mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-11-11 07:12:16 +00:00
Merge pull request #401 from MajorCooke/RadiusGiveMinRange
A_RadiusGive Mindist Parameter + RGF_OBJECTS Fix
This commit is contained in:
commit
da39c86967
2 changed files with 23 additions and 9 deletions
|
@ -4884,17 +4884,19 @@ enum RadiusGiveFlags
|
|||
|
||||
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_RadiusGive)
|
||||
{
|
||||
ACTION_PARAM_START(6);
|
||||
ACTION_PARAM_START(7);
|
||||
ACTION_PARAM_CLASS(item, 0);
|
||||
ACTION_PARAM_FIXED(distance, 1);
|
||||
ACTION_PARAM_INT(flags, 2);
|
||||
ACTION_PARAM_INT(amount, 3);
|
||||
ACTION_PARAM_CLASS(filter, 4);
|
||||
ACTION_PARAM_NAME(species, 5);
|
||||
ACTION_PARAM_FIXED(mindist, 6);
|
||||
|
||||
// We need a valid item, valid targets, and a valid range
|
||||
if (item == NULL || (flags & RGF_MASK) == 0 || !flags || distance <= 0)
|
||||
if (item == NULL || (flags & RGF_MASK) == 0 || !flags || distance <= 0 || mindist >= distance)
|
||||
{
|
||||
ACTION_SET_RESULT(false);
|
||||
return;
|
||||
}
|
||||
|
||||
|
@ -4903,9 +4905,9 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_RadiusGive)
|
|||
amount = 1;
|
||||
}
|
||||
FBlockThingsIterator it(FBoundingBox(self->x, self->y, distance));
|
||||
double distsquared = double(distance) * double(distance);
|
||||
|
||||
AActor *thing;
|
||||
bool given = false;
|
||||
while ((thing = it.Next()))
|
||||
{
|
||||
//[MC] Check for a filter, species, and the related exfilter/expecies/either flag(s).
|
||||
|
@ -4950,7 +4952,8 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_RadiusGive)
|
|||
bool corpsePass = !!((flags & RGF_CORPSES) && thing->flags & MF_CORPSE);
|
||||
bool killedPass = !!((flags & RGF_KILLED) && thing->flags6 & MF6_KILLED);
|
||||
bool monsterPass = !!((flags & RGF_MONSTERS) && thing->flags3 & MF3_ISMONSTER);
|
||||
bool objectPass = !!((flags & RGF_OBJECTS) && ((thing->flags & MF_SHOOTABLE) || (thing->flags6 & MF6_VULNERABLE)));
|
||||
bool objectPass = !!((flags & RGF_OBJECTS) && (thing->player == NULL) && (!(thing->flags3 & MF3_ISMONSTER))
|
||||
&& ((thing->flags & MF_SHOOTABLE) || (thing->flags6 & MF6_VULNERABLE)));
|
||||
bool playerPass = !!((flags & RGF_PLAYERS) && (thing->player != NULL) && (thing->player->mo == thing));
|
||||
bool voodooPass = !!((flags & RGF_VOODOO) && (thing->player != NULL) && (thing->player->mo != thing));
|
||||
//Self calls priority over the rest of this.
|
||||
|
@ -4973,20 +4976,26 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_RadiusGive)
|
|||
|
||||
if (selfPass || monsterPass || corpsePass || killedPass || itemPass || objectPass || missilePass || playerPass || voodooPass)
|
||||
{
|
||||
|
||||
if (flags & RGF_CUBE)
|
||||
{ // check if inside a cube
|
||||
if (fabs((double)thing->x - self->x) > (double)distance ||
|
||||
fabs((double)thing->y - self->y) > (double)distance ||
|
||||
fabs((double)(thing->z + thing->height / 2) - (self->z + self->height / 2)) > (double)distance)
|
||||
double dx = fabs((double)(thing->x - self->x));
|
||||
double dy = fabs((double)(thing->y - self->y));
|
||||
double dz = fabs((double)(thing->z + thing->height / 2) - (self->z + self->height / 2));
|
||||
double dist = (double)distance;
|
||||
double min = (double)mindist;
|
||||
if ((dx > dist || dy > dist || dz > dist) || (min && (dx < min && dy < min && dz < min)))
|
||||
{
|
||||
continue;
|
||||
}
|
||||
}
|
||||
else
|
||||
{ // check if inside a sphere
|
||||
double distsquared = double(distance) * double(distance);
|
||||
double minsquared = double(mindist) * double(mindist);
|
||||
TVector3<double> tpos(thing->x, thing->y, thing->z + thing->height / 2);
|
||||
TVector3<double> spos(self->x, self->y, self->z + self->height / 2);
|
||||
if ((tpos - spos).LengthSquared() > distsquared)
|
||||
if ((tpos - spos).LengthSquared() > distsquared || (minsquared && ((tpos - spos).LengthSquared() < minsquared)))
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
@ -5009,9 +5018,14 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_RadiusGive)
|
|||
{
|
||||
gift->Destroy();
|
||||
}
|
||||
else
|
||||
{
|
||||
given = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
ACTION_SET_RESULT(given);
|
||||
}
|
||||
|
||||
|
||||
|
|
|
@ -257,7 +257,7 @@ ACTOR Actor native //: Thinker
|
|||
action native A_JumpIfInTargetInventory(class<Inventory> itemtype, int amount, state label, int forward_ptr = AAPTR_DEFAULT);
|
||||
action native A_GiveToTarget(class<Inventory> itemtype, int amount = 0, int forward_ptr = AAPTR_DEFAULT);
|
||||
action native A_TakeFromTarget(class<Inventory> itemtype, int amount = 0, int flags = 0, int forward_ptr = AAPTR_DEFAULT);
|
||||
action native A_RadiusGive(class<Inventory> itemtype, int distance, int flags, int amount = 0, class<Actor> filter = "None", name species = "None");
|
||||
action native A_RadiusGive(class<Inventory> itemtype, int distance, int flags, int amount = 0, class<Actor> filter = "None", name species = "None", int mindist = 0);
|
||||
action native A_CountdownArg(int argnum, state targstate = "");
|
||||
action native A_CustomMeleeAttack(int damage = 0, sound meleesound = "", sound misssound = "", name damagetype = "none", bool bleed = true);
|
||||
action native A_CustomComboAttack(class<Actor> missiletype, float spawnheight, int damage, sound meleesound = "", name damagetype = "none", bool bleed = true);
|
||||
|
|
Loading…
Reference in a new issue