mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-11-10 06:41:41 +00:00
Extended LineAttack() with offsets and new flags
Added forward and side offsets for LineAttack() function Added absolute offset and absolute position flags for LineAttack() function
This commit is contained in:
parent
4beefb7007
commit
d422392b94
4 changed files with 54 additions and 18 deletions
|
@ -324,15 +324,17 @@ enum // P_AimLineAttack flags
|
|||
enum // P_LineAttack flags
|
||||
{
|
||||
LAF_ISMELEEATTACK = 1,
|
||||
LAF_NORANDOMPUFFZ = 2,
|
||||
LAF_NOIMPACTDECAL = 4,
|
||||
LAF_NOINTERACT = 8,
|
||||
LAF_TARGETISSOURCE = 16,
|
||||
LAF_OVERRIDEZ = 32,
|
||||
LAF_NORANDOMPUFFZ = 1 << 1,
|
||||
LAF_NOIMPACTDECAL = 1 << 2,
|
||||
LAF_NOINTERACT = 1 << 3,
|
||||
LAF_TARGETISSOURCE= 1 << 4,
|
||||
LAF_OVERRIDEZ = 1 << 5,
|
||||
LAF_ABSOFFSET = 1 << 6,
|
||||
LAF_ABSPOSITION = 1 << 7,
|
||||
};
|
||||
|
||||
AActor *P_LineAttack(AActor *t1, DAngle angle, double distance, DAngle pitch, int damage, FName damageType, PClassActor *pufftype, int flags = 0, FTranslatedLineTarget *victim = NULL, int *actualdamage = NULL, double sz = 0.0);
|
||||
AActor *P_LineAttack(AActor *t1, DAngle angle, double distance, DAngle pitch, int damage, FName damageType, FName pufftype, int flags = 0, FTranslatedLineTarget *victim = NULL, int *actualdamage = NULL, double sz = 0.0);
|
||||
AActor *P_LineAttack(AActor *t1, DAngle angle, double distance, DAngle pitch, int damage, FName damageType, PClassActor *pufftype, int flags = 0, FTranslatedLineTarget *victim = NULL, int *actualdamage = NULL, double sz = 0.0, double offsetforward = 0.0, double offsetside = 0.0);
|
||||
AActor *P_LineAttack(AActor *t1, DAngle angle, double distance, DAngle pitch, int damage, FName damageType, FName pufftype, int flags = 0, FTranslatedLineTarget *victim = NULL, int *actualdamage = NULL, double sz = 0.0, double offsetforward = 0.0, double offsetside = 0.0);
|
||||
|
||||
void P_TraceBleed(int damage, const DVector3 &pos, AActor *target, DAngle angle, DAngle pitch);
|
||||
void P_TraceBleed(int damage, AActor *target, DAngle angle, DAngle pitch);
|
||||
|
|
|
@ -4395,7 +4395,8 @@ static ETraceStatus CheckForActor(FTraceResults &res, void *userdata)
|
|||
//==========================================================================
|
||||
|
||||
AActor *P_LineAttack(AActor *t1, DAngle angle, double distance,
|
||||
DAngle pitch, int damage, FName damageType, PClassActor *pufftype, int flags, FTranslatedLineTarget*victim, int *actualdamage, double sz)
|
||||
DAngle pitch, int damage, FName damageType, PClassActor *pufftype, int flags, FTranslatedLineTarget*victim, int *actualdamage,
|
||||
double sz, double offsetforward, double offsetside)
|
||||
{
|
||||
bool nointeract = !!(flags & LAF_NOINTERACT);
|
||||
DVector3 direction;
|
||||
|
@ -4496,7 +4497,34 @@ AActor *P_LineAttack(AActor *t1, DAngle angle, double distance,
|
|||
if (nointeract || (puffDefaults && puffDefaults->flags6 & MF6_NOTRIGGER)) tflags = TRACE_NoSky;
|
||||
else tflags = TRACE_NoSky | TRACE_Impact;
|
||||
|
||||
if (!Trace(t1->PosAtZ(shootz), t1->Sector, direction, distance, MF_SHOOTABLE,
|
||||
// [MC] Check the flags and set the position according to what is desired.
|
||||
// LAF_ABSPOSITION: Treat the offset parameters as direct coordinates.
|
||||
// LAF_ABSOFFSET: Ignore the angle.
|
||||
|
||||
DVector3 tempos;
|
||||
|
||||
if (flags & LAF_ABSPOSITION)
|
||||
{
|
||||
tempos = DVector3(offsetforward, offsetside, sz);
|
||||
}
|
||||
else if (flags & LAF_ABSOFFSET)
|
||||
{
|
||||
tempos = t1->Vec2OffsetZ(offsetforward, offsetside, shootz);
|
||||
}
|
||||
else if (0.0 == offsetforward && 0.0 == offsetside)
|
||||
{
|
||||
// Default case so exact comparison is enough
|
||||
tempos = t1->PosAtZ(shootz);
|
||||
}
|
||||
else
|
||||
{
|
||||
const double s = angle.Sin();
|
||||
const double c = angle.Cos();
|
||||
tempos = t1->Vec2OffsetZ(offsetforward * c + offsetside * s, offsetforward * s - offsetside * c, shootz);
|
||||
}
|
||||
|
||||
// Perform the trace.
|
||||
if (!Trace(tempos, t1->Sector, direction, distance, MF_SHOOTABLE,
|
||||
ML_BLOCKEVERYTHING | ML_BLOCKHITSCAN, t1, trace, tflags, CheckForActor, &TData))
|
||||
{ // hit nothing
|
||||
if (!nointeract && puffDefaults && puffDefaults->ActiveSound)
|
||||
|
@ -4702,7 +4730,8 @@ AActor *P_LineAttack(AActor *t1, DAngle angle, double distance,
|
|||
}
|
||||
|
||||
AActor *P_LineAttack(AActor *t1, DAngle angle, double distance,
|
||||
DAngle pitch, int damage, FName damageType, FName pufftype, int flags, FTranslatedLineTarget *victim, int *actualdamage, double sz)
|
||||
DAngle pitch, int damage, FName damageType, FName pufftype, int flags, FTranslatedLineTarget *victim, int *actualdamage,
|
||||
double sz, double offsetforward, double offsetside)
|
||||
{
|
||||
PClassActor *type = PClass::FindActor(pufftype);
|
||||
if (type == NULL)
|
||||
|
@ -4716,7 +4745,7 @@ AActor *P_LineAttack(AActor *t1, DAngle angle, double distance,
|
|||
}
|
||||
else
|
||||
{
|
||||
return P_LineAttack(t1, angle, distance, pitch, damage, damageType, type, flags, victim, actualdamage, sz);
|
||||
return P_LineAttack(t1, angle, distance, pitch, damage, damageType, type, flags, victim, actualdamage, sz, offsetforward, offsetside);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -4732,10 +4761,12 @@ DEFINE_ACTION_FUNCTION(AActor, LineAttack)
|
|||
PARAM_INT_DEF(flags);
|
||||
PARAM_POINTER_DEF(victim, FTranslatedLineTarget);
|
||||
PARAM_FLOAT_DEF(offsetz);
|
||||
PARAM_FLOAT_DEF(offsetforward);
|
||||
PARAM_FLOAT_DEF(offsetside);
|
||||
|
||||
int acdmg;
|
||||
if (puffType == nullptr) puffType = PClass::FindActor("BulletPuff"); // P_LineAttack does not work without a puff to take info from.
|
||||
auto puff = P_LineAttack(self, angle, distance, pitch, damage, damageType, puffType, flags, victim, &acdmg, offsetz);
|
||||
auto puff = P_LineAttack(self, angle, distance, pitch, damage, damageType, puffType, flags, victim, &acdmg, offsetz, offsetforward, offsetside);
|
||||
if (numret > 0) ret[0].SetObject(puff);
|
||||
if (numret > 1) ret[1].SetInt(acdmg), numret = 2;
|
||||
return numret;
|
||||
|
|
|
@ -598,7 +598,7 @@ class Actor : Thinker native
|
|||
native virtual int DamageMobj(Actor inflictor, Actor source, int damage, Name mod, int flags = 0, double angle = 0);
|
||||
native void PoisonMobj (Actor inflictor, Actor source, int damage, int duration, int period, Name type);
|
||||
native double AimLineAttack(double angle, double distance, out FTranslatedLineTarget pLineTarget = null, double vrange = 0., int flags = 0, Actor target = null, Actor friender = null);
|
||||
native Actor, int LineAttack(double angle, double distance, double pitch, int damage, Name damageType, class<Actor> pufftype, int flags = 0, out FTranslatedLineTarget victim = null, double offsetz = 0.);
|
||||
native Actor, int LineAttack(double angle, double distance, double pitch, int damage, Name damageType, class<Actor> pufftype, int flags = 0, out FTranslatedLineTarget victim = null, double offsetz = 0., double offsetforward = 0., double offsetside = 0.);
|
||||
native bool CheckSight(Actor target, int flags = 0);
|
||||
native bool IsVisible(Actor other, bool allaround, LookExParams params = null);
|
||||
native bool HitFriend();
|
||||
|
|
|
@ -879,10 +879,13 @@ enum EAimFlags
|
|||
enum ELineAttackFlags
|
||||
{
|
||||
LAF_ISMELEEATTACK = 1,
|
||||
LAF_NORANDOMPUFFZ = 2,
|
||||
LAF_NOIMPACTDECAL = 4,
|
||||
LAF_NOINTERACT = 8,
|
||||
LAF_OVERRIDEZ = 32,
|
||||
LAF_NORANDOMPUFFZ = 1 << 1,
|
||||
LAF_NOIMPACTDECAL = 1 << 2,
|
||||
LAF_NOINTERACT = 1 << 3,
|
||||
LAF_TARGETISSOURCE = 1 << 4,
|
||||
LAF_OVERRIDEZ = 1 << 5,
|
||||
LAF_ABSOFFSET = 1 << 6,
|
||||
LAF_ABSPOSITION = 1 << 7,
|
||||
}
|
||||
|
||||
const DEFMELEERANGE = 64;
|
||||
|
|
Loading…
Reference in a new issue