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Merge branch 'WarpHeightOffset' of https://github.com/MajorCooke/zdoom
This commit is contained in:
commit
d87b6d6337
5 changed files with 15 additions and 27 deletions
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@ -5862,6 +5862,7 @@ doplaysound: if (funcIndex == ACSF_PlayActorSound)
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int flags = args[5];
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const char *statename = argCount > 6 ? FBehavior::StaticLookupString(args[6]) : "";
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bool exact = argCount > 7 ? !!args[7] : false;
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fixed_t heightoffset = argCount > 8 ? args[8] : 0;
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FState *state = argCount > 6 ? activator->GetClass()->ActorInfo->FindStateByString(statename, exact) : 0;
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@ -5879,7 +5880,7 @@ doplaysound: if (funcIndex == ACSF_PlayActorSound)
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if (!reference)
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return false;
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if (P_Thing_Warp(activator, reference, xofs, yofs, zofs, angle, flags))
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if (P_Thing_Warp(activator, reference, xofs, yofs, zofs, angle, flags, heightoffset))
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{
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if (state && argCount > 6)
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{
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@ -176,7 +176,7 @@ bool P_Thing_Raise(AActor *thing, AActor *raiser);
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bool P_Thing_CanRaise(AActor *thing);
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const PClass *P_GetSpawnableType(int spawnnum);
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void InitSpawnablesFromMapinfo();
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int P_Thing_Warp(AActor *caller, AActor *reference, fixed_t xofs, fixed_t yofs, fixed_t zofs, angle_t angle, int flags);
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int P_Thing_Warp(AActor *caller, AActor *reference, fixed_t xofs, fixed_t yofs, fixed_t zofs, angle_t angle, int flags, fixed_t heightoffset);
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enum WARPF
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{
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@ -680,7 +680,7 @@ void InitSpawnablesFromMapinfo()
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}
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int P_Thing_Warp(AActor *caller, AActor *reference, fixed_t xofs, fixed_t yofs, fixed_t zofs, angle_t angle, int flags)
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int P_Thing_Warp(AActor *caller, AActor *reference, fixed_t xofs, fixed_t yofs, fixed_t zofs, angle_t angle, int flags, fixed_t heightoffset)
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{
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if (flags & WARPF_MOVEPTR)
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{
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@ -693,6 +693,9 @@ int P_Thing_Warp(AActor *caller, AActor *reference, fixed_t xofs, fixed_t yofs,
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fixed_t oldy = caller->y;
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fixed_t oldz = caller->z;
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zofs += FixedMul(reference->height, heightoffset);
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if (!(flags & WARPF_ABSOLUTEANGLE))
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{
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angle += (flags & WARPF_USECALLERANGLE) ? caller->angle : reference->angle;
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@ -715,30 +718,13 @@ int P_Thing_Warp(AActor *caller, AActor *reference, fixed_t xofs, fixed_t yofs,
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if (flags & WARPF_TOFLOOR)
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{
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// set correct xy
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// now the caller's floorz should be appropriate for the assigned xy-position
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// assigning position again with.
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// extra unlink, link and environment calculation
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caller->SetOrigin(
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reference->x + xofs,
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reference->y + yofs,
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reference->z);
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// now the caller's floorz should be appropriate for the assigned xy-position
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// assigning position again with
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if (zofs)
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{
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// extra unlink, link and environment calculation
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caller->SetOrigin(
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caller->x,
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caller->y,
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caller->floorz + zofs);
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}
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else
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{
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// if there is no offset, there should be no ill effect from moving down to the already defined floor
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// A_Teleport does the same thing anyway
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caller->z = caller->floorz;
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}
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reference->floorz + zofs);
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}
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else
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{
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@ -4672,7 +4672,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_WolfAttack)
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DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Warp)
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{
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ACTION_PARAM_START(7);
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ACTION_PARAM_START(8);
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ACTION_PARAM_INT(destination_selector, 0);
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ACTION_PARAM_FIXED(xofs, 1);
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@ -4681,6 +4681,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Warp)
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ACTION_PARAM_ANGLE(angle, 4);
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ACTION_PARAM_INT(flags, 5);
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ACTION_PARAM_STATE(success_state, 6);
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ACTION_PARAM_FIXED(heightoffset,7)
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AActor *reference;
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@ -4700,7 +4701,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Warp)
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return;
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}
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if (P_Thing_Warp(self, reference, xofs, yofs, zofs, angle, flags))
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if (P_Thing_Warp(self, reference, xofs, yofs, zofs, angle, flags, heightoffset))
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{
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if (success_state)
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{
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@ -249,7 +249,7 @@ ACTOR Actor native //: Thinker
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action native A_PlayerSkinCheck(state label);
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action native A_BasicAttack(int meleedamage, sound meleesound, class<actor> missiletype, float missileheight);
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action native A_Teleport(state teleportstate = "", class<SpecialSpot> targettype = "BossSpot", class<Actor> fogtype = "TeleportFog", int flags = 0, float mindist = 0, float maxdist = 0, int ptr = AAPTR_DEFAULT);
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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 = "");
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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 = "", float heightoffset = 0);
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action native A_ThrowGrenade(class<Actor> itemtype, float zheight = 0, float xyvel = 0, float zvel = 0, bool useammo = true);
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action native A_Weave(int xspeed, int yspeed, float xdist, float ydist);
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