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Update to ZDoom r1685:
- Added Gez's submissions for A_M_Saw customization, area damage and pitch for A_FireCustomMissile. - Attaching and detaching joysticks once again updates the joystick menu. - Added joystick axis -> button mapping. - Added Gez's actor replacement per skill submission. - Joystick axes can be configured in the menu again. TODO: Config saving and loading, XInput, allow axes to be used as buttons (for the Xbox controller's trigger buttons), allow the joystick to move through the menus, and my PS2 adapter which has no Vista x64 drivers. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@375 b0f79afe-0144-0410-b225-9a4edf0717df
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23 changed files with 883 additions and 313 deletions
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@ -553,11 +553,12 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_JumpIfArmorType)
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DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Explode)
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{
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ACTION_PARAM_START(4);
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ACTION_PARAM_START(5);
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ACTION_PARAM_INT(damage, 0);
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ACTION_PARAM_INT(distance, 1);
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ACTION_PARAM_BOOL(hurtSource, 2);
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ACTION_PARAM_BOOL(alert, 3);
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ACTION_PARAM_INT(fulldmgdistance, 4);
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if (damage < 0) // get parameters from metadata
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{
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@ -571,7 +572,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Explode)
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if (distance <= 0) distance = damage;
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}
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P_RadiusAttack (self, self->target, damage, distance, self->DamageType, hurtSource);
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P_RadiusAttack (self, self->target, damage, distance, self->DamageType, hurtSource, true, fulldmgdistance);
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if (self->z <= self->floorz + (distance<<FRACBITS))
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{
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P_HitFloor (self);
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@ -978,13 +979,14 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_FireBullets)
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//==========================================================================
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DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_FireCustomMissile)
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{
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ACTION_PARAM_START(6);
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ACTION_PARAM_START(7);
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ACTION_PARAM_CLASS(ti, 0);
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ACTION_PARAM_ANGLE(Angle, 1);
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ACTION_PARAM_BOOL(UseAmmo, 2);
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ACTION_PARAM_INT(SpawnOfs_XY, 3);
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ACTION_PARAM_FIXED(SpawnHeight, 4);
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ACTION_PARAM_BOOL(AimAtAngle, 5);
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ACTION_PARAM_ANGLE(pitch, 6);
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if (!self->player) return;
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@ -1007,7 +1009,11 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_FireCustomMissile)
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if (AimAtAngle) shootangle+=Angle;
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// Temporarily adjusts the pitch
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fixed_t SavedPlayerPitch = self->pitch;
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self->pitch -= pitch;
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AActor * misl=P_SpawnPlayerMissile (self, x, y, z, ti, shootangle, &linetarget);
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self->pitch = SavedPlayerPitch;
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// automatic handling of seeker missiles
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if (misl)
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{
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