NAME_Ice)
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PROP_Gravity (FRACUNIT/8)
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PROP_Flags (MF_DROPOFF)
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PROP_Flags2 (MF2_LOGRAV|MF2_CANNOTPUSH)
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PROP_Flags2 (MF2_CANNOTPUSH)
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PROP_SpawnState (0)
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END_DEFAULTS
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@ -545,7 +547,7 @@ void A_NoGravity (AActor *actor)
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void A_Gravity (AActor *actor)
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{
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actor->flags &= ~MF_NOGRAVITY;
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actor->flags2 &= ~MF2_LOGRAV;
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actor->gravity = FRACUNIT;
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}
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//===========================================================================
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@ -557,7 +559,7 @@ void A_Gravity (AActor *actor)
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void A_LowGravity (AActor *actor)
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{
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actor->flags &= ~MF_NOGRAVITY;
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actor->flags2 |= MF2_LOGRAV;
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actor->gravity = FRACUNIT/8;
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}
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//===========================================================================
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@ -170,7 +170,7 @@ class ACustomInventory : public AInventory
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public:
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// This is used when an inventory item's use state sequence is executed.
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static bool CallStateChain (AActor *actor, FState *state);
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bool CallStateChain (AActor *actor, FState *state);
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bool TryPickup (AActor *toucher);
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bool Use (bool pickup);
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@ -290,6 +290,7 @@ enum
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ADEF_FloatSpeed,
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ADEF_RDFactor,
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ADEF_FXFlags,
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ADEF_Gravity,
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ADEF_SpawnState,
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ADEF_SeeState,
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@ -226,6 +226,7 @@ static void ApplyActorDefault (int defnum, const char *datastr, int dataint)
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case ADEF_BounceCount: actor->bouncecount = dataint; break;
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case ADEF_RDFactor: sgClass->Meta.SetMetaFixed (AMETA_RDFactor, dataint); break;
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case ADEF_FXFlags: actor->effects = dataint; break;
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case ADEF_Gravity: actor->gravity = dataint; break;
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case ADEF_SpawnState: AddState("Spawn", datastate); break;
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case ADEF_SeeState: AddState("See", datastate); break;
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@ -267,6 +267,7 @@ public:
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#define PROP_BounceCount(x) ADD_LONG_PROP(ADEF_BounceCount,x)
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#define PROP_RadiusdamageFactor(x) ADD_LONG_PROP(ADEF_RDFactor,x)
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#define PROP_FXFlags(x) ADD_LONG_PROP(ADEF_FXFlags,x)
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#define PROP_Gravity(x) ADD_LONG_PROP(ADEF_Gravity,x)
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#define PROP_SpawnState(x) ADD_BYTE_PROP(ADEF_SpawnState,x)
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@ -2071,6 +2071,7 @@ void DLevelScript::DoSetFont (int fontnum)
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#define APROP_JumpZ 12 // [GRB]
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#define APROP_ChaseGoal 13
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#define APROP_Frightened 14
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#define APROP_Gravity 15
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#define APROP_SeeSound 5 // Sounds can only be set, not gotten
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#define APROP_AttackSound 6
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#define APROP_PainSound 7
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@ -2154,6 +2155,10 @@ void DLevelScript::DoSetActorProperty (AActor *actor, int property, int value)
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actor->flags4 &= ~MF4_FRIGHTENED;
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break;
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case APROP_Gravity:
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actor->gravity = value;
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break;
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case APROP_SeeSound:
|
||||
actor->SeeSound = S_FindSound (FBehavior::StaticLookupString (value));
|
||||
break;
|
||||
|
@ -2204,6 +2209,7 @@ int DLevelScript::GetActorProperty (int tid, int property)
|
|||
case APROP_Damage: return actor->Damage; // Should this call GetMissileDamage() instead?
|
||||
case APROP_Alpha: return actor->alpha;
|
||||
case APROP_RenderStyle: return actor->RenderStyle;
|
||||
case APROP_Gravity: return actor->gravity;
|
||||
case APROP_Ambush: return !!(actor->flags & MF_AMBUSH);
|
||||
case APROP_ChaseGoal: return !!(actor->flags5 & MF5_CHASEGOAL);
|
||||
case APROP_Frightened: return !!(actor->flags4 & MF4_FRIGHTENED);
|
||||
|
|
|
@ -312,7 +312,8 @@ void AActor::Serialize (FArchive &arc)
|
|||
<< bouncefactor
|
||||
<< bouncecount
|
||||
<< meleerange
|
||||
<< DamageType;
|
||||
<< DamageType
|
||||
<< gravity;
|
||||
|
||||
if (arc.IsStoring ())
|
||||
{
|
||||
|
@ -1843,7 +1844,7 @@ void P_ZMovement (AActor *mo)
|
|||
!(mo->player->cmd.ucmd.forwardmove | mo->player->cmd.ucmd.sidemove)))
|
||||
{
|
||||
mo->momz -= (fixed_t)(level.gravity * mo->Sector->gravity *
|
||||
(mo->flags2 & MF2_LOGRAV ? 10.24 : 81.92));
|
||||
FIXED2FLOAT(mo->gravity) * 81.92);
|
||||
}
|
||||
if (mo->waterlevel > 1)
|
||||
{
|
||||
|
@ -3000,7 +3001,8 @@ void A_FreeTargMobj (AActor *mo)
|
|||
mo->z = mo->ceilingz + 4*FRACUNIT;
|
||||
mo->flags &= ~(MF_SHOOTABLE|MF_FLOAT|MF_SKULLFLY|MF_SOLID);
|
||||
mo->flags |= MF_CORPSE|MF_DROPOFF|MF_NOGRAVITY;
|
||||
mo->flags2 &= ~(MF2_PASSMOBJ|MF2_LOGRAV);
|
||||
mo->flags2 &= ~MF2_PASSMOBJ;
|
||||
mo->gravity = FRACUNIT;
|
||||
mo->player = NULL;
|
||||
}
|
||||
|
||||
|
@ -3051,6 +3053,7 @@ BEGIN_DEFAULTS (AActor, Any, -1, 0)
|
|||
PROP_BounceFactor(FRACUNIT*7/10)
|
||||
PROP_BounceCount(-1)
|
||||
PROP_FloatSpeed(4)
|
||||
PROP_Gravity(FRACUNIT)
|
||||
END_DEFAULTS
|
||||
|
||||
//==========================================================================
|
||||
|
|
|
@ -247,7 +247,7 @@ bool P_Thing_Projectile (int tid, AActor *source, int type, const char * type_na
|
|||
mobj->flags &= ~MF_NOGRAVITY;
|
||||
if (!(mobj->flags3 & MF3_ISMONSTER) && gravity == 1)
|
||||
{
|
||||
mobj->flags2 |= MF2_LOGRAV;
|
||||
mobj->gravity = FRACUNIT/8;
|
||||
}
|
||||
}
|
||||
else
|
||||
|
|
|
@ -129,7 +129,6 @@ static flagdef ActorFlags[]=
|
|||
DEFINE_FLAG(MF, NOLIFTDROP, AActor, flags),
|
||||
DEFINE_FLAG(MF, STEALTH, AActor, flags),
|
||||
DEFINE_FLAG(MF, ICECORPSE, AActor, flags),
|
||||
DEFINE_FLAG2(MF2_LOGRAV, LOWGRAVITY, AActor, flags2),
|
||||
DEFINE_FLAG(MF2, WINDTHRUST, AActor, flags2),
|
||||
DEFINE_FLAG(MF2, HERETICBOUNCE , AActor, flags2),
|
||||
DEFINE_FLAG(MF2, BLASTED, AActor, flags2),
|
||||
|
@ -3224,6 +3223,22 @@ static void ActorVSpeed (AActor *defaults, Baggage &bag)
|
|||
defaults->momz = fixed_t(sc_Float*FRACUNIT);
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
//==========================================================================
|
||||
static void ActorGravity (AActor *defaults, Baggage &bag)
|
||||
{
|
||||
SC_MustGetFloat ();
|
||||
|
||||
if (sc_Float < 0.f || sc_Float > 1.f)
|
||||
SC_ScriptError ("Gravity must be in the range [0,1]");
|
||||
|
||||
defaults->gravity = FLOAT2FIXED (sc_Float);
|
||||
|
||||
if (sc_Float == 0.f)
|
||||
defaults->flags |= MF_NOGRAVITY;
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
//==========================================================================
|
||||
|
@ -3276,6 +3291,11 @@ static void ActorFlagSetOrReset (AActor *defaults, Baggage &bag)
|
|||
if (mod == '+') defaults->DamageType = NAME_Ice;
|
||||
else defaults->DamageType = NAME_None;
|
||||
}
|
||||
else if (SC_Compare ("LOWGRAVITY"))
|
||||
{
|
||||
if (mod == '+') defaults->gravity = FRACUNIT/8;
|
||||
else defaults->gravity = FRACUNIT;
|
||||
}
|
||||
else
|
||||
{
|
||||
FString part1 = sc_String;
|
||||
|
@ -4099,6 +4119,7 @@ static const ActorProps props[] =
|
|||
{ "floatspeed", ActorFloatSpeed, RUNTIME_CLASS(AActor) },
|
||||
{ "game", ActorGame, RUNTIME_CLASS(AActor) },
|
||||
{ "gibhealth", ActorGibHealth, RUNTIME_CLASS(AActor) },
|
||||
{ "gravity", ActorGravity, RUNTIME_CLASS(AActor) },
|
||||
{ "heal", ActorHealState, RUNTIME_CLASS(AActor) },
|
||||
{ "health", ActorHealth, RUNTIME_CLASS(AActor) },
|
||||
{ "health.lowmessage", (apf)HealthLowMessage, RUNTIME_CLASS(AHealth) },
|
||||
|
|
|
@ -88,6 +88,7 @@ FState * CallingState;
|
|||
struct StateCallData
|
||||
{
|
||||
FState * State;
|
||||
AActor * Item;
|
||||
bool Result;
|
||||
};
|
||||
|
||||
|
@ -110,6 +111,7 @@ bool ACustomInventory::CallStateChain (AActor *actor, FState * State)
|
|||
int counter = 0;
|
||||
|
||||
pStateCall = &StateCall;
|
||||
StateCall.Item = this;
|
||||
while (State != NULL)
|
||||
{
|
||||
// Assume success. The code pointer will set this to false if necessary
|
||||
|
@ -387,7 +389,7 @@ FState *P_GetState(AActor *self, FState *CallingState, int offset)
|
|||
{
|
||||
return CallingState + offset;
|
||||
}
|
||||
else
|
||||
else if (self != NULL)
|
||||
{
|
||||
offset = -offset;
|
||||
|
||||
|
@ -412,6 +414,7 @@ FState *P_GetState(AActor *self, FState *CallingState, int offset)
|
|||
}
|
||||
return jumpto;
|
||||
}
|
||||
else return NULL;
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
|
@ -421,24 +424,29 @@ FState *P_GetState(AActor *self, FState *CallingState, int offset)
|
|||
//==========================================================================
|
||||
static void DoJump(AActor * self, FState * CallingState, int offset)
|
||||
{
|
||||
FState *jumpto = P_GetState(self, CallingState, offset);
|
||||
|
||||
if (jumpto == NULL) return;
|
||||
|
||||
if (pStateCall != NULL && CallingState == pStateCall->State)
|
||||
{
|
||||
FState *jumpto = P_GetState(pStateCall->Item, CallingState, offset);
|
||||
if (jumpto == NULL) return;
|
||||
pStateCall->State = jumpto;
|
||||
}
|
||||
else if (self->player != NULL && CallingState == self->player->psprites[ps_weapon].state)
|
||||
{
|
||||
FState *jumpto = P_GetState(self->player->ReadyWeapon, CallingState, offset);
|
||||
if (jumpto == NULL) return;
|
||||
P_SetPsprite(self->player, ps_weapon, jumpto);
|
||||
}
|
||||
else if (self->player != NULL && CallingState == self->player->psprites[ps_flash].state)
|
||||
{
|
||||
FState *jumpto = P_GetState(self->player->ReadyWeapon, CallingState, offset);
|
||||
if (jumpto == NULL) return;
|
||||
P_SetPsprite(self->player, ps_flash, jumpto);
|
||||
}
|
||||
else
|
||||
{
|
||||
FState *jumpto = P_GetState(self, CallingState, offset);
|
||||
if (jumpto == NULL) return;
|
||||
self->SetState (jumpto);
|
||||
}
|
||||
}
|
||||
|
@ -2045,3 +2053,18 @@ void A_PlayerSkinCheck (AActor *actor)
|
|||
}
|
||||
}
|
||||
}
|
||||
|
||||
//===========================================================================
|
||||
//
|
||||
// A_SetGravity
|
||||
//
|
||||
//===========================================================================
|
||||
void A_SetGravity(AActor * self)
|
||||
{
|
||||
int index=CheckIndex(1);
|
||||
if (index<0) return;
|
||||
|
||||
self->gravity = clamp<fixed_t> (EvalExpressionF (StateParameters[index], self), 0, FRACUNIT);
|
||||
}
|
||||
|
||||
|
||||
|
|
|
@ -73,6 +73,7 @@ class Actor extends Thinker
|
|||
action native A_NoGravity();
|
||||
action native A_Gravity();
|
||||
action native A_LowGravity();
|
||||
action native A_SetGravity(eval float gravity);
|
||||
action native A_Fall();
|
||||
action native A_SetSolid();
|
||||
action native A_UnsetSolid();
|
||||
|
|
Loading…
Reference in a new issue