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https://github.com/ZDoom/gzdoom-gles.git
synced 2024-11-24 13:11:33 +00:00
- cleaned up a_painelemental.cpp.
No need to expose VM stuff this openly here.
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e2de258498
commit
dd55e0a4c4
1 changed files with 4 additions and 24 deletions
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@ -12,25 +12,6 @@
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DECLARE_ACTION(A_SkullAttack)
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static PClassActor *GetSpawnType(VMValue *param)
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{
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PClassActor *spawntype;
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if (param == NULL || param->Type == REGT_NIL)
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{
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spawntype = NULL;
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}
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else
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{
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assert(param->Type == REGT_POINTER);
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assert(param->atag == ATAG_OBJECT || param->a == NULL);
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spawntype = (PClassActor *)param->a;
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}
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return (spawntype != NULL) ? spawntype : PClass::FindActor("LostSoul");
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}
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enum PA_Flags
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{
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PAF_NOSKULLATTACK = 1,
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@ -47,7 +28,8 @@ void A_PainShootSkull (AActor *self, angle_t angle, PClassActor *spawntype, int
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AActor *other;
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int prestep;
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if (spawntype == NULL) return;
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if (spawntype == NULL) spawntype = PClass::FindActor("LostSoul");
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assert(spawntype != NULL);
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if (self->DamageType == NAME_Massacre) return;
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// [RH] check to make sure it's not too close to the ceiling
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@ -182,8 +164,6 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_PainAttack)
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PARAM_INT_OPT (flags) { flags = 0; }
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PARAM_INT_OPT (limit) { limit = -1; }
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if (spawntype == NULL) spawntype = PClass::FindActor("LostSoul");
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if (!(flags & PAF_AIMFACING))
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A_FaceTarget (self);
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A_PainShootSkull (self, self->angle+angle, spawntype, flags, limit);
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@ -193,11 +173,11 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_PainAttack)
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DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_DualPainAttack)
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{
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PARAM_ACTION_PROLOGUE;
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PARAM_CLASS_OPT(spawntype, AActor) { spawntype = NULL; }
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if (!self->target)
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return 0;
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PClassActor *spawntype = GetSpawnType(numparam > NAP ? ¶m[NAP] : NULL);
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A_FaceTarget (self);
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A_PainShootSkull (self, self->angle + ANG45, spawntype);
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A_PainShootSkull (self, self->angle - ANG45, spawntype);
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@ -207,12 +187,12 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_DualPainAttack)
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DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_PainDie)
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{
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PARAM_ACTION_PROLOGUE;
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PARAM_CLASS_OPT(spawntype, AActor) { spawntype = NULL; }
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if (self->target != NULL && self->IsFriend(self->target))
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{ // And I thought you were my friend!
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self->flags &= ~MF_FRIENDLY;
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}
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PClassActor *spawntype = GetSpawnType(numparam > NAP ? ¶m[NAP] : NULL);
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A_Unblock(self, true);
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A_PainShootSkull (self, self->angle + ANG90, spawntype);
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A_PainShootSkull (self, self->angle + ANG180, spawntype);
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