mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-11-10 23:01:59 +00:00
Merge branch 'maint'
This commit is contained in:
commit
fabf8272e6
4 changed files with 53 additions and 1 deletions
|
@ -1697,7 +1697,7 @@ void APowerRegeneration::DoEffect()
|
|||
{
|
||||
if (Owner != NULL && Owner->health > 0 && (level.time & 31) == 0)
|
||||
{
|
||||
if (P_GiveBody(Owner, Strength))
|
||||
if (P_GiveBody(Owner, Strength/FRACUNIT))
|
||||
{
|
||||
S_Sound(Owner, CHAN_ITEM, "*regenerate", 1, ATTN_NORM );
|
||||
}
|
||||
|
|
|
@ -46,6 +46,7 @@
|
|||
#include "p_acs.h"
|
||||
#include "p_saveg.h"
|
||||
#include "p_lnspec.h"
|
||||
#include "p_enemy.h"
|
||||
#include "m_random.h"
|
||||
#include "doomstat.h"
|
||||
#include "c_console.h"
|
||||
|
@ -4233,6 +4234,7 @@ enum EACSFunctions
|
|||
ACSF_PlayActorSound,
|
||||
ACSF_SpawnDecal,
|
||||
ACSF_CheckFont,
|
||||
ACSF_DropItem,
|
||||
|
||||
// ZDaemon
|
||||
ACSF_GetTeamScore = 19620, // (int team)
|
||||
|
@ -5235,6 +5237,39 @@ doplaysound: if (funcIndex == ACSF_PlayActorSound)
|
|||
// bool CheckFont(str fontname)
|
||||
return V_GetFont(FBehavior::StaticLookupString(args[0])) != NULL;
|
||||
|
||||
case ACSF_DropItem:
|
||||
{
|
||||
const char *type = FBehavior::StaticLookupString(args[1]);
|
||||
int amount = argCount >= 3? args[2] : -1;
|
||||
int chance = argCount >= 4? args[3] : -1;
|
||||
const PClass *cls = PClass::FindClass(type);
|
||||
int cnt = 0;
|
||||
if (cls != NULL)
|
||||
{
|
||||
if (args[0] == 0)
|
||||
{
|
||||
if (activator != NULL)
|
||||
{
|
||||
P_DropItem(activator, cls, amount, chance);
|
||||
cnt++;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
FActorIterator it(args[0]);
|
||||
AActor *actor;
|
||||
|
||||
while ((actor = it.Next()) != NULL)
|
||||
{
|
||||
P_DropItem(actor, cls, amount, chance);
|
||||
cnt++;
|
||||
}
|
||||
}
|
||||
return cnt;
|
||||
}
|
||||
break;
|
||||
}
|
||||
|
||||
default:
|
||||
break;
|
||||
}
|
||||
|
|
|
@ -4951,3 +4951,19 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SetDamageType)
|
|||
|
||||
self->DamageType = damagetype;
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
// A_DropItem
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_DropItem)
|
||||
{
|
||||
ACTION_PARAM_START(3);
|
||||
ACTION_PARAM_CLASS(spawntype, 0);
|
||||
ACTION_PARAM_INT(amount, 1);
|
||||
ACTION_PARAM_INT(chance, 2);
|
||||
|
||||
P_DropItem(self, spawntype, amount, chance);
|
||||
}
|
||||
|
|
|
@ -300,6 +300,7 @@ ACTOR Actor native //: Thinker
|
|||
action native A_Quake(int intensity, int duration, int damrad, int tremrad, sound sfx = "world/quake");
|
||||
action native A_SetTics(int tics);
|
||||
action native A_SetDamageType(name damagetype);
|
||||
action native A_DropItem(class<Actor> item, int dropamount = -1, int chance = -1);
|
||||
|
||||
action native A_CheckSightOrRange(float distance, state label);
|
||||
action native A_CheckRange(float distance, state label);
|
||||
|
|
Loading…
Reference in a new issue