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Added offsetforward to A_CheckLOF.
- offsetforward is to A_SpawnItemEx's x offset property, just like offsetwidth is to y offset.
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90cad80422
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2 changed files with 11 additions and 5 deletions
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@ -3734,6 +3734,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CheckLOF)
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PARAM_FIXED_OPT (offsetheight) { offsetheight = 0; }
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PARAM_FIXED_OPT (offsetwidth) { offsetwidth = 0; }
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PARAM_INT_OPT (ptr_target) { ptr_target = AAPTR_DEFAULT; }
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PARAM_FIXED_OPT (offsetforward) { offsetforward = 0; }
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target = COPY_AAPTR(self, ptr_target == AAPTR_DEFAULT ? AAPTR_TARGET|AAPTR_PLAYER_GETTARGET|AAPTR_NULL : ptr_target); // no player-support by default
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@ -3751,6 +3752,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CheckLOF)
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}
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if (flags & CLOFF_MUL_WIDTH)
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{
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offsetforward = FixedMul(self->radius, offsetforward);
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offsetwidth = FixedMul(self->radius, offsetwidth);
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}
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@ -3797,9 +3799,13 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CheckLOF)
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ang >>= ANGLETOFINESHIFT;
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//pos = self->Vec2Offset(
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//FixedMul(xofs, finecosine[ang]) + FixedMul(yofs, finesine[ang]),
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//FixedMul(xofs, finesine[ang]) - FixedMul(yofs, finecosine[ang]));
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fixedvec2 xy = self->Vec2Offset(
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FixedMul(offsetwidth, finesine[ang]),
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-FixedMul(offsetwidth, finecosine[ang]));
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FixedMul(offsetforward, finecosine[ang]) + FixedMul(offsetwidth, finesine[ang]),
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FixedMul(offsetforward, finesine[ang]) - FixedMul(offsetwidth, finecosine[ang]));
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pos.x = xy.x;
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pos.y = xy.y;
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@ -3826,8 +3832,8 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CheckLOF)
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angle_t ang = self->angle >> ANGLETOFINESHIFT;
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fixedvec2 xy = self->Vec2Offset(
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FixedMul(offsetwidth, finesine[ang]),
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-FixedMul(offsetwidth, finecosine[ang]));
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FixedMul(offsetforward, finecosine[ang]) + FixedMul(offsetwidth, finesine[ang]),
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FixedMul(offsetforward, finesine[ang]) - FixedMul(offsetwidth, finecosine[ang]));
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pos.x = xy.x;
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pos.y = xy.y;
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@ -251,7 +251,7 @@ ACTOR Actor native //: Thinker
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action native A_LookEx(int flags = 0, float minseedist = 0, float maxseedist = 0, float maxheardist = 0, float fov = 0, state label = "");
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action native A_ClearLastHeard();
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action native A_ClearTarget();
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action native state A_CheckLOF(state jump, int flags = 0, float range = 0, float minrange = 0, float angle = 0, float pitch = 0, float offsetheight = 0, float offsetwidth = 0, int ptr_target = AAPTR_DEFAULT);
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action native state A_CheckLOF(state jump, int flags = 0, float range = 0, float minrange = 0, float angle = 0, float pitch = 0, float offsetheight = 0, float offsetwidth = 0, int ptr_target = AAPTR_DEFAULT, float offsetforward = 0);
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action native state A_JumpIfTargetInLOS (state label, float/*angle*/ fov = 0, int flags = 0, float dist_max = 0, float dist_close = 0);
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action native state A_JumpIfInTargetLOS (state label, float/*angle*/ fov = 0, int flags = 0, float dist_max = 0, float dist_close = 0);
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action native bool A_SelectWeapon(class<Weapon> whichweapon);
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