- use a separate counter from AActor::special1 to count weapon use with some Hexen weapons. special1 is used for some other purposes as well, and when using a separate counter it can be reset to 0 when changing weapons, preventing counting errors.

This commit is contained in:
Christoph Oelckers 2014-09-13 12:38:16 +02:00
parent f9741f1047
commit ee6e87d94b
9 changed files with 22 additions and 16 deletions

View File

@ -857,6 +857,7 @@ public:
int special1; // Special info
int special2; // Special info
int weaponspecial; // Special info for weapons.
int health;
BYTE movedir; // 0-7
SBYTE visdir;

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@ -56,7 +56,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_CMaceAttack)
}
}
// didn't find any creatures, so try to strike any walls
player->mo->special1 = 0;
player->mo->weaponspecial = 0;
angle = player->mo->angle;
slope = P_AimLineAttack (player->mo, angle, MELEERANGE, &linetarget);

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@ -164,7 +164,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_CStaffMissileSlither)
DEFINE_ACTION_FUNCTION(AActor, A_CStaffInitBlink)
{
self->special1 = (pr_blink()>>1)+20;
self->weaponspecial = (pr_blink()>>1)+20;
}
//============================================================================
@ -177,10 +177,10 @@ DEFINE_ACTION_FUNCTION(AActor, A_CStaffCheckBlink)
{
if (self->player && self->player->ReadyWeapon)
{
if (!--self->special1)
if (!--self->weaponspecial)
{
P_SetPsprite (self->player, ps_weapon, self->player->ReadyWeapon->FindState ("Blink"));
self->special1 = (pr_blink()+50)>>2;
self->weaponspecial = (pr_blink()+50)>>2;
}
else
{

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@ -253,7 +253,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_FAxeAttack)
}
}
// didn't find any creatures, so try to strike any walls
pmo->special1 = 0;
pmo->weaponspecial = 0;
angle = pmo->angle;
slope = P_AimLineAttack (pmo, angle, MELEERANGE, &linetarget);

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@ -57,7 +57,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_FHammerAttack)
{
P_ThrustMobj (linetarget, angle, power);
}
pmo->special1 = false; // Don't throw a hammer
pmo->weaponspecial = false; // Don't throw a hammer
goto hammerdone;
}
}
@ -73,7 +73,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_FHammerAttack)
{
P_ThrustMobj(linetarget, angle, power);
}
pmo->special1 = false; // Don't throw a hammer
pmo->weaponspecial = false; // Don't throw a hammer
goto hammerdone;
}
}
@ -83,11 +83,11 @@ DEFINE_ACTION_FUNCTION(AActor, A_FHammerAttack)
slope = P_AimLineAttack (pmo, angle, HAMMER_RANGE, &linetarget, 0, ALF_CHECK3D);
if (P_LineAttack (pmo, angle, HAMMER_RANGE, slope, damage, NAME_Melee, PClass::FindClass ("HammerPuff"), true) != NULL)
{
pmo->special1 = false;
pmo->weaponspecial = false;
}
else
{
pmo->special1 = true;
pmo->weaponspecial = true;
}
hammerdone:
// Don't spawn a hammer if the player doesn't have enough mana
@ -95,7 +95,7 @@ hammerdone:
!player->ReadyWeapon->CheckAmmo (player->ReadyWeapon->bAltFire ?
AWeapon::AltFire : AWeapon::PrimaryFire, false, true))
{
pmo->special1 = false;
pmo->weaponspecial = false;
}
return;
}
@ -116,7 +116,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_FHammerThrow)
return;
}
if (!player->mo->special1)
if (!player->mo->weaponspecial)
{
return;
}

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@ -66,7 +66,7 @@ static bool TryPunch(APlayerPawn *pmo, angle_t angle, int damage, fixed_t power)
slope = P_AimLineAttack (pmo, angle, 2*MELEERANGE, &linetarget);
if (linetarget != NULL)
{
if (++pmo->special1 >= 3)
if (++pmo->weaponspecial >= 3)
{
damage <<= 1;
power *= 3;
@ -117,9 +117,9 @@ DEFINE_ACTION_FUNCTION(AActor, A_FPunchAttack)
if (TryPunch(pmo, pmo->angle + i*(ANG45/16), damage, power) ||
TryPunch(pmo, pmo->angle - i*(ANG45/16), damage, power))
{ // hit something
if (pmo->special1 >= 3)
if (pmo->weaponspecial >= 3)
{
pmo->special1 = 0;
pmo->weaponspecial = 0;
P_SetPsprite (player, ps_weapon, player->ReadyWeapon->FindState ("Fire2"));
S_Sound (pmo, CHAN_VOICE, "*fistgrunt", 1, ATTN_NORM);
}
@ -127,7 +127,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_FPunchAttack)
}
}
// didn't find any creatures, so try to strike any walls
pmo->special1 = 0;
pmo->weaponspecial = 0;
AActor *linetarget;
int slope = P_AimLineAttack (pmo, pmo->angle, MELEERANGE, &linetarget);

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@ -206,6 +206,10 @@ void AActor::Serialize (FArchive &arc)
{
arc << flags7;
}
if (SaveVersion >= 4511)
{
arc << weaponspecial;
}
arc << special1
<< special2
<< health

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@ -211,6 +211,7 @@ void P_BringUpWeapon (player_t *player)
// make sure that the previous weapon's flash state is terminated.
// When coming here from a weapon drop it may still be active.
P_SetPsprite(player, ps_flash, NULL);
player->mo->weaponspecial = 0;
}

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@ -76,7 +76,7 @@ const char *GetVersionString();
// Use 4500 as the base git save version, since it's higher than the
// SVN revision ever got.
#define SAVEVER 4511
#define SAVEVER 4512
#define SAVEVERSTRINGIFY2(x) #x
#define SAVEVERSTRINGIFY(x) SAVEVERSTRINGIFY2(x)