mirror of
https://github.com/ZDoom/gzdoom-gles.git
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bcc1aa95b2
Unlike from an action function, this can be called with a null actor, which for the player constants still needs to return something valid.
839 lines
22 KiB
C++
839 lines
22 KiB
C++
/*
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** p_things.cpp
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** ACS-accessible thing utilities
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**
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**---------------------------------------------------------------------------
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** Copyright 1998-2007 Randy Heit
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** All rights reserved.
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**
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** Redistribution and use in source and binary forms, with or without
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** modification, are permitted provided that the following conditions
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** are met:
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**
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** 1. Redistributions of source code must retain the above copyright
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** notice, this list of conditions and the following disclaimer.
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** 2. Redistributions in binary form must reproduce the above copyright
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** notice, this list of conditions and the following disclaimer in the
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** documentation and/or other materials provided with the distribution.
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** 3. The name of the author may not be used to endorse or promote products
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** derived from this software without specific prior written permission.
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**
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** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
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** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
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** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
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** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
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** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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**---------------------------------------------------------------------------
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**
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*/
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#include "doomtype.h"
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#include "p_local.h"
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#include "info.h"
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#include "doomstat.h"
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#include "c_dispatch.h"
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#include "a_sharedglobal.h"
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#include "v_text.h"
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#include "d_player.h"
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#include "r_utility.h"
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#include "p_spec.h"
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#include "actorptrselect.h"
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#include "g_levellocals.h"
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#include "actorinlines.h"
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#include "vm.h"
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static FRandom pr_leadtarget ("LeadTarget");
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bool FLevelLocals::EV_Thing_Spawn (int tid, AActor *source, int type, DAngle angle, bool fog, int newtid)
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{
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int rtn = 0;
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PClassActor *kind;
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AActor *spot, *mobj;
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auto iterator = GetActorIterator(tid);
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kind = P_GetSpawnableType(type);
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if (kind == NULL)
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return false;
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// Handle decorate replacements.
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kind = kind->GetReplacement(this);
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if ((GetDefaultByType(kind)->flags3 & MF3_ISMONSTER) &&
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((dmflags & DF_NO_MONSTERS) || (flags2 & LEVEL2_NOMONSTERS)))
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return false;
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if (tid == 0)
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{
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spot = source;
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}
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else
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{
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spot = iterator.Next();
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}
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while (spot != NULL)
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{
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mobj = Spawn (spot->Level, kind, spot->Pos(), ALLOW_REPLACE);
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if (mobj != NULL)
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{
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ActorFlags2 oldFlags2 = mobj->flags2;
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mobj->flags2 |= MF2_PASSMOBJ;
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if (P_TestMobjLocation (mobj))
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{
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rtn++;
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mobj->Angles.Yaw = (angle != 1000000. ? angle : spot->Angles.Yaw);
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if (fog)
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{
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P_SpawnTeleportFog(mobj, spot->Pos(), false, true);
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}
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if (mobj->flags & MF_SPECIAL)
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mobj->flags |= MF_DROPPED; // Don't respawn
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mobj->tid = newtid;
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mobj->AddToHash ();
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mobj->flags2 = oldFlags2;
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}
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else
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{
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// If this is a monster, subtract it from the total monster
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// count, because it already added to it during spawning.
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mobj->ClearCounters();
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mobj->Destroy ();
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}
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}
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spot = iterator.Next();
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}
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return rtn != 0;
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}
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// [BC] Added
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// [RH] Fixed
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bool P_MoveThing(AActor *source, const DVector3 &pos, bool fog)
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{
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DVector3 old = source->Pos();
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source->SetOrigin (pos, true);
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if (P_TestMobjLocation (source))
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{
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if (fog)
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{
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P_SpawnTeleportFog(source, pos, false, true);
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P_SpawnTeleportFog(source, old, true, true);
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}
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source->ClearInterpolation();
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source->renderflags |= RF_NOINTERPOLATEVIEW;
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return true;
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}
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else
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{
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source->SetOrigin (old, true);
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return false;
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}
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}
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bool FLevelLocals::EV_Thing_Move (int tid, AActor *source, int mapspot, bool fog)
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{
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AActor *target;
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if (tid != 0)
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{
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auto iterator1 = GetActorIterator(tid);
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source = iterator1.Next();
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}
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auto iterator2 = GetActorIterator(mapspot);
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target = iterator2.Next ();
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if (source != NULL && target != NULL)
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{
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return P_MoveThing(source, target->Pos(), fog);
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}
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return false;
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}
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//==========================================================================
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//
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// VelIntercept
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//
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//==========================================================================
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void InterceptDefaultAim(AActor *mobj, AActor *targ, DVector3 aim, double speed)
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{
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if (mobj == nullptr || targ == nullptr) return;
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mobj->Angles.Yaw = mobj->AngleTo(targ);
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mobj->Vel = aim.Resized(speed);
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}
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// [MC] Was part of P_Thing_Projectile, now its own function for use in ZScript.
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// Aims mobj at targ based on speed and targ's velocity.
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static void VelIntercept(AActor *targ, AActor *mobj, double speed, bool aimpitch = false, bool oldvel = false, bool leadtarget = true)
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{
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if (targ == nullptr || mobj == nullptr) return;
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DVector3 aim = mobj->Vec3To(targ);
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aim.Z += targ->Height / 2;
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if (leadtarget && speed > 0 && !targ->Vel.isZero())
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{
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// Aiming at the target's position some time in the future
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// is basically just an application of the law of sines:
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// a/sin(A) = b/sin(B)
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// Thanks to all those on the notgod phorum for helping me
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// with the math. I don't think I would have thought of using
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// trig alone had I been left to solve it by myself.
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DVector3 tvel = targ->Vel;
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if (!(targ->flags & MF_NOGRAVITY) && targ->waterlevel < 3)
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{ // If the target is subject to gravity and not underwater,
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// assume that it isn't moving vertically. Thanks to gravity,
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// even if we did consider the vertical component of the target's
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// velocity, we would still miss more often than not.
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tvel.Z = 0.0;
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if (targ->Vel.X == 0 && targ->Vel.Y == 0)
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{
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InterceptDefaultAim(mobj, targ, aim, speed);
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return;
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}
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}
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double dist = aim.Length();
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double targspeed = tvel.Length();
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double ydotx = -aim | tvel;
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double a = g_acos(clamp(ydotx / targspeed / dist, -1.0, 1.0));
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double multiplier = double(pr_leadtarget.Random2())*0.1 / 255 + 1.1;
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double sinb = -clamp(targspeed*multiplier * g_sin(a) / speed, -1.0, 1.0);
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DVector3 prevel = mobj->Vel;
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// Use the cross product of two of the triangle's sides to get a
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// rotation vector.
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DVector3 rv(tvel ^ aim);
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// The vector must be normalized.
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rv.MakeUnit();
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// Now combine the rotation vector with angle b to get a rotation matrix.
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DMatrix3x3 rm(rv, g_cos(g_asin(sinb)), sinb);
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// And multiply the original aim vector with the matrix to get a
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// new aim vector that leads the target.
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DVector3 aimvec = rm * aim;
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// And make the projectile follow that vector at the desired speed.
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mobj->Vel = aimvec * (speed / dist);
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mobj->AngleFromVel();
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if (oldvel)
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{
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mobj->Vel = prevel;
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}
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if (aimpitch) // [MC] Ripped right out of A_FaceMovementDirection
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{
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const DVector2 velocity = mobj->Vel.XY();
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mobj->Angles.Pitch = -VecToAngle(velocity.Length(), mobj->Vel.Z);
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}
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}
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else
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{
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InterceptDefaultAim(mobj, targ, aim, speed);
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}
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}
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DEFINE_ACTION_FUNCTION(AActor, VelIntercept)
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{
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PARAM_SELF_PROLOGUE(AActor);
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PARAM_OBJECT_NOT_NULL(targ, AActor);
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PARAM_FLOAT(speed);
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PARAM_BOOL(aimpitch);
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PARAM_BOOL(oldvel);
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if (speed < 0) speed = self->Speed;
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VelIntercept(targ, self, speed, aimpitch, oldvel);
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return 0;
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}
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bool FLevelLocals::EV_Thing_Projectile (int tid, AActor *source, int type, const char *type_name, DAngle angle,
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double speed, double vspeed, int dest, AActor *forcedest, int gravity, int newtid,
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bool leadTarget)
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{
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int rtn = 0;
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PClassActor *kind;
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AActor *spot, *mobj, *targ = forcedest;
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auto iterator = GetActorIterator(tid);
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int defflags3;
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if (type_name == NULL)
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{
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kind = P_GetSpawnableType(type);
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}
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else
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{
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kind = PClass::FindActor(type_name);
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}
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if (kind == NULL)
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{
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return false;
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}
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// Handle decorate replacements.
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kind = kind->GetReplacement(this);
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defflags3 = GetDefaultByType(kind)->flags3;
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if ((defflags3 & MF3_ISMONSTER) &&
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((dmflags & DF_NO_MONSTERS) || (flags2 & LEVEL2_NOMONSTERS)))
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return false;
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if (tid == 0)
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{
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spot = source;
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}
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else
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{
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spot = iterator.Next();
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}
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while (spot != NULL)
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{
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auto tit = GetActorIterator(dest);
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if (dest == 0 || (targ = tit.Next()))
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{
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do
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{
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double z = spot->Z();
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if (defflags3 & MF3_FLOORHUGGER)
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{
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z = ONFLOORZ;
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}
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else if (defflags3 & MF3_CEILINGHUGGER)
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{
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z = ONCEILINGZ;
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}
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else if (z != ONFLOORZ)
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{
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z -= spot->Floorclip;
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}
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mobj = Spawn (spot->Level, kind, spot->PosAtZ(z), ALLOW_REPLACE);
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if (mobj)
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{
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mobj->tid = newtid;
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mobj->AddToHash ();
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P_PlaySpawnSound(mobj, spot);
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if (gravity)
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{
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mobj->flags &= ~MF_NOGRAVITY;
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if (!(mobj->flags3 & MF3_ISMONSTER) && gravity == 1)
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{
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mobj->Gravity = 1./8;
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}
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}
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else
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{
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mobj->flags |= MF_NOGRAVITY;
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}
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mobj->target = spot;
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if (targ != nullptr)
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{
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VelIntercept(targ, mobj, speed, false, false, leadTarget);
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if (mobj->flags2 & MF2_SEEKERMISSILE)
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{
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mobj->tracer = targ;
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}
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}
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else
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{
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mobj->Angles.Yaw = angle;
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mobj->VelFromAngle(speed);
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mobj->Vel.Z = vspeed;
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}
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// Set the missile's speed to reflect the speed it was spawned at.
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if (mobj->flags & MF_MISSILE)
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{
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mobj->Speed = mobj->VelToSpeed();
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}
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// Hugger missiles don't have any vertical velocity
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if (mobj->flags3 & (MF3_FLOORHUGGER|MF3_CEILINGHUGGER))
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{
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mobj->Vel.Z = 0;
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}
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if (mobj->flags & MF_SPECIAL)
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{
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mobj->flags |= MF_DROPPED;
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}
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if (mobj->flags & MF_MISSILE)
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{
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if (P_CheckMissileSpawn (mobj, spot->radius))
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{
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rtn = true;
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}
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}
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else if (!P_TestMobjLocation (mobj))
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{
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// If this is a monster, subtract it from the total monster
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// count, because it already added to it during spawning.
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mobj->ClearCounters();
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mobj->Destroy ();
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}
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else
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{
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// It spawned fine.
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rtn = 1;
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}
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}
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} while (dest != 0 && (targ = tit.Next()));
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}
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spot = iterator.Next();
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}
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return rtn != 0;
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}
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int FLevelLocals::EV_Thing_Damage (int tid, AActor *whofor0, int amount, FName type)
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{
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auto iterator = GetActorIterator(tid);
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int count = 0;
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AActor *actor;
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actor = (tid == 0 ? whofor0 : iterator.Next());
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while (actor)
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{
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AActor *next = tid == 0 ? NULL : iterator.Next ();
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if (actor->flags & MF_SHOOTABLE)
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{
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if (amount > 0)
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{
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P_DamageMobj (actor, NULL, whofor0, amount, type);
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}
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else if (actor->health < actor->SpawnHealth())
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{
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actor->health -= amount;
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if (actor->health > actor->SpawnHealth())
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{
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actor->health = actor->SpawnHealth();
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}
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if (actor->player != NULL)
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{
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actor->player->health = actor->health;
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}
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}
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count++;
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}
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actor = next;
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}
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return count;
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}
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void P_RemoveThing(AActor * actor)
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{
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// Don't remove live players.
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if (actor->player == NULL || actor != actor->player->mo)
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{
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// Don't also remove owned inventory items
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if (!actor->IsMapActor()) return;
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// be friendly to the level statistics. ;)
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actor->ClearCounters();
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actor->Destroy ();
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}
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}
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bool P_Thing_Raise(AActor *thing, AActor *raiser, int flags)
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{
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if (!thing)
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return false;
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FState * RaiseState = thing->GetRaiseState();
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if (RaiseState == NULL)
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{
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return false; // monster doesn't have a raise state
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}
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AActor *info = thing->GetDefault ();
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thing->Vel.X = thing->Vel.Y = 0;
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// [RH] Check against real height and radius
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double oldheight = thing->Height;
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double oldradius = thing->radius;
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ActorFlags oldflags = thing->flags;
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thing->flags |= MF_SOLID;
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thing->Height = info->Height; // [RH] Use real height
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thing->radius = info->radius; // [RH] Use real radius
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if (!(flags & RF_NOCHECKPOSITION) && !P_CheckPosition (thing, thing->Pos()))
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{
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thing->flags = oldflags;
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thing->radius = oldradius;
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thing->Height = oldheight;
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return false;
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}
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if (!P_CanResurrect(raiser, thing))
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return false;
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S_Sound (thing, CHAN_BODY, "vile/raise", 1, ATTN_IDLE);
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thing->Revive();
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if ((flags & RF_TRANSFERFRIENDLINESS) && raiser != nullptr)
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{
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// Let's copy the friendliness of the one who raised it.
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thing->CopyFriendliness(raiser, false);
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}
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thing->SetState (RaiseState);
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return true;
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}
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bool P_Thing_CanRaise(AActor *thing)
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{
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FState * RaiseState = thing->GetRaiseState();
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if (RaiseState == NULL)
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{
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return false;
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}
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AActor *info = thing->GetDefault();
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// Check against real height and radius
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ActorFlags oldflags = thing->flags;
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double oldheight = thing->Height;
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double oldradius = thing->radius;
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thing->flags |= MF_SOLID;
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thing->Height = info->Height;
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thing->radius = info->radius;
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bool check = P_CheckPosition (thing, thing->Pos());
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// Restore checked properties
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thing->flags = oldflags;
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thing->radius = oldradius;
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thing->Height = oldheight;
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if (!check)
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{
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return false;
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}
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return true;
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}
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void P_Thing_SetVelocity(AActor *actor, const DVector3 &vec, bool add, bool setbob)
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{
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if (actor != NULL)
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{
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if (!add)
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{
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actor->Vel.Zero();
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if (actor->player != NULL) actor->player->Vel.Zero();
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}
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actor->Vel += vec;
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if (setbob && actor->player != NULL)
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{
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actor->player->Vel += vec.XY();
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}
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}
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}
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int P_Thing_CheckInputNum(player_t *p, int inputnum)
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{
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int renum = 0;
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if (p)
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{
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switch (inputnum)
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{
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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(FLevelLocals *Level, AActor *self, PClass *classname, double distance, int count, int flags, int ptr, bool counting)
|
|
{
|
|
AActor *ref = COPY_AAPTREX(Level, 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));
|
|
|
|
auto it = self->Level->GetThinkerIterator<AActor>();
|
|
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;
|
|
|
|
if (!mo->IsMapActor())
|
|
{
|
|
// Skip owned item because its position could remain unchanged since attachment to owner
|
|
// Most likely it is the last location of this item in the world before pick up
|
|
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();
|
|
auto Level = caller->Level;
|
|
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 + Level->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 + Level->Displacements.getOffset(reference->PrevPortalGroup, caller->Sector->PortalGroup);
|
|
DVector3 displacedref = old + Level->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(destination, AActor)
|
|
PARAM_FLOAT(xofs)
|
|
PARAM_FLOAT(yofs)
|
|
PARAM_FLOAT(zofs)
|
|
PARAM_ANGLE(angle)
|
|
PARAM_INT(flags)
|
|
PARAM_FLOAT(heightoffset)
|
|
PARAM_FLOAT(radiusoffset)
|
|
PARAM_ANGLE(pitch)
|
|
|
|
const int result = destination == nullptr ? 0 :
|
|
P_Thing_Warp(self, destination, xofs, yofs, zofs, angle, flags, heightoffset, radiusoffset, pitch);
|
|
ACTION_RETURN_INT(result);
|
|
}
|