gzdoom-gles/src/playsim/a_decals.cpp

963 lines
23 KiB
C++

/*
** a_decals.cpp
** Implements the actor that represents decals in the level
**
**---------------------------------------------------------------------------
** Copyright 1998-2006 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 "actor.h"
#include "a_sharedglobal.h"
#include "r_defs.h"
#include "p_local.h"
#include "p_trace.h"
#include "decallib.h"
#include "c_dispatch.h"
#include "d_net.h"
#include "serializer_doom.h"
#include "doomdata.h"
#include "g_levellocals.h"
#include "vm.h"
#include "texturemanager.h"
EXTERN_CVAR (Bool, cl_spreaddecals)
EXTERN_CVAR (Int, cl_maxdecals)
//----------------------------------------------------------------------------
//
//
//
//----------------------------------------------------------------------------
struct SpreadInfo
{
double DecalWidth, DecalLeft, DecalRight;
double SpreadZ;
const DBaseDecal *SpreadSource;
const FDecalTemplate *SpreadTemplate;
TArray<side_t *> SpreadStack;
};
//----------------------------------------------------------------------------
//
//
//
//----------------------------------------------------------------------------
IMPLEMENT_CLASS(DBaseDecal, false, true)
IMPLEMENT_POINTERS_START(DBaseDecal)
IMPLEMENT_POINTER(WallPrev)
IMPLEMENT_POINTER(WallNext)
IMPLEMENT_POINTERS_END
IMPLEMENT_CLASS(DImpactDecal, false, false)
//----------------------------------------------------------------------------
//
//
//
//----------------------------------------------------------------------------
void DBaseDecal::Construct(double z)
{
Z = z;
RenderStyle = STYLE_None;
PicNum.SetInvalid();
}
//----------------------------------------------------------------------------
//
//
//
//----------------------------------------------------------------------------
void DBaseDecal::Construct(const AActor *basis)
{
Z = basis->Z();
ScaleX = basis->Scale.X;
ScaleY = basis->Scale.Y;
Alpha = basis->Alpha;
AlphaColor = basis->fillcolor;
Translation = basis->Translation;
PicNum = basis->picnum;
RenderFlags = basis->renderflags;
RenderStyle = basis->RenderStyle;
}
//----------------------------------------------------------------------------
//
//
//
//----------------------------------------------------------------------------
void DBaseDecal::Construct(const DBaseDecal *basis)
{
LeftDistance = basis->LeftDistance;
Z = basis->Z;
ScaleX = basis->ScaleX;
ScaleY = basis->ScaleY;
Alpha = basis->Alpha;
AlphaColor = basis->AlphaColor;
Translation = basis->Translation;
PicNum = basis->PicNum;
RenderFlags = basis->RenderFlags;
RenderStyle = basis->RenderStyle;
}
//----------------------------------------------------------------------------
//
//
//
//----------------------------------------------------------------------------
void DBaseDecal::OnDestroy ()
{
Remove ();
Super::OnDestroy();
}
//----------------------------------------------------------------------------
//
//
//
//----------------------------------------------------------------------------
void DBaseDecal::Remove ()
{
if (WallPrev == nullptr)
{
if (Side != nullptr) Side->AttachedDecals = WallNext;
}
else WallPrev->WallNext = WallNext;
if (WallNext != nullptr) WallNext->WallPrev = WallPrev;
WallPrev = nullptr;
WallNext = nullptr;
}
//----------------------------------------------------------------------------
//
//
//
//----------------------------------------------------------------------------
void DBaseDecal::Serialize(FSerializer &arc)
{
Super::Serialize (arc);
arc("wallprev", WallPrev)
("wallnext", WallNext)
("leftdistance", LeftDistance)
("z", Z)
("scalex", ScaleX)
("scaley", ScaleY)
("alpha", Alpha)
("alphacolor", AlphaColor)
("translation", Translation)
("picnum", PicNum)
("renderflags", RenderFlags)
("renderstyle", RenderStyle)
("side", Side)
("sector", Sector);
}
//----------------------------------------------------------------------------
//
//
//
//----------------------------------------------------------------------------
void DBaseDecal::GetXY (side_t *wall, double &ox, double &oy) const
{
line_t *line = wall->linedef;
vertex_t *v1, *v2;
if (line->sidedef[0] == wall)
{
v1 = line->v1;
v2 = line->v2;
}
else
{
v1 = line->v2;
v2 = line->v1;
}
double dx = v2->fX() - v1->fX();
double dy = v2->fY() - v1->fY();
ox = v1->fX() + LeftDistance * dx;
oy = v1->fY() + LeftDistance * dy;
}
//----------------------------------------------------------------------------
//
//
//
//----------------------------------------------------------------------------
void DBaseDecal::SetShade (uint32_t rgb)
{
PalEntry *entry = (PalEntry *)&rgb;
AlphaColor = rgb | (ColorMatcher.Pick (entry->r, entry->g, entry->b) << 24);
}
//----------------------------------------------------------------------------
//
//
//
//----------------------------------------------------------------------------
void DBaseDecal::SetShade (int r, int g, int b)
{
AlphaColor = MAKEARGB(ColorMatcher.Pick (r, g, b), r, g, b);
}
//----------------------------------------------------------------------------
//
//
//
//----------------------------------------------------------------------------
void DBaseDecal::SetTranslation(uint32_t trans)
{
Translation = trans;
}
//----------------------------------------------------------------------------
//
// Returns the texture the decal stuck to.
//
//----------------------------------------------------------------------------
FTextureID DBaseDecal::StickToWall (side_t *wall, double x, double y, F3DFloor *ffloor)
{
Side = wall;
WallPrev = wall->AttachedDecals;
while (WallPrev != nullptr && WallPrev->WallNext != nullptr)
{
WallPrev = WallPrev->WallNext;
}
if (WallPrev != nullptr) WallPrev->WallNext = this;
else wall->AttachedDecals = this;
WallNext = nullptr;
sector_t *front, *back;
line_t *line;
FTextureID tex;
line = wall->linedef;
if (line->sidedef[0] == wall)
{
front = line->frontsector;
back = line->backsector;
}
else
{
front = line->backsector;
back = line->frontsector;
}
if (back == NULL)
{
RenderFlags |= RF_RELMID;
if (line->flags & ML_DONTPEGBOTTOM)
Z -= front->GetPlaneTexZ(sector_t::floor);
else
Z -= front->GetPlaneTexZ(sector_t::ceiling);
tex = wall->GetTexture(side_t::mid);
}
else if (back->floorplane.ZatPoint (x, y) >= Z)
{
RenderFlags |= RF_RELLOWER|RF_CLIPLOWER;
if (line->flags & ML_DONTPEGBOTTOM)
Z -= front->GetPlaneTexZ(sector_t::ceiling);
else
Z -= back->GetPlaneTexZ(sector_t::floor);
tex = wall->GetTexture(side_t::bottom);
}
else if (back->ceilingplane.ZatPoint (x, y) <= Z)
{
RenderFlags |= RF_RELUPPER|RF_CLIPUPPER;
if (line->flags & ML_DONTPEGTOP)
Z -= front->GetPlaneTexZ(sector_t::ceiling);
else
Z -= back->GetPlaneTexZ(sector_t::ceiling);
tex = wall->GetTexture(side_t::top);
}
else if (ffloor) // this is a 3d-floor segment - do this only if we know which one!
{
Sector=ffloor->model;
RenderFlags |= RF_RELMID|RF_CLIPMID;
if (line->flags & ML_DONTPEGBOTTOM)
Z -= Sector->GetPlaneTexZ(sector_t::floor);
else
Z -= Sector->GetPlaneTexZ(sector_t::ceiling);
if (ffloor->flags & FF_UPPERTEXTURE)
{
tex = wall->GetTexture(side_t::top);
}
else if (ffloor->flags & FF_LOWERTEXTURE)
{
tex = wall->GetTexture(side_t::bottom);
}
else
{
tex = ffloor->master->sidedef[0]->GetTexture(side_t::mid);
}
}
else return FNullTextureID();
CalcFracPos (wall, x, y);
auto texture = TexMan.GetGameTexture(tex);
if (texture == NULL || texture->allowNoDecals())
{
return FNullTextureID();
}
return tex;
}
//----------------------------------------------------------------------------
//
//
//
//----------------------------------------------------------------------------
double DBaseDecal::GetRealZ (const side_t *wall) const
{
const line_t *line = wall->linedef;
const sector_t *front, *back;
if (line->sidedef[0] == wall)
{
front = line->frontsector;
back = line->backsector;
}
else
{
front = line->backsector;
back = line->frontsector;
}
if (back == NULL)
{
back = front;
}
switch (RenderFlags & RF_RELMASK)
{
default:
return Z;
case RF_RELUPPER:
if (line->flags & ML_DONTPEGTOP)
{
return Z + front->GetPlaneTexZ(sector_t::ceiling);
}
else
{
return Z + back->GetPlaneTexZ(sector_t::ceiling);
}
case RF_RELLOWER:
if (line->flags & ML_DONTPEGBOTTOM)
{
return Z + front->GetPlaneTexZ(sector_t::ceiling);
}
else
{
return Z + back->GetPlaneTexZ(sector_t::floor);
}
case RF_RELMID:
if (line->flags & ML_DONTPEGBOTTOM)
{
return Z + front->GetPlaneTexZ(sector_t::floor);
}
else
{
return Z + front->GetPlaneTexZ(sector_t::ceiling);
}
}
}
//----------------------------------------------------------------------------
//
//
//
//----------------------------------------------------------------------------
void DBaseDecal::CalcFracPos (side_t *wall, double x, double y)
{
line_t *line = wall->linedef;
vertex_t *v1, *v2;
if (line->sidedef[0] == wall)
{
v1 = line->v1;
v2 = line->v2;
}
else
{
v1 = line->v2;
v2 = line->v1;
}
double dx = v2->fX() - v1->fX();
double dy = v2->fY() - v1->fY();
if (fabs(dx) > fabs(dy))
{
LeftDistance = (x - v1->fX()) / dx;
}
else if (dy != 0)
{
LeftDistance = (y - v1->fY()) / dy;
}
else
{
LeftDistance = 0;
}
}
//----------------------------------------------------------------------------
//
//
//
//----------------------------------------------------------------------------
static void GetWallStuff (side_t *wall, vertex_t *&v1, double &ldx, double &ldy)
{
line_t *line = wall->linedef;
if (line->sidedef[0] == wall)
{
v1 = line->v1;
ldx = line->Delta().X;
ldy = line->Delta().Y;
}
else
{
v1 = line->v2;
ldx = -line->Delta().X;
ldy = -line->Delta().Y;
}
}
//----------------------------------------------------------------------------
//
//
//
//----------------------------------------------------------------------------
static double Length (double dx, double dy)
{
return DVector2(dx, dy).Length();
}
//----------------------------------------------------------------------------
//
//
//
//----------------------------------------------------------------------------
static side_t *NextWall (const side_t *wall)
{
line_t *line = wall->linedef;
if (line->sidedef[0] == wall)
{
if (line->sidedef[1] != NULL)
{
return line->sidedef[1];
}
}
else if (line->sidedef[1] == wall)
{
return line->sidedef[0];
}
return NULL;
}
//----------------------------------------------------------------------------
//
//
//
//----------------------------------------------------------------------------
void DBaseDecal::SpreadLeft (double r, vertex_t *v1, side_t *feelwall, F3DFloor *ffloor, SpreadInfo *spread)
{
double ldx, ldy;
spread->SpreadStack.Push (feelwall);
while (r < 0 && feelwall->LeftSide != NO_SIDE)
{
double startr = r;
double x = v1->fX();
double y = v1->fY();
feelwall = &feelwall->GetLevel()->sides[feelwall->LeftSide];
GetWallStuff (feelwall, v1, ldx, ldy);
double wallsize = Length (ldx, ldy);
r += spread->DecalLeft;
x += r*ldx / wallsize;
y += r*ldy / wallsize;
r = wallsize + startr;
spread->SpreadSource->CloneSelf (spread->SpreadTemplate, x, y, spread->SpreadZ, feelwall, ffloor);
spread->SpreadStack.Push (feelwall);
side_t *nextwall = NextWall (feelwall);
if (nextwall != NULL && nextwall->LeftSide != NO_SIDE)
{
int i;
for (i = spread->SpreadStack.Size(); i-- > 0; )
{
if (spread->SpreadStack[i] == nextwall)
break;
}
if (i == -1)
{
vertex_t *v2;
GetWallStuff (nextwall, v2, ldx, ldy);
SpreadLeft (startr, v2, nextwall, ffloor, spread);
}
}
}
}
//----------------------------------------------------------------------------
//
//
//
//----------------------------------------------------------------------------
void DBaseDecal::SpreadRight (double r, side_t *feelwall, double wallsize, F3DFloor *ffloor, SpreadInfo *spread)
{
vertex_t *v1;
double x, y, ldx, ldy;
spread->SpreadStack.Push (feelwall);
while (r > wallsize && feelwall->RightSide != NO_SIDE)
{
feelwall = &feelwall->GetLevel()->sides[feelwall->RightSide];
side_t *nextwall = NextWall (feelwall);
if (nextwall != NULL && nextwall->LeftSide != NO_SIDE)
{
int i;
for (i = spread->SpreadStack.Size(); i-- > 0; )
{
if (spread->SpreadStack[i] == nextwall)
break;
}
if (i == -1)
{
SpreadRight (r, nextwall, wallsize, ffloor, spread);
}
}
r = spread->DecalWidth - r + wallsize - spread->DecalLeft;
GetWallStuff (feelwall, v1, ldx, ldy);
x = v1->fX();
y = v1->fY();
wallsize = Length (ldx, ldy);
x -= r*ldx / wallsize;
y -= r*ldy / wallsize;
r = spread->DecalRight - r;
spread->SpreadSource->CloneSelf (spread->SpreadTemplate, x, y, spread->SpreadZ, feelwall, ffloor);
spread->SpreadStack.Push (feelwall);
}
}
//----------------------------------------------------------------------------
//
//
//
//----------------------------------------------------------------------------
void DBaseDecal::Spread (const FDecalTemplate *tpl, side_t *wall, double x, double y, double z, F3DFloor * ffloor)
{
SpreadInfo spread;
FGameTexture *tex;
vertex_t *v1;
double rorg, ldx, ldy;
GetWallStuff (wall, v1, ldx, ldy);
rorg = Length (x - v1->fX(), y - v1->fY());
if ((tex = TexMan.GetGameTexture(PicNum)) == NULL)
{
return;
}
double dwidth = tex->GetDisplayWidth ();
spread.DecalWidth = dwidth * ScaleX;
spread.DecalLeft = tex->GetDisplayLeftOffset() * ScaleX;
spread.DecalRight = spread.DecalWidth - spread.DecalLeft;
spread.SpreadSource = this;
spread.SpreadTemplate = tpl;
spread.SpreadZ = z;
// Try spreading left first
SpreadLeft (rorg - spread.DecalLeft, v1, wall, ffloor, &spread);
spread.SpreadStack.Clear ();
// Then try spreading right
SpreadRight (rorg + spread.DecalRight, wall,
Length (wall->linedef->Delta().X, wall->linedef->Delta().Y), ffloor, &spread);
}
//----------------------------------------------------------------------------
//
//
//
//----------------------------------------------------------------------------
DBaseDecal *DBaseDecal::CloneSelf (const FDecalTemplate *tpl, double ix, double iy, double iz, side_t *wall, F3DFloor * ffloor) const
{
DBaseDecal *decal = Level->CreateThinker<DBaseDecal>(iz);
if (decal != NULL)
{
if (decal->StickToWall (wall, ix, iy, ffloor).isValid())
{
tpl->ApplyToDecal (decal, wall);
decal->AlphaColor = AlphaColor;
decal->RenderFlags = (decal->RenderFlags & RF_DECALMASK) |
(this->RenderFlags & ~RF_DECALMASK);
}
else
{
decal->Destroy();
return NULL;
}
}
return decal;
}
//----------------------------------------------------------------------------
//
//
//
//----------------------------------------------------------------------------
void DImpactDecal::CheckMax ()
{
static int SpawnCounter;
if (++Level->ImpactDecalCount >= cl_maxdecals)
{
DThinker *thinker = Level->FirstThinker (STAT_AUTODECAL);
if (thinker != NULL)
{
thinker->Destroy();
Level->ImpactDecalCount--;
}
}
}
//----------------------------------------------------------------------------
//
//
//
//----------------------------------------------------------------------------
void DImpactDecal::Expired()
{
Level->ImpactDecalCount--;
}
//----------------------------------------------------------------------------
//
//
//
//----------------------------------------------------------------------------
DImpactDecal *DImpactDecal::StaticCreate (FLevelLocals *Level, const char *name, const DVector3 &pos, side_t *wall, F3DFloor * ffloor, PalEntry color, uint32_t bloodTranslation)
{
if (cl_maxdecals > 0)
{
const FDecalTemplate *tpl = DecalLibrary.GetDecalByName (name);
if (tpl != NULL && (tpl = tpl->GetDecal()) != NULL)
{
return StaticCreate (Level, tpl, pos, wall, ffloor, color, bloodTranslation);
}
}
return NULL;
}
//----------------------------------------------------------------------------
//
//
//
//----------------------------------------------------------------------------
DImpactDecal *DImpactDecal::StaticCreate (FLevelLocals *Level, const FDecalTemplate *tpl, const DVector3 &pos, side_t *wall, F3DFloor * ffloor, PalEntry color, uint32_t bloodTranslation)
{
DImpactDecal *decal = NULL;
if (tpl != NULL && cl_maxdecals > 0 && !(wall->Flags & WALLF_NOAUTODECALS))
{
if (tpl->LowerDecal)
{
int lowercolor;
const FDecalTemplate * tpl_low = tpl->LowerDecal->GetDecal();
// If the default color of the lower decal is the same as the main decal's
// apply the custom color as well.
if (tpl->ShadeColor != tpl_low->ShadeColor) lowercolor=0;
else lowercolor = color;
uint32_t lowerTrans = (bloodTranslation != 0 ? bloodTranslation : 0);
StaticCreate (Level, tpl_low, pos, wall, ffloor, lowercolor, lowerTrans);
}
decal = Level->CreateThinker<DImpactDecal>(pos.Z);
if (decal == NULL)
{
return NULL;
}
if (!decal->StickToWall (wall, pos.X, pos.Y, ffloor).isValid())
{
return NULL;
}
decal->CheckMax();
tpl->ApplyToDecal (decal, wall);
if (color != 0)
{
decal->SetShade (color.r, color.g, color.b);
}
// [Nash] opaque blood
if (bloodTranslation != 0 && tpl->ShadeColor == 0 && tpl->opaqueBlood)
{
decal->SetTranslation(bloodTranslation);
decal->RenderStyle = STYLE_Normal;
}
if (!cl_spreaddecals || !decal->PicNum.isValid())
{
return decal;
}
// Spread decal to nearby walls if it does not all fit on this one
decal->Spread (tpl, wall, pos.X, pos.Y, pos.Z, ffloor);
}
return decal;
}
//----------------------------------------------------------------------------
//
//
//
//----------------------------------------------------------------------------
DBaseDecal *DImpactDecal::CloneSelf (const FDecalTemplate *tpl, double ix, double iy, double iz, side_t *wall, F3DFloor * ffloor) const
{
if (wall->Flags & WALLF_NOAUTODECALS)
{
return NULL;
}
DImpactDecal *decal = Level->CreateThinker<DImpactDecal>(iz);
if (decal != NULL)
{
if (decal->StickToWall (wall, ix, iy, ffloor).isValid())
{
decal->CheckMax();
tpl->ApplyToDecal (decal, wall);
decal->AlphaColor = AlphaColor;
// [Nash] opaque blood
if (tpl->ShadeColor == 0 && tpl->opaqueBlood)
{
decal->SetTranslation(Translation);
decal->RenderStyle = STYLE_Normal;
}
decal->RenderFlags = (decal->RenderFlags & RF_DECALMASK) |
(this->RenderFlags & ~RF_DECALMASK);
}
else
{
decal->Destroy();
return NULL;
}
}
return decal;
}
//----------------------------------------------------------------------------
//
//
//
//----------------------------------------------------------------------------
void SprayDecal(AActor *shooter, const char *name, double distance, DVector3 offset, DVector3 direction)
{
//just in case
if (!shooter)
return;
FTraceResults trace;
DVector3 off(0, 0, 0), dir(0, 0, 0);
//use vanilla offset only if "custom" equal to zero
if (offset.isZero() )
off = shooter->PosPlusZ(shooter->Height / 2);
else
off = shooter->Pos() + offset;
//same for direction
if (direction.isZero() )
{
DAngle ang = shooter->Angles.Yaw;
DAngle pitch = shooter->Angles.Pitch;
double c = pitch.Cos();
dir = DVector3(c * ang.Cos(), c * ang.Sin(), -pitch.Sin());
}
else
dir = direction;
if (Trace(off, shooter->Sector, dir, distance, 0, ML_BLOCKEVERYTHING, shooter, trace, TRACE_NoSky))
{
if (trace.HitType == TRACE_HitWall)
{
DImpactDecal::StaticCreate(shooter->Level, name, trace.HitPos, trace.Line->sidedef[trace.Side], NULL);
}
}
}
//----------------------------------------------------------------------------
//
//
//
//----------------------------------------------------------------------------
DBaseDecal *ShootDecal(FLevelLocals *Level, const FDecalTemplate *tpl, sector_t *sec, double x, double y, double z, DAngle angle, double tracedist, bool permanent)
{
if (tpl == NULL || (tpl = tpl->GetDecal()) == NULL)
{
return NULL;
}
FTraceResults trace;
DBaseDecal *decal;
side_t *wall;
Trace(DVector3(x,y,z), sec, DVector3(angle.ToVector(), 0), tracedist, 0, 0, NULL, trace, TRACE_NoSky);
if (trace.HitType == TRACE_HitWall)
{
if (permanent)
{
decal = Level->CreateThinker<DBaseDecal>(trace.HitPos.Z);
wall = trace.Line->sidedef[trace.Side];
decal->StickToWall(wall, trace.HitPos.X, trace.HitPos.Y, trace.ffloor);
tpl->ApplyToDecal(decal, wall);
// Spread decal to nearby walls if it does not all fit on this one
if (cl_spreaddecals)
{
decal->Spread(tpl, wall, trace.HitPos.X, trace.HitPos.Y, trace.HitPos.Z, trace.ffloor);
}
return decal;
}
else
{
return DImpactDecal::StaticCreate(Level, tpl, trace.HitPos, trace.Line->sidedef[trace.Side], NULL);
}
}
return NULL;
}
//----------------------------------------------------------------------------
//
//
//
//----------------------------------------------------------------------------
static void SpawnDecal(AActor *self)
{
const FDecalTemplate *tpl = nullptr;
if (self->args[0] < 0)
{
FName name = ENamedName(-self->args[0]);
tpl = DecalLibrary.GetDecalByName(name.GetChars());
}
else
{
int decalid = self->args[0] + (self->args[1] << 8); // [KS] High byte for decals.
tpl = DecalLibrary.GetDecalByNum(decalid);
}
// If no decal is specified, don't try to create one.
if (tpl != nullptr)
{
if (!tpl->PicNum.Exists())
{
Printf("Decal actor at (%f,%f) does not have a valid texture\n", self->X(), self->Y());
}
else
{
// Look for a wall within 64 units behind the actor. If none can be
// found, then no decal is created, and this actor is destroyed
// without effectively doing anything.
if (!ShootDecal(self->Level, tpl, self->Sector, self->X(), self->Y(), self->Z(), self->Angles.Yaw + 180, 64., true))
{
DPrintf (DMSG_WARNING, "Could not find a wall to stick decal to at (%f,%f)\n", self->X(), self->Y());
}
}
}
else
{
DPrintf (DMSG_ERROR, "Decal actor at (%f,%f) does not have a good template\n", self->X(), self->Y());
}
}
DEFINE_ACTION_FUNCTION_NATIVE(ADecal, SpawnDecal, SpawnDecal)
{
PARAM_SELF_PROLOGUE(AActor);
SpawnDecal(self);
return 0;
}