/* ** p_things.cpp ** ACS-accessible thing utilities ** **--------------------------------------------------------------------------- ** Copyright 1998-2007 Randy Heit ** All rights reserved. ** ** Redistribution and use in source and binary forms, with or without ** modification, are permitted provided that the following conditions ** are met: ** ** 1. Redistributions of source code must retain the above copyright ** notice, this list of conditions and the following disclaimer. ** 2. Redistributions in binary form must reproduce the above copyright ** notice, this list of conditions and the following disclaimer in the ** documentation and/or other materials provided with the distribution. ** 3. The name of the author may not be used to endorse or promote products ** derived from this software without specific prior written permission. ** ** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR ** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES ** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. ** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT, ** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT ** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, ** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY ** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT ** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF ** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. **--------------------------------------------------------------------------- ** */ #include "doomtype.h" #include "p_local.h" #include "info.h" #include "s_sound.h" #include "doomstat.h" #include "m_random.h" #include "c_console.h" #include "c_dispatch.h" #include "a_sharedglobal.h" #include "gi.h" #include "templates.h" #include "g_level.h" #include "v_text.h" #include "i_system.h" #include "d_player.h" #include "r_utility.h" #include "p_spec.h" #include "math/cmath.h" #include "actorptrselect.h" #include "g_levellocals.h" #include "actorinlines.h" #include "vm.h" // Set of spawnable things for the Thing_Spawn and Thing_Projectile specials. FClassMap SpawnableThings; static FRandom pr_leadtarget ("LeadTarget"); bool P_Thing_Spawn (int tid, AActor *source, int type, DAngle angle, bool fog, int newtid) { int rtn = 0; PClassActor *kind; AActor *spot, *mobj; FActorIterator iterator (tid); kind = P_GetSpawnableType(type); if (kind == NULL) return false; // Handle decorate replacements. kind = kind->GetReplacement(); if ((GetDefaultByType(kind)->flags3 & MF3_ISMONSTER) && ((dmflags & DF_NO_MONSTERS) || (level.flags2 & LEVEL2_NOMONSTERS))) return false; if (tid == 0) { spot = source; } else { spot = iterator.Next(); } while (spot != NULL) { mobj = Spawn (kind, spot->Pos(), ALLOW_REPLACE); if (mobj != NULL) { ActorFlags2 oldFlags2 = mobj->flags2; mobj->flags2 |= MF2_PASSMOBJ; if (P_TestMobjLocation (mobj)) { rtn++; mobj->Angles.Yaw = (angle != 1000000. ? angle : spot->Angles.Yaw); if (fog) { P_SpawnTeleportFog(mobj, spot->Pos(), false, true); } if (mobj->flags & MF_SPECIAL) mobj->flags |= MF_DROPPED; // Don't respawn mobj->tid = newtid; mobj->AddToHash (); mobj->flags2 = oldFlags2; } else { // If this is a monster, subtract it from the total monster // count, because it already added to it during spawning. mobj->ClearCounters(); mobj->Destroy (); } } spot = iterator.Next(); } return rtn != 0; } // [BC] Added // [RH] Fixed bool P_MoveThing(AActor *source, const DVector3 &pos, bool fog) { DVector3 old = source->Pos(); source->SetOrigin (pos, true); if (P_TestMobjLocation (source)) { if (fog) { P_SpawnTeleportFog(source, pos, false, true); P_SpawnTeleportFog(source, old, true, true); } source->ClearInterpolation(); if (source == players[consoleplayer].camera) { R_ResetViewInterpolation(); } return true; } else { source->SetOrigin (old, true); return false; } } bool P_Thing_Move (int tid, AActor *source, int mapspot, bool fog) { AActor *target; if (tid != 0) { FActorIterator iterator1(tid); source = iterator1.Next(); } FActorIterator iterator2 (mapspot); target = iterator2.Next (); if (source != NULL && target != NULL) { return P_MoveThing(source, target->Pos(), fog); } return false; } bool P_Thing_Projectile (int tid, AActor *source, int type, const char *type_name, DAngle angle, double speed, double vspeed, int dest, AActor *forcedest, int gravity, int newtid, bool leadTarget) { int rtn = 0; PClassActor *kind; AActor *spot, *mobj, *targ = forcedest; FActorIterator iterator (tid); int defflags3; if (type_name == NULL) { kind = P_GetSpawnableType(type); } else { kind = PClass::FindActor(type_name); } if (kind == NULL) { return false; } // Handle decorate replacements. kind = kind->GetReplacement(); defflags3 = GetDefaultByType(kind)->flags3; if ((defflags3 & MF3_ISMONSTER) && ((dmflags & DF_NO_MONSTERS) || (level.flags2 & LEVEL2_NOMONSTERS))) return false; if (tid == 0) { spot = source; } else { spot = iterator.Next(); } while (spot != NULL) { FActorIterator tit (dest); if (dest == 0 || (targ = tit.Next())) { do { double z = spot->Z(); if (defflags3 & MF3_FLOORHUGGER) { z = ONFLOORZ; } else if (defflags3 & MF3_CEILINGHUGGER) { z = ONCEILINGZ; } else if (z != ONFLOORZ) { z -= spot->Floorclip; } mobj = Spawn (kind, spot->PosAtZ(z), ALLOW_REPLACE); if (mobj) { mobj->tid = newtid; mobj->AddToHash (); P_PlaySpawnSound(mobj, spot); if (gravity) { mobj->flags &= ~MF_NOGRAVITY; if (!(mobj->flags3 & MF3_ISMONSTER) && gravity == 1) { mobj->Gravity = 1./8; } } else { mobj->flags |= MF_NOGRAVITY; } mobj->target = spot; if (targ != NULL) { DVector3 aim = mobj->Vec3To(targ); aim.Z += targ->Height / 2; if (leadTarget && speed > 0 && !targ->Vel.isZero()) { // Aiming at the target's position some time in the future // is basically just an application of the law of sines: // a/sin(A) = b/sin(B) // Thanks to all those on the notgod phorum for helping me // with the math. I don't think I would have thought of using // trig alone had I been left to solve it by myself. DVector3 tvel = targ->Vel; if (!(targ->flags & MF_NOGRAVITY) && targ->waterlevel < 3) { // If the target is subject to gravity and not underwater, // assume that it isn't moving vertically. Thanks to gravity, // even if we did consider the vertical component of the target's // velocity, we would still miss more often than not. tvel.Z = 0.0; if (targ->Vel.X == 0 && targ->Vel.Y == 0) { goto nolead; } } double dist = aim.Length(); double targspeed = tvel.Length(); double ydotx = -aim | tvel; double a = g_acos (clamp (ydotx / targspeed / dist, -1.0, 1.0)); double multiplier = double(pr_leadtarget.Random2())*0.1/255+1.1; double sinb = -clamp (targspeed*multiplier * g_sin(a) / speed, -1.0, 1.0); // Use the cross product of two of the triangle's sides to get a // rotation vector. DVector3 rv(tvel ^ aim); // The vector must be normalized. rv.MakeUnit(); // Now combine the rotation vector with angle b to get a rotation matrix. DMatrix3x3 rm(rv, g_cos(g_asin(sinb)), sinb); // And multiply the original aim vector with the matrix to get a // new aim vector that leads the target. DVector3 aimvec = rm * aim; // And make the projectile follow that vector at the desired speed. mobj->Vel = aimvec * (speed / dist); mobj->AngleFromVel(); } else { nolead: mobj->Angles.Yaw = mobj->AngleTo(targ); mobj->Vel = aim.Resized (speed); } if (mobj->flags2 & MF2_SEEKERMISSILE) { mobj->tracer = targ; } } else { mobj->Angles.Yaw = angle; mobj->VelFromAngle(speed); mobj->Vel.Z = vspeed; } // Set the missile's speed to reflect the speed it was spawned at. if (mobj->flags & MF_MISSILE) { mobj->Speed = mobj->VelToSpeed(); } // Hugger missiles don't have any vertical velocity if (mobj->flags3 & (MF3_FLOORHUGGER|MF3_CEILINGHUGGER)) { mobj->Vel.Z = 0; } if (mobj->flags & MF_SPECIAL) { mobj->flags |= MF_DROPPED; } if (mobj->flags & MF_MISSILE) { if (P_CheckMissileSpawn (mobj, spot->radius)) { rtn = true; } } else if (!P_TestMobjLocation (mobj)) { // If this is a monster, subtract it from the total monster // count, because it already added to it during spawning. mobj->ClearCounters(); mobj->Destroy (); } else { // It spawned fine. rtn = 1; } } } while (dest != 0 && (targ = tit.Next())); } spot = iterator.Next(); } return rtn != 0; } int P_Thing_Damage (int tid, AActor *whofor0, int amount, FName type) { FActorIterator iterator (tid); int count = 0; AActor *actor; actor = (tid == 0 ? whofor0 : iterator.Next()); while (actor) { AActor *next = tid == 0 ? NULL : iterator.Next (); if (actor->flags & MF_SHOOTABLE) { if (amount > 0) { P_DamageMobj (actor, NULL, whofor0, amount, type); } else if (actor->health < actor->SpawnHealth()) { actor->health -= amount; if (actor->health > actor->SpawnHealth()) { actor->health = actor->SpawnHealth(); } if (actor->player != NULL) { actor->player->health = actor->health; } } count++; } actor = next; } return count; } void P_RemoveThing(AActor * actor) { // Don't remove live players. if (actor->player == NULL || actor != actor->player->mo) { // Don't also remove owned inventory items if (actor->IsKindOf(RUNTIME_CLASS(AInventory)) && static_cast(actor)->Owner != NULL) return; // be friendly to the level statistics. ;) actor->ClearCounters(); actor->Destroy (); } } bool P_Thing_Raise(AActor *thing, AActor *raiser, int nocheck) { FState * RaiseState = thing->GetRaiseState(); if (RaiseState == NULL) { return true; // monster doesn't have a raise state } AActor *info = thing->GetDefault (); thing->Vel.X = thing->Vel.Y = 0; // [RH] Check against real height and radius double oldheight = thing->Height; double oldradius = thing->radius; ActorFlags oldflags = thing->flags; thing->flags |= MF_SOLID; thing->Height = info->Height; // [RH] Use real height thing->radius = info->radius; // [RH] Use real radius if (!nocheck && !P_CheckPosition (thing, thing->Pos())) { thing->flags = oldflags; thing->radius = oldradius; thing->Height = oldheight; return false; } S_Sound (thing, CHAN_BODY, "vile/raise", 1, ATTN_IDLE); thing->Revive(); if (raiser != NULL) { // Let's copy the friendliness of the one who raised it. thing->CopyFriendliness(raiser, false); } thing->SetState (RaiseState); return true; } bool P_Thing_CanRaise(AActor *thing) { FState * RaiseState = thing->GetRaiseState(); if (RaiseState == NULL) { return false; } AActor *info = thing->GetDefault(); // Check against real height and radius ActorFlags oldflags = thing->flags; double oldheight = thing->Height; double oldradius = thing->radius; thing->flags |= MF_SOLID; thing->Height = info->Height; thing->radius = info->radius; bool check = P_CheckPosition (thing, thing->Pos()); // Restore checked properties thing->flags = oldflags; thing->radius = oldradius; thing->Height = oldheight; if (!check) { return false; } return true; } void P_Thing_SetVelocity(AActor *actor, const DVector3 &vec, bool add, bool setbob) { if (actor != NULL) { if (!add) { actor->Vel.Zero(); if (actor->player != NULL) actor->player->Vel.Zero(); } actor->Vel += vec; if (setbob && actor->player != NULL) { actor->player->Vel += vec.XY(); } } } PClassActor *P_GetSpawnableType(int spawnnum) { if (spawnnum < 0) { // A named arg from a UDMF map FName spawnname = FName(ENamedName(-spawnnum)); if (spawnname.IsValidName()) { return PClass::FindActor(spawnname); } } else { // A numbered arg from a Hexen or UDMF map PClassActor **type = SpawnableThings.CheckKey(spawnnum); if (type != NULL) { return *type; } } return NULL; } DEFINE_ACTION_FUNCTION(AActor, GetSpawnableType) { PARAM_PROLOGUE; PARAM_INT(num); ACTION_RETURN_POINTER(P_GetSpawnableType(num)); } struct MapinfoSpawnItem { FName classname; // DECORATE is read after MAPINFO so we do not have the actual classes available here yet. // These are for error reporting. We must store the file information because it's no longer available when these items get resolved. FString filename; int linenum; }; typedef TMap SpawnMap; static SpawnMap SpawnablesFromMapinfo; static SpawnMap ConversationIDsFromMapinfo; static int SpawnableSort(const void *a, const void *b) { return (*((FClassMap::Pair **)a))->Key - (*((FClassMap::Pair **)b))->Key; } static void DumpClassMap(FClassMap &themap) { FClassMap::Iterator it(themap); FClassMap::Pair *pair, **allpairs; int i = 0; // Sort into numerical order, since their arrangement in the map can // be in an unspecified order. allpairs = new FClassMap::Pair *[themap.CountUsed()]; while (it.NextPair(pair)) { allpairs[i++] = pair; } qsort(allpairs, i, sizeof(*allpairs), SpawnableSort); for (int j = 0; j < i; ++j) { pair = allpairs[j]; Printf ("%d %s\n", pair->Key, pair->Value->TypeName.GetChars()); } delete[] allpairs; } CCMD(dumpspawnables) { DumpClassMap(SpawnableThings); } CCMD (dumpconversationids) { DumpClassMap(StrifeTypes); } static void ParseSpawnMap(FScanner &sc, SpawnMap & themap, const char *descript) { TMap defined; int error = 0; MapinfoSpawnItem editem; editem.filename = sc.ScriptName; while (true) { if (sc.CheckString("}")) return; else if (sc.CheckNumber()) { int ednum = sc.Number; sc.MustGetStringName("="); sc.MustGetString(); bool *def = defined.CheckKey(ednum); if (def != NULL) { sc.ScriptMessage("%s %d defined more than once", descript, ednum); error++; } else if (ednum < 0) { sc.ScriptMessage("%s must be positive, got %d", descript, ednum); error++; } defined[ednum] = true; editem.classname = sc.String; editem.linenum = sc.Line; themap.Insert(ednum, editem); } else { sc.ScriptError("Number expected"); } } if (error > 0) { sc.ScriptError("%d errors encountered in %s definition", error, descript); } } void FMapInfoParser::ParseSpawnNums() { ParseOpenBrace(); ParseSpawnMap(sc, SpawnablesFromMapinfo, "Spawn number"); } void FMapInfoParser::ParseConversationIDs() { ParseOpenBrace(); ParseSpawnMap(sc, ConversationIDsFromMapinfo, "Conversation ID"); } void InitClassMap(FClassMap &themap, SpawnMap &thedata) { themap.Clear(); SpawnMap::Iterator it(thedata); SpawnMap::Pair *pair; int error = 0; while (it.NextPair(pair)) { PClassActor *cls = NULL; if (pair->Value.classname != NAME_None) { cls = PClass::FindActor(pair->Value.classname); if (cls == NULL) { Printf(TEXTCOLOR_RED "Script error, \"%s\" line %d:\nUnknown actor class %s\n", pair->Value.filename.GetChars(), pair->Value.linenum, pair->Value.classname.GetChars()); error++; } themap.Insert(pair->Key, cls); } else { themap.Remove(pair->Key); } } if (error > 0) { I_Error("%d unknown actor classes found", error); } thedata.Clear(); // we do not need this any longer } void InitSpawnablesFromMapinfo() { InitClassMap(SpawnableThings, SpawnablesFromMapinfo); InitClassMap(StrifeTypes, ConversationIDsFromMapinfo); } int P_Thing_CheckInputNum(player_t *p, int inputnum) { int renum = 0; if (p) { switch (inputnum) { case INPUT_OLDBUTTONS: renum = p->original_oldbuttons; break; case INPUT_BUTTONS: renum = p->original_cmd.buttons; break; case INPUT_PITCH: renum = p->original_cmd.pitch; break; case INPUT_YAW: renum = p->original_cmd.yaw; break; case INPUT_ROLL: renum = p->original_cmd.roll; break; case INPUT_FORWARDMOVE: renum = p->original_cmd.forwardmove; break; case INPUT_SIDEMOVE: renum = p->original_cmd.sidemove; break; case INPUT_UPMOVE: renum = p->original_cmd.upmove; break; case MODINPUT_OLDBUTTONS: renum = p->oldbuttons; break; case MODINPUT_BUTTONS: renum = p->cmd.ucmd.buttons; break; case MODINPUT_PITCH: renum = p->cmd.ucmd.pitch; break; case MODINPUT_YAW: renum = p->cmd.ucmd.yaw; break; case MODINPUT_ROLL: renum = p->cmd.ucmd.roll; break; case MODINPUT_FORWARDMOVE: renum = p->cmd.ucmd.forwardmove; break; case MODINPUT_SIDEMOVE: renum = p->cmd.ucmd.sidemove; break; case MODINPUT_UPMOVE: renum = p->cmd.ucmd.upmove; break; default: renum = 0; break; } } return renum; } int P_Thing_CheckProximity(AActor *self, PClass *classname, double distance, int count, int flags, int ptr, bool counting) { AActor *ref = COPY_AAPTR(self, ptr); // We need these to check out. if (!ref || !classname || distance <= 0) return 0; int counter = 0; int result = 0; double closer = distance, farther = 0, current = distance; const bool ptrWillChange = !!(flags & (CPXF_SETTARGET | CPXF_SETMASTER | CPXF_SETTRACER)); const bool ptrDistPref = !!(flags & (CPXF_CLOSEST | CPXF_FARTHEST)); TThinkerIterator it; AActor *mo, *dist = nullptr; // [MC] Process of elimination, I think, will get through this as quickly and // efficiently as possible. while ((mo = it.Next())) { if (mo == ref) //Don't count self. continue; // no unmorphed versions of currently morphed players. if (mo->flags & MF_UNMORPHED) continue; // Check inheritance for the classname. Taken partly from CheckClass DECORATE function. if (flags & CPXF_ANCESTOR) { if (!(mo->IsKindOf(classname))) continue; } // Otherwise, just check for the regular class name. else if (classname != mo->GetClass()) continue; // [MC]Make sure it's in range and respect the desire for Z or not. The function forces it to use // Z later for ensuring CLOSEST and FARTHEST flags are respected perfectly. // Ripped from sphere checking in A_RadiusGive (along with a number of things). if ((ref->Distance2D(mo) < distance && ((flags & CPXF_NOZ) || ((ref->Z() > mo->Z() && ref->Z() - mo->Top() < distance) || (ref->Z() <= mo->Z() && mo->Z() - ref->Top() < distance))))) { if ((flags & CPXF_CHECKSIGHT) && !(P_CheckSight(mo, ref, SF_IGNOREVISIBILITY | SF_IGNOREWATERBOUNDARY))) continue; if (mo->flags6 & MF6_KILLED) { if (!(flags & (CPXF_COUNTDEAD | CPXF_DEADONLY))) continue; } else { if (flags & CPXF_DEADONLY) continue; } if (ptrWillChange) { current = ref->Distance2D(mo); if ((flags & CPXF_CLOSEST) && (current < closer)) { dist = mo; closer = current; // This actor's closer. Set the new standard. } else if ((flags & CPXF_FARTHEST) && (current > farther)) { dist = mo; farther = current; } else if (!dist) dist = mo; // Just get the first one and call it quits if there's nothing selected. } counter++; // Abort if the number of matching classes nearby is greater, we have obviously succeeded in our goal. // Don't abort if calling the counting version CheckProximity non-action function. if (!counting && counter > count) { result = (flags & (CPXF_LESSOREQUAL | CPXF_EXACT)) ? 0 : 1; // However, if we have one SET* flag and either the closest or farthest flags, keep the function going. if (ptrWillChange && ptrDistPref) continue; else break; } } } if (ptrWillChange && dist != 0) { if (flags & CPXF_SETONPTR) { if (flags & CPXF_SETTARGET) ref->target = dist; if (flags & CPXF_SETMASTER) ref->master = dist; if (flags & CPXF_SETTRACER) ref->tracer = dist; } else { if (flags & CPXF_SETTARGET) self->target = dist; if (flags & CPXF_SETMASTER) self->master = dist; if (flags & CPXF_SETTRACER) self->tracer = dist; } } if (!counting) { if (counter == count) result = 1; else if (counter < count) result = !!((flags & CPXF_LESSOREQUAL) && !(flags & CPXF_EXACT)) ? 1 : 0; } return counting ? counter : result; } int P_Thing_Warp(AActor *caller, AActor *reference, double xofs, double yofs, double zofs, DAngle angle, int flags, double heightoffset, double radiusoffset, DAngle pitch) { if (flags & WARPF_MOVEPTR) { AActor *temp = reference; reference = caller; caller = temp; } DVector3 old = caller->Pos(); int oldpgroup = caller->Sector->PortalGroup; zofs += reference->Height * heightoffset; if (!(flags & WARPF_ABSOLUTEANGLE)) { angle += (flags & WARPF_USECALLERANGLE) ? caller->Angles.Yaw: reference->Angles.Yaw; } const double rad = radiusoffset * reference->radius; const double s = angle.Sin(); const double c = angle.Cos(); if (!(flags & WARPF_ABSOLUTEPOSITION)) { if (!(flags & WARPF_ABSOLUTEOFFSET)) { double xofs1 = xofs; // (borrowed from A_SpawnItemEx, assumed workable) // in relative mode negative y values mean 'left' and positive ones mean 'right' // This is the inverse orientation of the absolute mode! xofs = xofs1 * c + yofs * s; yofs = xofs1 * s - yofs * c; } if (flags & WARPF_TOFLOOR) { // set correct xy // now the caller's floorz should be appropriate for the assigned xy-position // assigning position again with. // extra unlink, link and environment calculation caller->SetOrigin(reference->Vec3Offset(xofs + rad * c, yofs + rad * s, 0.), true); // The two-step process is important. caller->SetZ(caller->floorz + zofs); } else { caller->SetOrigin(reference->Vec3Offset(xofs + rad * c, yofs + rad * s, zofs), true); } } else // [MC] The idea behind "absolute" is meant to be "absolute". Override everything, just like A_SpawnItemEx's. { caller->SetOrigin(xofs + rad * c, yofs + rad * s, zofs, true); if (flags & WARPF_TOFLOOR) { caller->SetZ(caller->floorz + zofs); } } if ((flags & WARPF_NOCHECKPOSITION) || P_TestMobjLocation(caller)) { if (flags & WARPF_TESTONLY) { caller->SetOrigin(old, true); } else { caller->Angles.Yaw = angle; if (flags & WARPF_COPYPITCH) caller->SetPitch(reference->Angles.Pitch, false); if (pitch != 0) caller->SetPitch(caller->Angles.Pitch + pitch, false); if (flags & WARPF_COPYVELOCITY) { caller->Vel = reference->Vel; } if (flags & WARPF_STOP) { caller->Vel.Zero(); } // this is no fun with line portals if (flags & WARPF_WARPINTERPOLATION) { // This just translates the movement but doesn't change the vector DVector3 displacedold = old + Displacements.getOffset(oldpgroup, caller->Sector->PortalGroup); caller->Prev += caller->Pos() - displacedold; caller->PrevPortalGroup = caller->Sector->PortalGroup; } else if (flags & WARPF_COPYINTERPOLATION) { // Map both positions of the reference actor to the current portal group DVector3 displacedold = old + Displacements.getOffset(reference->PrevPortalGroup, caller->Sector->PortalGroup); DVector3 displacedref = old + Displacements.getOffset(reference->Sector->PortalGroup, caller->Sector->PortalGroup); caller->Prev = caller->Pos() + displacedold - displacedref; caller->PrevPortalGroup = caller->Sector->PortalGroup; } else if (!(flags & WARPF_INTERPOLATE)) { caller->ClearInterpolation(); } if ((flags & WARPF_BOB) && (reference->flags2 & MF2_FLOATBOB)) { caller->AddZ(reference->GetBobOffset()); } P_TryMove(caller, caller->Pos(), false); } return true; } caller->SetOrigin(old, true); return false; } //========================================================================== // // A_Warp // //========================================================================== DEFINE_ACTION_FUNCTION(AActor, Warp) { PARAM_SELF_PROLOGUE(AActor) PARAM_OBJECT_DEF(destination, AActor) PARAM_FLOAT_DEF(xofs) PARAM_FLOAT_DEF(yofs) PARAM_FLOAT_DEF(zofs) PARAM_ANGLE_DEF(angle) PARAM_INT_DEF(flags) PARAM_FLOAT_DEF(heightoffset) PARAM_FLOAT_DEF(radiusoffset) PARAM_ANGLE_DEF(pitch) ACTION_RETURN_INT(!!P_Thing_Warp(self, destination, xofs, yofs, zofs, angle, flags, heightoffset, radiusoffset, pitch)); }