mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-11-25 13:41:05 +00:00
Merge remote-tracking branch 'remotes/zdoom/master'
Conflicts: src/posix/sdl/hardware.cpp
This commit is contained in:
commit
e846d06a9f
20 changed files with 200 additions and 80 deletions
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@ -951,7 +951,7 @@ void NetUpdate (void)
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newtics = nowtime - gametime;
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gametime = nowtime;
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if (newtics <= 0 || pauseext) // nothing new to update or window paused
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if (newtics <= 0) // nothing new to update
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{
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GetPackets ();
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return;
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@ -1810,6 +1810,7 @@ void TryRunTics (void)
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// If paused, do not eat more CPU time than we need, because it
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// will all be wasted anyway.
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if (pauseext) r_NoInterpolate = true;
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bool doWait = cl_capfps || r_NoInterpolate /*|| netgame*/;
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// get real tics
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@ -1934,7 +1935,7 @@ void TryRunTics (void)
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C_Ticker ();
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M_Ticker ();
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I_GetTime (true);
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G_Ticker ();
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if (!pauseext) G_Ticker();
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gametic++;
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NetUpdate (); // check for new console commands
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@ -301,14 +301,14 @@ void APathFollower::Tick ()
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bJustStepped = false;
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if (CurrNode->args[2])
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{
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HoldTime = gametic + CurrNode->args[2] * TICRATE / 8;
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HoldTime = level.time + CurrNode->args[2] * TICRATE / 8;
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x = CurrNode->x;
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y = CurrNode->y;
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z = CurrNode->z;
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}
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}
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if (HoldTime > gametic)
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if (HoldTime > level.time)
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return;
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// Splines must have a previous node.
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@ -1372,6 +1372,8 @@ bool AInventory::TryPickupRestricted (AActor *&toucher)
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bool AInventory::CallTryPickup (AActor *toucher, AActor **toucher_return)
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{
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TObjPtr<AInventory> Invstack = Inventory; // A pointer of the inventories item stack.
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// unmorphed versions of a currently morphed actor cannot pick up anything.
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if (toucher->flags & MF_UNMORPHED) return false;
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@ -1392,7 +1394,27 @@ bool AInventory::CallTryPickup (AActor *toucher, AActor **toucher_return)
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GoAwayAndDie();
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}
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if (res) GiveQuest(toucher);
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if (res)
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{
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GiveQuest(toucher);
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// Transfer all inventory accross that the old object had, if requested.
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if ((ItemFlags & IF_TRANSFER))
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{
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while (Invstack)
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{
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AInventory* titem = Invstack;
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Invstack = titem->Inventory;
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if (titem->Owner == this)
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{
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if (!titem->CallTryPickup(toucher)) // The object no longer can exist
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{
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titem->Destroy();
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}
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}
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}
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}
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}
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return res;
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}
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@ -136,7 +136,7 @@ enum
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IF_NOSCREENFLASH = 1<<21, // No pickup flash on the player's screen
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IF_TOSSED = 1<<22, // Was spawned by P_DropItem (i.e. as a monster drop)
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IF_ALWAYSRESPAWN = 1<<23, // Always respawn, regardless of dmflag
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IF_TRANSFER = 1<<24, // All inventory items that the inventory item contains is also transfered to the pickuper
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};
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@ -1280,8 +1280,8 @@ public:
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// We can't use DTA_HUDRules since it forces a width and height.
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// Translation: No high res.
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bool xright = *x < 0;
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bool ybot = *y < 0;
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bool xright = *x < 0 && !x.RelCenter();
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bool ybot = *y < 0 && !y.RelCenter();
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w = (forceWidth < 0 ? texture->GetScaledWidthDouble() : forceWidth);
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h = (forceHeight < 0 ? texture->GetScaledHeightDouble() : forceHeight);
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@ -30,7 +30,7 @@ int ALoreShot::DoSpecialDamage (AActor *victim, int damage, FName damagetype)
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thrust.Z = float(target->z - victim->z);
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thrust.MakeUnit();
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thrust *= float((255*50*FRACUNIT) / (victim->Mass ? target->Mass : 1));
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thrust *= float((255*50*FRACUNIT) / (victim->Mass ? victim->Mass : 1));
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victim->velx += fixed_t(thrust.X);
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victim->vely += fixed_t(thrust.Y);
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@ -196,9 +196,9 @@ bool DOptionMenu::MenuEvent (int mkey, bool fromcontroller)
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--mDesc->mSelectedItem;
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if (mDesc->mScrollPos > 0 &&
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mDesc->mSelectedItem == mDesc->mScrollTop + mDesc->mScrollPos)
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mDesc->mSelectedItem <= mDesc->mScrollTop + mDesc->mScrollPos)
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{
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mDesc->mScrollPos--;
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mDesc->mScrollPos = MAX(mDesc->mSelectedItem - mDesc->mScrollTop - 1, 0);
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}
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if (mDesc->mSelectedItem < 0)
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@ -2721,7 +2721,14 @@ void A_Chase(AActor *self)
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// A_FaceTracer
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//
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//=============================================================================
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void A_Face (AActor *self, AActor *other, angle_t max_turn, angle_t max_pitch)
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enum FAF_Flags
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{
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FAF_BOTTOM = 1,
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FAF_MIDDLE = 2,
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FAF_TOP = 4,
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FAF_NODISTFACTOR = 8,
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};
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void A_Face (AActor *self, AActor *other, angle_t max_turn, angle_t max_pitch, angle_t ang_offset, angle_t pitch_offset, int flags)
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{
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if (!other)
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return;
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@ -2744,28 +2751,28 @@ void A_Face (AActor *self, AActor *other, angle_t max_turn, angle_t max_pitch)
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{
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if (self->angle - other_angle < ANGLE_180)
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{
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self->angle -= max_turn;
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self->angle -= max_turn + ang_offset;
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}
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else
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{
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self->angle += max_turn;
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self->angle += max_turn + ang_offset;
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}
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}
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else
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{
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if (other_angle - self->angle < ANGLE_180)
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{
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self->angle += max_turn;
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self->angle += max_turn + ang_offset;
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}
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else
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{
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self->angle -= max_turn;
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self->angle -= max_turn + ang_offset;
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}
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}
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}
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else
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{
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self->angle = other_angle;
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self->angle = other_angle + ang_offset;
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}
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// [DH] Now set pitch. In order to maintain compatibility, this can be
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@ -2776,20 +2783,33 @@ void A_Face (AActor *self, AActor *other, angle_t max_turn, angle_t max_pitch)
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// result is only used in a ratio.
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double dist_x = other->x - self->x;
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double dist_y = other->y - self->y;
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// Positioning ala missile spawning, 32 units above foot level
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fixed_t source_z = self->z + 32*FRACUNIT + self->GetBobOffset();
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fixed_t target_z = other->z + 32*FRACUNIT + other->GetBobOffset();
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// If the target z is above the target's head, reposition to the middle of
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// its body.
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// its body.
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if (target_z >= other->z + other->height)
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{
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target_z = other->z + other->height / 2;
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target_z = other->z + (other->height / 2);
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}
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//Note there is no +32*FRACUNIT on purpose. This is for customization sake.
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//If one doesn't want this behavior, just don't use FAF_BOTTOM.
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if (flags & FAF_BOTTOM)
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target_z = other->z + other->GetBobOffset();
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if (flags & FAF_MIDDLE)
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target_z = other->z + (other->height / 2) + other->GetBobOffset();
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if (flags & FAF_TOP)
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target_z = other->z + (other->height) + other->GetBobOffset();
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if (!flags & FAF_NODISTFACTOR)
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target_z += pitch_offset;
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double dist_z = target_z - source_z;
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double dist = sqrt(dist_x*dist_x + dist_y*dist_y + dist_z*dist_z);
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int other_pitch = (int)rad2bam(asin(dist_z / dist));
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if (max_pitch != 0)
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{
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if (self->pitch > other_pitch)
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@ -2807,7 +2827,11 @@ void A_Face (AActor *self, AActor *other, angle_t max_turn, angle_t max_pitch)
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{
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self->pitch = other_pitch;
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}
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if (flags & FAF_NODISTFACTOR)
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self->pitch += pitch_offset;
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}
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// This will never work well if the turn angle is limited.
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if (max_turn == 0 && (self->angle == other_angle) && other->flags & MF_SHADOW && !(self->flags6 & MF6_SEEINVISIBLE) )
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@ -2816,46 +2840,55 @@ void A_Face (AActor *self, AActor *other, angle_t max_turn, angle_t max_pitch)
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}
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}
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void A_FaceTarget (AActor *self, angle_t max_turn, angle_t max_pitch)
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void A_FaceTarget(AActor *self, angle_t max_turn, angle_t max_pitch, angle_t ang_offset, angle_t pitch_offset, int flags)
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{
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A_Face(self, self->target, max_turn, max_pitch);
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A_Face(self, self->target, max_turn, max_pitch, ang_offset, pitch_offset, flags);
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}
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void A_FaceMaster (AActor *self, angle_t max_turn, angle_t max_pitch)
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void A_FaceMaster(AActor *self, angle_t max_turn, angle_t max_pitch, angle_t ang_offset, angle_t pitch_offset, int flags)
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{
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A_Face(self, self->master, max_turn, max_pitch);
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A_Face(self, self->master, max_turn, max_pitch, ang_offset, pitch_offset, flags);
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}
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void A_FaceTracer (AActor *self, angle_t max_turn, angle_t max_pitch)
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void A_FaceTracer(AActor *self, angle_t max_turn, angle_t max_pitch, angle_t ang_offset, angle_t pitch_offset, int flags)
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{
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A_Face(self, self->tracer, max_turn, max_pitch);
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A_Face(self, self->tracer, max_turn, max_pitch, ang_offset, pitch_offset, flags);
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}
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DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_FaceTarget)
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{
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ACTION_PARAM_START(2);
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ACTION_PARAM_START(5);
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ACTION_PARAM_ANGLE(max_turn, 0);
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ACTION_PARAM_ANGLE(max_pitch, 1);
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ACTION_PARAM_ANGLE(ang_offset, 2);
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ACTION_PARAM_ANGLE(pitch_offset, 3);
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ACTION_PARAM_INT(flags, 4);
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A_FaceTarget(self, max_turn, max_pitch);
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A_FaceTarget(self, max_turn, max_pitch, ang_offset, pitch_offset, flags);
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}
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DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_FaceMaster)
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{
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ACTION_PARAM_START(2);
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ACTION_PARAM_START(5);
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ACTION_PARAM_ANGLE(max_turn, 0);
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ACTION_PARAM_ANGLE(max_pitch, 1);
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ACTION_PARAM_ANGLE(ang_offset, 2);
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ACTION_PARAM_ANGLE(pitch_offset, 3);
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ACTION_PARAM_INT(flags, 4);
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|
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A_FaceMaster(self, max_turn, max_pitch);
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A_FaceMaster(self, max_turn, max_pitch, ang_offset, pitch_offset, flags);
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}
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|
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DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_FaceTracer)
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{
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ACTION_PARAM_START(2);
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ACTION_PARAM_START(5);
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ACTION_PARAM_ANGLE(max_turn, 0);
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ACTION_PARAM_ANGLE(max_pitch, 1);
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ACTION_PARAM_ANGLE(ang_offset, 2);
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ACTION_PARAM_ANGLE(pitch_offset, 3);
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ACTION_PARAM_INT(flags, 4);
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A_FaceTracer(self, max_turn, max_pitch);
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A_FaceTracer(self, max_turn, max_pitch, ang_offset, pitch_offset, flags);
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}
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|
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//===========================================================================
|
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|
|
|
@ -72,8 +72,8 @@ DECLARE_ACTION(A_FreezeDeathChunks)
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DECLARE_ACTION(A_BossDeath)
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|
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void A_Chase(AActor *self);
|
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void A_FaceTarget(AActor *actor, angle_t max_turn = 0, angle_t max_pitch = ANGLE_270);
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void A_Face(AActor *self, AActor *other, angle_t max_turn = 0, angle_t max_pitch = ANGLE_270);
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void A_FaceTarget(AActor *actor, angle_t max_turn = 0, angle_t max_pitch = ANGLE_270, angle_t ang_offset = 0, angle_t pitch_offset = 0, int flags = 0);
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void A_Face(AActor *self, AActor *other, angle_t max_turn = 0, angle_t max_pitch = ANGLE_270, angle_t ang_offset = 0, angle_t pitch_offset = 0, int flags = 0);
|
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|
||||
bool A_RaiseMobj (AActor *, fixed_t speed);
|
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bool A_SinkMobj (AActor *, fixed_t speed);
|
||||
|
|
|
@ -587,6 +587,7 @@ void AActor::RemoveInventory (AInventory *item)
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|||
*invp = item->Inventory;
|
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item->DetachFromOwner ();
|
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item->Owner = NULL;
|
||||
item->Inventory = NULL;
|
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break;
|
||||
}
|
||||
}
|
||||
|
@ -1968,8 +1969,6 @@ fixed_t P_XYMovement (AActor *mo, fixed_t scrollx, fixed_t scrolly)
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// Don't change the angle if there's THRUREFLECT on the monster.
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if (!(BlockingMobj->flags7 & MF7_THRUREFLECT))
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{
|
||||
//int dir;
|
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//angle_t delta;
|
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angle = R_PointToAngle2(BlockingMobj->x, BlockingMobj->y, mo->x, mo->y);
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bool dontReflect = (mo->AdjustReflectionAngle(BlockingMobj, angle));
|
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// Change angle for deflection/reflection
|
||||
|
@ -1996,12 +1995,21 @@ fixed_t P_XYMovement (AActor *mo, fixed_t scrollx, fixed_t scrolly)
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}
|
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else
|
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{
|
||||
|
||||
mo->angle = angle;
|
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angle >>= ANGLETOFINESHIFT;
|
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mo->velx = FixedMul(mo->Speed >> 1, finecosine[angle]);
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mo->vely = FixedMul(mo->Speed >> 1, finesine[angle]);
|
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mo->velz = -mo->velz / 2;
|
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if (BlockingMobj->flags7 & MF7_MIRRORREFLECT && (tg || blockingtg))
|
||||
{
|
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mo->angle += ANGLE_180;
|
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mo->velx = -mo->velx / 2;
|
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mo->vely = -mo->vely / 2;
|
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mo->velz = -mo->velz / 2;
|
||||
}
|
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else
|
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{
|
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mo->angle = angle;
|
||||
angle >>= ANGLETOFINESHIFT;
|
||||
mo->velx = FixedMul(mo->Speed >> 1, finecosine[angle]);
|
||||
mo->vely = FixedMul(mo->Speed >> 1, finesine[angle]);
|
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mo->velz = -mo->velz / 2;
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
|
@ -2932,11 +2940,8 @@ bool AActor::AdjustReflectionAngle (AActor *thing, angle_t &angle)
|
|||
{
|
||||
if (flags2 & MF2_DONTREFLECT) return true;
|
||||
if (thing->flags7 & MF7_THRUREFLECT) return false;
|
||||
|
||||
if (thing->flags7 & MF7_MIRRORREFLECT)
|
||||
angle += ANGLE_180;
|
||||
// Change angle for reflection
|
||||
else if (thing->flags4&MF4_SHIELDREFLECT)
|
||||
if (thing->flags4&MF4_SHIELDREFLECT)
|
||||
{
|
||||
// Shield reflection (from the Centaur
|
||||
if (abs (angle - thing->angle)>>24 > 45)
|
||||
|
@ -2959,15 +2964,23 @@ bool AActor::AdjustReflectionAngle (AActor *thing, angle_t &angle)
|
|||
else
|
||||
angle -= ANG45;
|
||||
}
|
||||
else if (thing->flags7 & MF7_AIMREFLECT)
|
||||
else
|
||||
{
|
||||
angle += ANGLE_1 * ((pr_reflect() % 16) - 8);
|
||||
}
|
||||
//Always check for AIMREFLECT, no matter what else is checked above.
|
||||
if (thing->flags7 & MF7_AIMREFLECT)
|
||||
{
|
||||
if (this->target != NULL)
|
||||
{
|
||||
A_Face(this, this->target);
|
||||
}
|
||||
else if (thing->target != NULL)
|
||||
{
|
||||
A_Face(this, thing->target);
|
||||
}
|
||||
}
|
||||
else
|
||||
angle += ANGLE_1 * ((pr_reflect()%16)-8);
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
|
|
|
@ -676,7 +676,7 @@ void DPolyDoor::Tick ()
|
|||
break;
|
||||
|
||||
case PODOOR_SWING:
|
||||
if (poly->RotatePolyobj (m_Speed))
|
||||
if (m_Dist <= 0 || poly->RotatePolyobj (m_Speed))
|
||||
{
|
||||
absSpeed = abs (m_Speed);
|
||||
if (m_Dist == -1)
|
||||
|
|
|
@ -99,10 +99,20 @@ void I_ShutdownGraphics ()
|
|||
}
|
||||
if (Video)
|
||||
delete Video, Video = NULL;
|
||||
|
||||
SDL_QuitSubSystem (SDL_INIT_VIDEO);
|
||||
}
|
||||
|
||||
void I_InitGraphics ()
|
||||
{
|
||||
if (SDL_InitSubSystem (SDL_INIT_VIDEO) < 0)
|
||||
{
|
||||
I_FatalError ("Could not initialize SDL video:\n%s\n", SDL_GetError());
|
||||
return;
|
||||
}
|
||||
|
||||
Printf("Using video driver %s\n", SDL_GetCurrentVideoDriver());
|
||||
|
||||
UCVarValue val;
|
||||
|
||||
val.Bool = !!Args->CheckParm ("-devparm");
|
||||
|
|
|
@ -1,4 +1,4 @@
|
|||
#include <SDL_joystick.h>
|
||||
#include <SDL.h>
|
||||
|
||||
#include "doomdef.h"
|
||||
#include "templates.h"
|
||||
|
@ -266,11 +266,16 @@ static SDLInputJoystickManager *JoystickManager;
|
|||
|
||||
void I_StartupJoysticks()
|
||||
{
|
||||
JoystickManager = new SDLInputJoystickManager();
|
||||
if(SDL_InitSubSystem(SDL_INIT_JOYSTICK) >= 0)
|
||||
JoystickManager = new SDLInputJoystickManager();
|
||||
}
|
||||
void I_ShutdownJoysticks()
|
||||
{
|
||||
delete JoystickManager;
|
||||
if(JoystickManager)
|
||||
{
|
||||
delete JoystickManager;
|
||||
SDL_QuitSubSystem(SDL_INIT_JOYSTICK);
|
||||
}
|
||||
}
|
||||
|
||||
void I_GetJoysticks(TArray<IJoystickConfig *> &sticks)
|
||||
|
|
|
@ -265,14 +265,13 @@ int main (int argc, char **argv)
|
|||
|
||||
setlocale (LC_ALL, "C");
|
||||
|
||||
if (SDL_Init (SDL_INIT_VIDEO|SDL_INIT_TIMER|SDL_INIT_NOPARACHUTE|SDL_INIT_JOYSTICK) == -1)
|
||||
if (SDL_Init (0) < 0)
|
||||
{
|
||||
fprintf (stderr, "Could not initialize SDL:\n%s\n", SDL_GetError());
|
||||
return -1;
|
||||
}
|
||||
atterm (SDL_Quit);
|
||||
|
||||
printf("Using video driver %s\n", SDL_GetCurrentVideoDriver());
|
||||
printf("\n");
|
||||
|
||||
try
|
||||
|
|
|
@ -195,6 +195,9 @@ fixed_t I_GetTimeFrac (uint32 *ms)
|
|||
|
||||
void I_InitTimer ()
|
||||
{
|
||||
if(SDL_InitSubSystem(SDL_INIT_TIMER) < 0)
|
||||
I_FatalError("Could not initialize SDL timers:\n%s\n", SDL_GetError());
|
||||
|
||||
I_GetTime = I_GetTimeSelect;
|
||||
I_WaitForTic = I_WaitForTicSelect;
|
||||
I_FreezeTime = I_FreezeTimeSelect;
|
||||
|
@ -202,5 +205,5 @@ void I_InitTimer ()
|
|||
|
||||
void I_ShutdownTimer ()
|
||||
{
|
||||
|
||||
SDL_QuitSubSystem(SDL_INIT_TIMER);
|
||||
}
|
||||
|
|
|
@ -581,9 +581,18 @@ void FWadFile::SkinHack ()
|
|||
namespc++;
|
||||
}
|
||||
}
|
||||
if (lump->Name[0] == 'M' &&
|
||||
lump->Name[1] == 'A' &&
|
||||
lump->Name[2] == 'P')
|
||||
if ((lump->Name[0] == 'M' &&
|
||||
lump->Name[1] == 'A' &&
|
||||
lump->Name[2] == 'P' &&
|
||||
lump->Name[3] >= '0' && lump->Name[3] <= '9' &&
|
||||
lump->Name[4] >= '0' && lump->Name[4] <= '9' &&
|
||||
lump->Name[5] >= '\0')
|
||||
||
|
||||
(lump->Name[0] == 'E' &&
|
||||
lump->Name[1] >= '0' && lump->Name[1] <= '9' &&
|
||||
lump->Name[2] == 'M' &&
|
||||
lump->Name[3] >= '0' && lump->Name[3] <= '9' &&
|
||||
lump->Name[4] >= '\0'))
|
||||
{
|
||||
hasmap = true;
|
||||
}
|
||||
|
|
|
@ -1670,14 +1670,17 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CustomRailgun)
|
|||
//
|
||||
//===========================================================================
|
||||
|
||||
static void DoGiveInventory(AActor * receiver, DECLARE_PARAMINFO)
|
||||
static void DoGiveInventory(AActor * receiver, bool use_aaptr, DECLARE_PARAMINFO)
|
||||
{
|
||||
ACTION_PARAM_START(3);
|
||||
ACTION_PARAM_START(2+use_aaptr);
|
||||
ACTION_PARAM_CLASS(mi, 0);
|
||||
ACTION_PARAM_INT(amount, 1);
|
||||
ACTION_PARAM_INT(setreceiver, 2);
|
||||
|
||||
COPY_AAPTR_NOT_NULL(receiver, receiver, setreceiver);
|
||||
if (use_aaptr)
|
||||
{
|
||||
ACTION_PARAM_INT(setreceiver, 2);
|
||||
COPY_AAPTR_NOT_NULL(receiver, receiver, setreceiver);
|
||||
}
|
||||
|
||||
bool res=true;
|
||||
|
||||
|
@ -1685,6 +1688,11 @@ static void DoGiveInventory(AActor * receiver, DECLARE_PARAMINFO)
|
|||
if (mi)
|
||||
{
|
||||
AInventory *item = static_cast<AInventory *>(Spawn (mi, 0, 0, 0, NO_REPLACE));
|
||||
if (!item)
|
||||
{
|
||||
ACTION_SET_RESULT(false);
|
||||
return;
|
||||
}
|
||||
if (item->IsKindOf(RUNTIME_CLASS(AHealth)))
|
||||
{
|
||||
item->Amount *= amount;
|
||||
|
@ -1709,12 +1717,12 @@ static void DoGiveInventory(AActor * receiver, DECLARE_PARAMINFO)
|
|||
|
||||
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_GiveInventory)
|
||||
{
|
||||
DoGiveInventory(self, PUSH_PARAMINFO);
|
||||
DoGiveInventory(self, true, PUSH_PARAMINFO);
|
||||
}
|
||||
|
||||
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_GiveToTarget)
|
||||
{
|
||||
DoGiveInventory(self->target, PUSH_PARAMINFO);
|
||||
DoGiveInventory(self->target, true, PUSH_PARAMINFO);
|
||||
}
|
||||
|
||||
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_GiveToChildren)
|
||||
|
@ -1724,7 +1732,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_GiveToChildren)
|
|||
|
||||
while ((mo = it.Next()))
|
||||
{
|
||||
if (mo->master == self) DoGiveInventory(mo, PUSH_PARAMINFO);
|
||||
if (mo->master == self) DoGiveInventory(mo, false, PUSH_PARAMINFO);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -1737,7 +1745,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_GiveToSiblings)
|
|||
{
|
||||
while ((mo = it.Next()))
|
||||
{
|
||||
if (mo->master == self->master && mo != self) DoGiveInventory(mo, PUSH_PARAMINFO);
|
||||
if (mo->master == self->master && mo != self) DoGiveInventory(mo, false, PUSH_PARAMINFO);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -1753,16 +1761,23 @@ enum
|
|||
TIF_NOTAKEINFINITE = 1,
|
||||
};
|
||||
|
||||
void DoTakeInventory(AActor * receiver, DECLARE_PARAMINFO)
|
||||
void DoTakeInventory(AActor * receiver, bool use_aaptr, DECLARE_PARAMINFO)
|
||||
{
|
||||
ACTION_PARAM_START(4);
|
||||
ACTION_PARAM_START(3+use_aaptr);
|
||||
ACTION_PARAM_CLASS(item, 0);
|
||||
ACTION_PARAM_INT(amount, 1);
|
||||
ACTION_PARAM_INT(flags, 2);
|
||||
ACTION_PARAM_INT(setreceiver, 3);
|
||||
|
||||
if (!item) return;
|
||||
COPY_AAPTR_NOT_NULL(receiver, receiver, setreceiver);
|
||||
if (!item)
|
||||
{
|
||||
ACTION_SET_RESULT(false);
|
||||
return;
|
||||
}
|
||||
if (use_aaptr)
|
||||
{
|
||||
ACTION_PARAM_INT(setreceiver, 3);
|
||||
COPY_AAPTR_NOT_NULL(receiver, receiver, setreceiver);
|
||||
}
|
||||
|
||||
bool res = false;
|
||||
|
||||
|
@ -1794,12 +1809,12 @@ void DoTakeInventory(AActor * receiver, DECLARE_PARAMINFO)
|
|||
|
||||
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_TakeInventory)
|
||||
{
|
||||
DoTakeInventory(self, PUSH_PARAMINFO);
|
||||
DoTakeInventory(self, true, PUSH_PARAMINFO);
|
||||
}
|
||||
|
||||
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_TakeFromTarget)
|
||||
{
|
||||
DoTakeInventory(self->target, PUSH_PARAMINFO);
|
||||
DoTakeInventory(self->target, true, PUSH_PARAMINFO);
|
||||
}
|
||||
|
||||
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_TakeFromChildren)
|
||||
|
@ -1809,7 +1824,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_TakeFromChildren)
|
|||
|
||||
while ((mo = it.Next()))
|
||||
{
|
||||
if (mo->master == self) DoTakeInventory(mo, PUSH_PARAMINFO);
|
||||
if (mo->master == self) DoTakeInventory(mo, false, PUSH_PARAMINFO);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -1822,7 +1837,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_TakeFromSiblings)
|
|||
{
|
||||
while ((mo = it.Next()))
|
||||
{
|
||||
if (mo->master == self->master && mo != self) DoTakeInventory(mo, PUSH_PARAMINFO);
|
||||
if (mo->master == self->master && mo != self) DoTakeInventory(mo, false, PUSH_PARAMINFO);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -324,6 +324,7 @@ static FFlagDef InventoryFlags[] =
|
|||
DEFINE_FLAG(IF, NOSCREENFLASH, AInventory, ItemFlags),
|
||||
DEFINE_FLAG(IF, TOSSED, AInventory, ItemFlags),
|
||||
DEFINE_FLAG(IF, ALWAYSRESPAWN, AInventory, ItemFlags),
|
||||
DEFINE_FLAG(IF, TRANSFER, AInventory, ItemFlags),
|
||||
|
||||
DEFINE_DEPRECATED_FLAG(PICKUPFLASH),
|
||||
DEFINE_DEPRECATED_FLAG(INTERHUBSTRIP),};
|
||||
|
|
|
@ -82,9 +82,9 @@ ACTOR Actor native //: Thinker
|
|||
action native A_XScream();
|
||||
action native A_Look();
|
||||
action native A_Chase(state melee = "*", state missile = "none", int flags = 0);
|
||||
action native A_FaceTarget(float max_turn = 0, float max_pitch = 270);
|
||||
action native A_FaceTracer(float max_turn = 0, float max_pitch = 270);
|
||||
action native A_FaceMaster(float max_turn = 0, float max_pitch = 270);
|
||||
action native A_FaceTarget(float max_turn = 0, float max_pitch = 270, float ang_offset = 0, float pitch_offset = 0, int flags = 0);
|
||||
action native A_FaceTracer(float max_turn = 0, float max_pitch = 270, float ang_offset = 0, float pitch_offset = 0, int flags = 0);
|
||||
action native A_FaceMaster(float max_turn = 0, float max_pitch = 270, float ang_offset = 0, float pitch_offset = 0, int flags = 0);
|
||||
action native A_PosAttack();
|
||||
action native A_Scream();
|
||||
action native A_SPosAttack();
|
||||
|
|
|
@ -447,6 +447,15 @@ enum
|
|||
FTF_CLAMP = 1 << 1,
|
||||
};
|
||||
|
||||
// Flags for A_Face*
|
||||
enum
|
||||
{
|
||||
FAF_BOTTOM = 1,
|
||||
FAF_MIDDLE = 2,
|
||||
FAF_TOP = 4,
|
||||
FAF_NODISTFACTOR = 8,
|
||||
};
|
||||
|
||||
|
||||
// This is only here to provide one global variable for testing.
|
||||
native int testglobalvar;
|
||||
|
|
Loading…
Reference in a new issue