mirror of
https://github.com/ZDoom/gzdoom.git
synced 2024-11-23 12:32:34 +00:00
Merge branch 'master' of https://github.com/rheit/zdoom
This commit is contained in:
commit
19856d6ccb
47 changed files with 317 additions and 170 deletions
10
game-music-emu/gme/gme_types.h
Normal file → Executable file
10
game-music-emu/gme/gme_types.h
Normal file → Executable file
|
@ -1,11 +1,13 @@
|
|||
#ifndef GME_TYPES_H
|
||||
#define GME_TYPES_H
|
||||
|
||||
/*
|
||||
* This is a default gme_types.h for use when *not* using
|
||||
* CMake. If CMake is in use gme_types.h.in will be
|
||||
* processed instead.
|
||||
/* CMake will either define the following to 1, or #undef it,
|
||||
* depending on the options passed to CMake. This is used to
|
||||
* conditionally compile in the various emulator types.
|
||||
*
|
||||
* See gme_type_list() in gme.cpp
|
||||
*/
|
||||
|
||||
#define USE_GME_AY
|
||||
#define USE_GME_GBS
|
||||
#define USE_GME_GYM
|
||||
|
|
14
src/actor.h
14
src/actor.h
|
@ -33,6 +33,7 @@
|
|||
// States are tied to finite states are tied to animation frames.
|
||||
#include "info.h"
|
||||
|
||||
#include <forward_list>
|
||||
#include "doomdef.h"
|
||||
#include "textures/textures.h"
|
||||
#include "r_data/renderstyle.h"
|
||||
|
@ -561,8 +562,14 @@ inline T *GetDefault ()
|
|||
|
||||
struct line_t;
|
||||
struct secplane_t;
|
||||
struct msecnode_t;
|
||||
struct FStrifeDialogueNode;
|
||||
|
||||
struct FLinkContext
|
||||
{
|
||||
msecnode_t *sector_list = nullptr;
|
||||
};
|
||||
|
||||
class DDropItem : public DObject
|
||||
{
|
||||
DECLARE_CLASS(DDropItem, DObject)
|
||||
|
@ -1035,6 +1042,7 @@ public:
|
|||
struct sector_t *ceilingsector;
|
||||
FTextureID ceilingpic; // contacted sec ceilingpic
|
||||
double radius, Height; // for movement checking
|
||||
double renderradius;
|
||||
|
||||
double projectilepassheight; // height for clipping projectile movement against this actor
|
||||
|
||||
|
@ -1141,6 +1149,8 @@ public:
|
|||
struct msecnode_t *touching_sectorlist; // phares 3/14/98
|
||||
struct msecnode_t *render_sectorlist; // same for cross-sectorportal rendering
|
||||
struct portnode_t *render_portallist; // and for cross-lineportal
|
||||
std::forward_list<sector_t*>* touching_render_sectors; // this is the list of sectors that this thing interesects with it's max(radius, renderradius).
|
||||
int validcount;
|
||||
|
||||
|
||||
TObjPtr<AInventory> Inventory; // [RH] This actor's inventory
|
||||
|
@ -1216,8 +1226,8 @@ private:
|
|||
bool FixMapthingPos();
|
||||
|
||||
public:
|
||||
void LinkToWorld (bool spawningmapthing=false, sector_t *sector = NULL);
|
||||
void UnlinkFromWorld ();
|
||||
void LinkToWorld (FLinkContext *ctx, bool spawningmapthing=false, sector_t *sector = NULL);
|
||||
void UnlinkFromWorld(FLinkContext *ctx);
|
||||
void AdjustFloorClip ();
|
||||
bool InStateSequence(FState * newstate, FState * basestate);
|
||||
int GetTics(FState * newstate);
|
||||
|
|
|
@ -118,23 +118,24 @@ void FCajunMaster::Main ()
|
|||
}
|
||||
|
||||
//Check if player should go observer. Or un observe
|
||||
FLinkContext ctx;
|
||||
if (bot_observer && !observer && !netgame)
|
||||
{
|
||||
Printf ("%s is now observer\n", players[consoleplayer].userinfo.GetName());
|
||||
observer = true;
|
||||
players[consoleplayer].mo->UnlinkFromWorld ();
|
||||
players[consoleplayer].mo->UnlinkFromWorld (&ctx);
|
||||
players[consoleplayer].mo->flags = MF_DROPOFF|MF_NOBLOCKMAP|MF_NOCLIP|MF_NOTDMATCH|MF_NOGRAVITY|MF_FRIENDLY;
|
||||
players[consoleplayer].mo->flags2 |= MF2_FLY;
|
||||
players[consoleplayer].mo->LinkToWorld ();
|
||||
players[consoleplayer].mo->LinkToWorld (&ctx);
|
||||
}
|
||||
else if (!bot_observer && observer && !netgame) //Go back
|
||||
{
|
||||
Printf ("%s returned to the fray\n", players[consoleplayer].userinfo.GetName());
|
||||
observer = false;
|
||||
players[consoleplayer].mo->UnlinkFromWorld ();
|
||||
players[consoleplayer].mo->UnlinkFromWorld (&ctx);
|
||||
players[consoleplayer].mo->flags = MF_SOLID|MF_SHOOTABLE|MF_DROPOFF|MF_PICKUP|MF_NOTDMATCH|MF_FRIENDLY;
|
||||
players[consoleplayer].mo->flags2 &= ~MF2_FLY;
|
||||
players[consoleplayer].mo->LinkToWorld ();
|
||||
players[consoleplayer].mo->LinkToWorld (&ctx);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -1573,7 +1573,7 @@ static bool C_HandleKey (event_t *ev, FCommandBuffer &buffer)
|
|||
static TArray<char> command;
|
||||
const size_t length = buffer.Text.Len();
|
||||
|
||||
command.Resize(length + 1);
|
||||
command.Resize(unsigned(length + 1));
|
||||
memcpy(&command[0], buffer.Text.GetChars(), length);
|
||||
command[length] = '\0';
|
||||
|
||||
|
|
|
@ -533,8 +533,9 @@ void SetCompatibilityParams()
|
|||
if (CompatParams[i+1] < numsectors)
|
||||
{
|
||||
sector_t *sec = §ors[CompatParams[i+1]];
|
||||
sec->floorplane.ChangeHeight(CompatParams[i+2]);
|
||||
sec->ChangePlaneTexZ(sector_t::floor, CompatParams[i+2] / 65536.);
|
||||
const double delta = CompatParams[i + 2] / 65536.0;
|
||||
sec->floorplane.ChangeHeight(delta);
|
||||
sec->ChangePlaneTexZ(sector_t::floor, delta);
|
||||
}
|
||||
i += 3;
|
||||
break;
|
||||
|
|
|
@ -2677,13 +2677,13 @@ void FParser::SF_PlayerWeapon()
|
|||
if (playernum==-1) return;
|
||||
if (weaponnum<0 || weaponnum>9)
|
||||
{
|
||||
script_error("weaponnum out of range! %s\n", weaponnum);
|
||||
script_error("weaponnum out of range! %d\n", weaponnum);
|
||||
return;
|
||||
}
|
||||
PClassWeapon * ti = static_cast<PClassWeapon *>(PClass::FindActor(WeaponNames[weaponnum]));
|
||||
if (!ti)
|
||||
{
|
||||
script_error("incompatibility in playerweapon\n", weaponnum);
|
||||
script_error("incompatibility in playerweapon %d\n", weaponnum);
|
||||
return;
|
||||
}
|
||||
|
||||
|
@ -2758,13 +2758,13 @@ void FParser::SF_PlayerSelectedWeapon()
|
|||
|
||||
if (weaponnum<0 || weaponnum>=9)
|
||||
{
|
||||
script_error("weaponnum out of range! %s\n", weaponnum);
|
||||
script_error("weaponnum out of range! %d\n", weaponnum);
|
||||
return;
|
||||
}
|
||||
PClassWeapon * ti = static_cast<PClassWeapon *>(PClass::FindActor(WeaponNames[weaponnum]));
|
||||
if (!ti)
|
||||
{
|
||||
script_error("incompatibility in playerweapon\n", weaponnum);
|
||||
script_error("incompatibility in playerweapon %d\n", weaponnum);
|
||||
return;
|
||||
}
|
||||
|
||||
|
|
|
@ -246,7 +246,7 @@ void FMapInfoParser::ParseDoomEdNums()
|
|||
}
|
||||
if (error > 0)
|
||||
{
|
||||
sc.ScriptError("%d errors encountered in DoomEdNum definition");
|
||||
sc.ScriptError("%d errors encountered in DoomEdNum definition", error);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -636,14 +636,9 @@ void AInventory::BecomeItem ()
|
|||
{
|
||||
if (!(flags & (MF_NOBLOCKMAP|MF_NOSECTOR)))
|
||||
{
|
||||
UnlinkFromWorld ();
|
||||
if (sector_list)
|
||||
{
|
||||
P_DelSeclist (sector_list);
|
||||
sector_list = NULL;
|
||||
}
|
||||
UnlinkFromWorld (nullptr);
|
||||
flags |= MF_NOBLOCKMAP|MF_NOSECTOR;
|
||||
LinkToWorld ();
|
||||
LinkToWorld (nullptr);
|
||||
}
|
||||
RemoveFromHash ();
|
||||
flags &= ~MF_SPECIAL;
|
||||
|
@ -674,9 +669,9 @@ void AInventory::BecomePickup ()
|
|||
}
|
||||
if (flags & (MF_NOBLOCKMAP|MF_NOSECTOR))
|
||||
{
|
||||
UnlinkFromWorld ();
|
||||
UnlinkFromWorld (nullptr);
|
||||
flags &= ~(MF_NOBLOCKMAP|MF_NOSECTOR);
|
||||
LinkToWorld ();
|
||||
LinkToWorld (nullptr);
|
||||
P_FindFloorCeiling (this);
|
||||
}
|
||||
flags = (GetDefault()->flags | MF_DROPPED) & ~MF_COUNTITEM;
|
||||
|
|
|
@ -1196,8 +1196,7 @@ void G_StartTravel ()
|
|||
// Only living players travel. Dead ones get a new body on the new level.
|
||||
if (players[i].health > 0)
|
||||
{
|
||||
pawn->UnlinkFromWorld ();
|
||||
P_DelSector_List ();
|
||||
pawn->UnlinkFromWorld (nullptr);
|
||||
int tid = pawn->tid; // Save TID
|
||||
pawn->RemoveFromHash ();
|
||||
pawn->tid = tid; // Restore TID (but no longer linked into the hash chain)
|
||||
|
@ -1206,8 +1205,7 @@ void G_StartTravel ()
|
|||
for (inv = pawn->Inventory; inv != NULL; inv = inv->Inventory)
|
||||
{
|
||||
inv->ChangeStatNum (STAT_TRAVELLING);
|
||||
inv->UnlinkFromWorld ();
|
||||
P_DelSector_List ();
|
||||
inv->UnlinkFromWorld (nullptr);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -1304,7 +1302,7 @@ void G_FinishTravel ()
|
|||
{
|
||||
pawndup->Destroy();
|
||||
}
|
||||
pawn->LinkToWorld ();
|
||||
pawn->LinkToWorld (nullptr);
|
||||
pawn->ClearInterpolation();
|
||||
pawn->AddToHash ();
|
||||
pawn->SetState(pawn->SpawnState);
|
||||
|
@ -1313,7 +1311,7 @@ void G_FinishTravel ()
|
|||
for (inv = pawn->Inventory; inv != NULL; inv = inv->Inventory)
|
||||
{
|
||||
inv->ChangeStatNum (STAT_INVENTORY);
|
||||
inv->LinkToWorld ();
|
||||
inv->LinkToWorld (nullptr);
|
||||
inv->Travelled ();
|
||||
}
|
||||
if (ib_compatflags & BCOMPATF_RESETPLAYERSPEED)
|
||||
|
|
|
@ -12,6 +12,7 @@
|
|||
#include <zlib.h>
|
||||
#include <new>
|
||||
#include <algorithm>
|
||||
#include <forward_list>
|
||||
#include <sys/stat.h>
|
||||
#include <sys/types.h>
|
||||
#include <cassert>
|
||||
|
|
|
@ -364,6 +364,7 @@ void APathFollower::NewNode ()
|
|||
bool APathFollower::Interpolate ()
|
||||
{
|
||||
DVector3 dpos(0, 0, 0);
|
||||
FLinkContext ctx;
|
||||
|
||||
if ((args[2] & 8) && Time > 0.f)
|
||||
{
|
||||
|
@ -372,7 +373,7 @@ bool APathFollower::Interpolate ()
|
|||
|
||||
if (CurrNode->Next==NULL) return false;
|
||||
|
||||
UnlinkFromWorld ();
|
||||
UnlinkFromWorld (&ctx);
|
||||
DVector3 newpos;
|
||||
if (args[2] & 1)
|
||||
{ // linear
|
||||
|
@ -389,7 +390,7 @@ bool APathFollower::Interpolate ()
|
|||
newpos.Z = Splerp(PrevNode->Z(), CurrNode->Z(), CurrNode->Next->Z(), CurrNode->Next->Next->Z());
|
||||
}
|
||||
SetXYZ(newpos);
|
||||
LinkToWorld ();
|
||||
LinkToWorld (&ctx);
|
||||
|
||||
if (args[2] & 6)
|
||||
{
|
||||
|
@ -541,10 +542,11 @@ void AActorMover::Activate (AActor *activator)
|
|||
tracer->flags |= MF_NOGRAVITY;
|
||||
if (args[2] & 128)
|
||||
{
|
||||
tracer->UnlinkFromWorld ();
|
||||
FLinkContext ctx;
|
||||
tracer->UnlinkFromWorld (&ctx);
|
||||
tracer->flags |= MF_NOBLOCKMAP;
|
||||
tracer->flags &= ~MF_SOLID;
|
||||
tracer->LinkToWorld ();
|
||||
tracer->LinkToWorld (&ctx);
|
||||
}
|
||||
if (tracer->flags3 & MF3_ISMONSTER)
|
||||
{
|
||||
|
@ -563,9 +565,10 @@ void AActorMover::Deactivate (AActor *activator)
|
|||
Super::Deactivate (activator);
|
||||
if (tracer != NULL)
|
||||
{
|
||||
tracer->UnlinkFromWorld ();
|
||||
FLinkContext ctx;
|
||||
tracer->UnlinkFromWorld (&ctx);
|
||||
tracer->flags = ActorFlags::FromInt (special1);
|
||||
tracer->LinkToWorld ();
|
||||
tracer->LinkToWorld (&ctx);
|
||||
tracer->flags2 = ActorFlags2::FromInt (special2);
|
||||
}
|
||||
}
|
||||
|
|
|
@ -1454,10 +1454,11 @@ enum CM_Flags
|
|||
CMF_OFFSETPITCH = 32,
|
||||
CMF_SAVEPITCH = 64,
|
||||
|
||||
CMF_ABSOLUTEANGLE = 128
|
||||
CMF_ABSOLUTEANGLE = 128,
|
||||
CMF_BADPITCH = 256
|
||||
};
|
||||
|
||||
DEFINE_ACTION_FUNCTION(AActor, A_CustomMissile)
|
||||
DEFINE_ACTION_FUNCTION(AActor, A_SpawnProjectile)
|
||||
{
|
||||
PARAM_SELF_PROLOGUE(AActor);
|
||||
PARAM_CLASS (ti, AActor);
|
||||
|
@ -1525,6 +1526,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_CustomMissile)
|
|||
}
|
||||
missilespeed = fabs(Pitch.Cos() * missile->Speed);
|
||||
missile->Vel.Z = Pitch.Sin() * missile->Speed;
|
||||
if (!(flags & CMF_BADPITCH)) missile->Vel.Z *= -1;
|
||||
}
|
||||
else
|
||||
{
|
||||
|
@ -1831,7 +1833,7 @@ static void AimBulletMissile(AActor *proj, AActor *puff, int flags, bool temp, b
|
|||
// Aim for the base of the puff as that's where blood puffs will spawn... roughly.
|
||||
|
||||
A_Face(proj, puff, 0., 0., 0., 0., 1);
|
||||
proj->Vel3DFromAngle(-proj->Angles.Pitch, proj->Speed);
|
||||
proj->Vel3DFromAngle(proj->Angles.Pitch, proj->Speed);
|
||||
|
||||
if (!temp)
|
||||
{
|
||||
|
@ -1986,7 +1988,7 @@ enum FP_Flags
|
|||
FPF_TRANSFERTRANSLATION = 2,
|
||||
FPF_NOAUTOAIM = 4,
|
||||
};
|
||||
DEFINE_ACTION_FUNCTION(AStateProvider, A_FireCustomMissile)
|
||||
DEFINE_ACTION_FUNCTION(AStateProvider, A_FireProjectile)
|
||||
{
|
||||
PARAM_ACTION_PROLOGUE(AStateProvider);
|
||||
PARAM_CLASS (ti, AActor);
|
||||
|
@ -2300,7 +2302,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_CustomRailgun)
|
|||
// We probably won't hit the target, but aim at it anyway so we don't look stupid.
|
||||
DVector2 xydiff = self->Vec2To(self->target);
|
||||
double zdiff = self->target->Center() - self->Center() - self->Floorclip;
|
||||
self->Angles.Pitch = VecToAngle(xydiff.Length(), zdiff);
|
||||
self->Angles.Pitch = -VecToAngle(xydiff.Length(), zdiff);
|
||||
}
|
||||
// Let the aim trail behind the player
|
||||
if (aim)
|
||||
|
@ -5227,12 +5229,13 @@ void A_Weave(AActor *self, int xyspeed, int zspeed, double xydist, double zdist)
|
|||
}
|
||||
else
|
||||
{
|
||||
self->UnlinkFromWorld ();
|
||||
FLinkContext ctx;
|
||||
self->UnlinkFromWorld (&ctx);
|
||||
self->flags |= MF_NOBLOCKMAP;
|
||||
// We need to do portal offsetting here explicitly, because SetXY cannot do that.
|
||||
newpos -= self->Pos().XY();
|
||||
self->SetXY(self->Vec2Offset(newpos.X, newpos.Y));
|
||||
self->LinkToWorld ();
|
||||
self->LinkToWorld (&ctx);
|
||||
}
|
||||
self->WeaveIndexXY = weaveXY;
|
||||
}
|
||||
|
@ -6688,10 +6691,10 @@ DEFINE_ACTION_FUNCTION(AActor, A_FaceMovementDirection)
|
|||
{
|
||||
DAngle current = mobj->Angles.Pitch;
|
||||
const DVector2 velocity = mobj->Vel.XY();
|
||||
DAngle pitch = VecToAngle(velocity.Length(), mobj->Vel.Z);
|
||||
DAngle pitch = -VecToAngle(velocity.Length(), mobj->Vel.Z);
|
||||
if (pitchlimit > 0)
|
||||
{
|
||||
DAngle pdelta = deltaangle(-current, pitch);
|
||||
DAngle pdelta = deltaangle(current, pitch);
|
||||
|
||||
if (fabs(pdelta) > pitchlimit)
|
||||
{
|
||||
|
@ -6860,17 +6863,18 @@ DEFINE_ACTION_FUNCTION(AActor, A_SetSize)
|
|||
double oldradius = self->radius;
|
||||
double oldheight = self->Height;
|
||||
|
||||
self->UnlinkFromWorld();
|
||||
FLinkContext ctx;
|
||||
self->UnlinkFromWorld(&ctx);
|
||||
self->radius = newradius;
|
||||
self->Height = newheight;
|
||||
self->LinkToWorld();
|
||||
self->LinkToWorld(&ctx);
|
||||
|
||||
if (testpos && !P_TestMobjLocation(self))
|
||||
{
|
||||
self->UnlinkFromWorld();
|
||||
self->UnlinkFromWorld(&ctx);
|
||||
self->radius = oldradius;
|
||||
self->Height = oldheight;
|
||||
self->LinkToWorld();
|
||||
self->LinkToWorld(&ctx);
|
||||
ACTION_RETURN_BOOL(false);
|
||||
}
|
||||
|
||||
|
|
|
@ -1545,7 +1545,7 @@ dopain:
|
|||
target->SetState (target->SeeState);
|
||||
}
|
||||
}
|
||||
else if (source != target->target && target->OkayToSwitchTarget (source))
|
||||
else if ((damage > 0 || fakedPain) && source != target->target && target->OkayToSwitchTarget (source))
|
||||
{
|
||||
// Target actor is not intent on another actor,
|
||||
// so make him chase after source
|
||||
|
|
|
@ -245,10 +245,6 @@ AActor *P_RoughMonsterSearch (AActor *mo, int distance, bool onlyseekable=false,
|
|||
//
|
||||
|
||||
|
||||
// If "floatok" true, move would be ok
|
||||
// if within "tmfloorz - tmceilingz".
|
||||
extern msecnode_t *sector_list; // phares 3/16/98
|
||||
|
||||
struct spechit_t
|
||||
{
|
||||
line_t *line;
|
||||
|
@ -395,11 +391,12 @@ enum
|
|||
int P_RadiusAttack (AActor *spot, AActor *source, int damage, int distance,
|
||||
FName damageType, int flags, int fulldamagedistance=0);
|
||||
|
||||
void P_DelSector_List();
|
||||
void P_DelSeclist(msecnode_t *); // phares 3/16/98
|
||||
msecnode_t *P_AddSecnode(sector_t *s, AActor *thing, msecnode_t *nextnode, msecnode_t *&sec_thinglist);
|
||||
msecnode_t* P_DelSecnode(msecnode_t *, msecnode_t *sector_t::*head);
|
||||
void P_CreateSecNodeList(AActor*); // phares 3/14/98
|
||||
msecnode_t *P_CreateSecNodeList(AActor *thing, msecnode_t *sector_list);
|
||||
void P_LinkRenderSectors(AActor*);
|
||||
void P_UnlinkRenderSectors(AActor*);
|
||||
double P_GetMoveFactor(const AActor *mo, double *frictionp); // phares 3/6/98
|
||||
double P_GetFriction(const AActor *mo, double *frictionfactor);
|
||||
|
||||
|
|
144
src/p_map.cpp
144
src/p_map.cpp
|
@ -24,6 +24,7 @@
|
|||
|
||||
#include <stdlib.h>
|
||||
#include <math.h>
|
||||
#include <algorithm>
|
||||
|
||||
#include "templates.h"
|
||||
|
||||
|
@ -81,9 +82,6 @@ static FRandom pr_crunch("DoCrunch");
|
|||
TArray<spechit_t> spechit;
|
||||
TArray<spechit_t> portalhit;
|
||||
|
||||
// Temporary holder for thing_sectorlist threads
|
||||
msecnode_t* sector_list = NULL; // phares 3/16/98
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
// FindRefPoint
|
||||
|
@ -2389,10 +2387,11 @@ bool P_TryMove(AActor *thing, const DVector2 &pos,
|
|||
FLinePortal *port = ld->getPortal();
|
||||
if (port->mType == PORTT_LINKED)
|
||||
{
|
||||
thing->UnlinkFromWorld();
|
||||
FLinkContext ctx;
|
||||
thing->UnlinkFromWorld(&ctx);
|
||||
thing->SetXY(tm.pos + port->mDisplacement);
|
||||
thing->Prev += port->mDisplacement;
|
||||
thing->LinkToWorld();
|
||||
thing->LinkToWorld(&ctx);
|
||||
P_FindFloorCeiling(thing);
|
||||
portalcrossed = true;
|
||||
tm.portalstep = false;
|
||||
|
@ -2413,11 +2412,12 @@ bool P_TryMove(AActor *thing, const DVector2 &pos,
|
|||
thing->flags6 &= ~MF6_INTRYMOVE;
|
||||
return false;
|
||||
}
|
||||
thing->UnlinkFromWorld();
|
||||
FLinkContext ctx;
|
||||
thing->UnlinkFromWorld(&ctx);
|
||||
thing->SetXYZ(pos);
|
||||
P_TranslatePortalVXVY(ld, thing->Vel.X, thing->Vel.Y);
|
||||
P_TranslatePortalAngle(ld, thing->Angles.Yaw);
|
||||
thing->LinkToWorld();
|
||||
thing->LinkToWorld(&ctx);
|
||||
P_FindFloorCeiling(thing);
|
||||
thing->ClearInterpolation();
|
||||
portalcrossed = true;
|
||||
|
@ -2458,7 +2458,8 @@ bool P_TryMove(AActor *thing, const DVector2 &pos,
|
|||
if (!portalcrossed)
|
||||
{
|
||||
// the move is ok, so link the thing into its new position
|
||||
thing->UnlinkFromWorld();
|
||||
FLinkContext ctx;
|
||||
thing->UnlinkFromWorld(&ctx);
|
||||
|
||||
oldsector = thing->Sector;
|
||||
thing->floorz = tm.floorz;
|
||||
|
@ -2471,7 +2472,7 @@ bool P_TryMove(AActor *thing, const DVector2 &pos,
|
|||
thing->ceilingsector = tm.ceilingsector;
|
||||
thing->SetXY(pos);
|
||||
|
||||
thing->LinkToWorld();
|
||||
thing->LinkToWorld(&ctx);
|
||||
}
|
||||
|
||||
if (thing->flags2 & MF2_FLOORCLIP)
|
||||
|
@ -2564,13 +2565,14 @@ bool P_TryMove(AActor *thing, const DVector2 &pos,
|
|||
// If the actor stepped through a ceiling portal we need to reacquire the actual position info after the transition
|
||||
if (tm.portalstep)
|
||||
{
|
||||
FLinkContext ctx;
|
||||
DVector3 oldpos = thing->Pos();
|
||||
thing->UnlinkFromWorld();
|
||||
thing->UnlinkFromWorld(&ctx);
|
||||
thing->SetXYZ(thing->PosRelative(thing->Sector->GetOppositePortalGroup(sector_t::ceiling)));
|
||||
thing->Prev = thing->Pos() - oldpos;
|
||||
thing->Sector = P_PointInSector(thing->Pos());
|
||||
thing->PrevPortalGroup = thing->Sector->PortalGroup;
|
||||
thing->LinkToWorld();
|
||||
thing->LinkToWorld(&ctx);
|
||||
|
||||
P_FindFloorCeiling(thing);
|
||||
}
|
||||
|
@ -4920,10 +4922,10 @@ void P_RailAttack(FRailParams *p)
|
|||
}
|
||||
|
||||
AActor *source = p->source;
|
||||
DAngle pitch = -source->Angles.Pitch + p->pitchoffset;
|
||||
DAngle pitch = source->Angles.Pitch + p->pitchoffset;
|
||||
DAngle angle = source->Angles.Yaw + p->angleoffset;
|
||||
|
||||
DVector3 vec(DRotator(pitch, angle, angle));
|
||||
DVector3 vec(DRotator(-pitch, angle, angle));
|
||||
double shootz = source->Center() - source->FloatSpeed + p->offset_z;
|
||||
|
||||
if (!(p->flags & RAF_CENTERZ))
|
||||
|
@ -6531,23 +6533,6 @@ msecnode_t *P_DelSecnode(msecnode_t *node, msecnode_t *sector_t::*listhead)
|
|||
return NULL;
|
||||
} // phares 3/13/98
|
||||
|
||||
//=============================================================================
|
||||
//
|
||||
// P_DelSector_List
|
||||
//
|
||||
// Deletes the sector_list and NULLs it.
|
||||
//
|
||||
//=============================================================================
|
||||
|
||||
void P_DelSector_List()
|
||||
{
|
||||
if (sector_list != NULL)
|
||||
{
|
||||
P_DelSeclist(sector_list);
|
||||
sector_list = NULL;
|
||||
}
|
||||
}
|
||||
|
||||
//=============================================================================
|
||||
//
|
||||
// P_DelSeclist
|
||||
|
@ -6571,7 +6556,7 @@ void P_DelSeclist(msecnode_t *node)
|
|||
//
|
||||
//=============================================================================
|
||||
|
||||
void P_CreateSecNodeList(AActor *thing)
|
||||
msecnode_t *P_CreateSecNodeList(AActor *thing, msecnode_t *sector_list)
|
||||
{
|
||||
msecnode_t *node;
|
||||
|
||||
|
@ -6637,6 +6622,103 @@ void P_CreateSecNodeList(AActor *thing)
|
|||
node = node->m_tnext;
|
||||
}
|
||||
}
|
||||
return sector_list;
|
||||
}
|
||||
|
||||
|
||||
//=============================================================================
|
||||
//
|
||||
// P_LinkRenderSectors
|
||||
//
|
||||
// Alters/creates the list of touched sectors for thing's render radius.
|
||||
//
|
||||
//=============================================================================
|
||||
|
||||
void P_LinkRenderSectors(AActor* thing)
|
||||
{
|
||||
// if this thing has RenderStyle None, don't link it anywhere.
|
||||
if (thing->renderradius >= 0)
|
||||
{
|
||||
FBoundingBox box(thing->X(), thing->Y(), std::max(thing->radius, thing->renderradius));
|
||||
FBlockLinesIterator it(box);
|
||||
line_t *ld;
|
||||
|
||||
// add to surrounding sectors
|
||||
while ((ld = it.Next()))
|
||||
{
|
||||
if (!box.inRange(ld) || box.BoxOnLineSide(ld) != -1)
|
||||
continue;
|
||||
|
||||
//
|
||||
// create necessary lists.
|
||||
if (!thing->touching_render_sectors) thing->touching_render_sectors = new std::forward_list<sector_t*>();
|
||||
|
||||
//
|
||||
if (ld->frontsector != thing->Sector)
|
||||
{
|
||||
if (std::find(thing->touching_render_sectors->begin(), thing->touching_render_sectors->end(), ld->frontsector) == thing->touching_render_sectors->end())
|
||||
thing->touching_render_sectors->push_front(ld->frontsector);
|
||||
if (!ld->frontsector->touching_render_things) ld->frontsector->touching_render_things = new std::forward_list<AActor*>();
|
||||
ld->frontsector->touching_render_things->push_front(thing);
|
||||
}
|
||||
|
||||
if (ld->backsector && ld->backsector != thing->Sector)
|
||||
{
|
||||
if (std::find(thing->touching_render_sectors->begin(), thing->touching_render_sectors->end(), ld->backsector) == thing->touching_render_sectors->end())
|
||||
thing->touching_render_sectors->push_front(ld->backsector);
|
||||
if (!ld->backsector->touching_render_things) ld->backsector->touching_render_things = new std::forward_list<AActor*>();
|
||||
ld->backsector->touching_render_things->push_front(thing);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// add to own sector
|
||||
if (!thing->Sector->touching_render_things) thing->Sector->touching_render_things = new std::forward_list<AActor*>();
|
||||
thing->Sector->touching_render_things->push_front(thing);
|
||||
}
|
||||
|
||||
|
||||
//=============================================================================
|
||||
//
|
||||
// P_UnlinkRenderSectors
|
||||
//
|
||||
// Reverses P_LinkRenderSectors.
|
||||
//
|
||||
//=============================================================================
|
||||
|
||||
void P_UnlinkRenderSectors(AActor* thing)
|
||||
{
|
||||
if (thing->renderradius >= 0)
|
||||
{
|
||||
if (thing->touching_render_sectors)
|
||||
{
|
||||
for (auto sec : *thing->touching_render_sectors)
|
||||
{
|
||||
if (sec->touching_render_things)
|
||||
{
|
||||
sec->touching_render_things->remove(thing);
|
||||
if (sec->touching_render_things->empty())
|
||||
{
|
||||
delete sec->touching_render_things;
|
||||
sec->touching_render_things = NULL;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
delete thing->touching_render_sectors;
|
||||
thing->touching_render_sectors = NULL;
|
||||
}
|
||||
}
|
||||
|
||||
if (thing->Sector->touching_render_things)
|
||||
{
|
||||
thing->Sector->touching_render_things->remove(thing);
|
||||
if (thing->Sector->touching_render_things->empty())
|
||||
{
|
||||
delete thing->Sector->touching_render_things;
|
||||
thing->Sector->touching_render_things = NULL;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
|
|
@ -242,9 +242,9 @@ void P_LineOpening (FLineOpening &open, AActor *actor, const line_t *linedef, co
|
|||
//
|
||||
//==========================================================================
|
||||
|
||||
void AActor::UnlinkFromWorld ()
|
||||
void AActor::UnlinkFromWorld (FLinkContext *ctx)
|
||||
{
|
||||
sector_list = NULL;
|
||||
if (ctx != nullptr) ctx->sector_list = nullptr;
|
||||
if (!(flags & MF_NOSECTOR))
|
||||
{
|
||||
// invisible things don't need to be in sector list
|
||||
|
@ -275,8 +275,11 @@ void AActor::UnlinkFromWorld ()
|
|||
// If this Thing is being removed entirely, then the calling
|
||||
// routine will clear out the nodes in sector_list.
|
||||
|
||||
sector_list = touching_sectorlist;
|
||||
if (ctx != nullptr) ctx->sector_list = touching_sectorlist;
|
||||
else P_DelSeclist(touching_sectorlist);
|
||||
touching_sectorlist = NULL; //to be restored by P_SetThingPosition
|
||||
|
||||
P_UnlinkRenderSectors(this);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -388,7 +391,7 @@ bool AActor::FixMapthingPos()
|
|||
DEFINE_ACTION_FUNCTION(AActor, UnlinkFromWorld)
|
||||
{
|
||||
PARAM_SELF_PROLOGUE(AActor);
|
||||
self->UnlinkFromWorld();
|
||||
self->UnlinkFromWorld(nullptr); // fixme
|
||||
return 0;
|
||||
}
|
||||
|
||||
|
@ -401,7 +404,7 @@ DEFINE_ACTION_FUNCTION(AActor, UnlinkFromWorld)
|
|||
//
|
||||
//==========================================================================
|
||||
|
||||
void AActor::LinkToWorld(bool spawningmapthing, sector_t *sector)
|
||||
void AActor::LinkToWorld(FLinkContext *ctx, bool spawningmapthing, sector_t *sector)
|
||||
{
|
||||
bool spawning = spawningmapthing;
|
||||
|
||||
|
@ -453,9 +456,9 @@ void AActor::LinkToWorld(bool spawningmapthing, sector_t *sector)
|
|||
// When a node is deleted, its sector links (the links starting
|
||||
// at sector_t->touching_thinglist) are broken. When a node is
|
||||
// added, new sector links are created.
|
||||
P_CreateSecNodeList(this);
|
||||
touching_sectorlist = sector_list; // Attach to thing
|
||||
sector_list = NULL; // clear for next time
|
||||
touching_sectorlist = P_CreateSecNodeList(this, ctx != nullptr? ctx->sector_list : nullptr); // Attach to thing
|
||||
|
||||
P_LinkRenderSectors(this);
|
||||
}
|
||||
|
||||
|
||||
|
@ -518,15 +521,16 @@ void AActor::LinkToWorld(bool spawningmapthing, sector_t *sector)
|
|||
DEFINE_ACTION_FUNCTION(AActor, LinkToWorld)
|
||||
{
|
||||
PARAM_SELF_PROLOGUE(AActor);
|
||||
self->LinkToWorld();
|
||||
self->LinkToWorld(nullptr); // fixme
|
||||
return 0;
|
||||
}
|
||||
|
||||
void AActor::SetOrigin(double x, double y, double z, bool moving)
|
||||
{
|
||||
UnlinkFromWorld ();
|
||||
FLinkContext ctx;
|
||||
UnlinkFromWorld (&ctx);
|
||||
SetXYZ(x, y, z);
|
||||
LinkToWorld ();
|
||||
LinkToWorld (&ctx);
|
||||
P_FindFloorCeiling(this, FFCF_ONLYSPAWNPOS);
|
||||
if (!moving) ClearInterpolation();
|
||||
}
|
||||
|
|
|
@ -204,6 +204,7 @@ DEFINE_FIELD(AActor, ceilingsector)
|
|||
DEFINE_FIELD(AActor, ceilingpic)
|
||||
DEFINE_FIELD(AActor, Height)
|
||||
DEFINE_FIELD(AActor, radius)
|
||||
DEFINE_FIELD(AActor, renderradius)
|
||||
DEFINE_FIELD(AActor, projectilepassheight)
|
||||
DEFINE_FIELD(AActor, tics)
|
||||
DEFINE_FIELD_NAMED(AActor, state, curstate) // clashes with type 'state'.
|
||||
|
@ -373,6 +374,7 @@ void AActor::Serialize(FSerializer &arc)
|
|||
A("floorsector", floorsector)
|
||||
A("ceilingsector", ceilingsector)
|
||||
A("radius", radius)
|
||||
A("renderradius", renderradius)
|
||||
A("height", Height)
|
||||
A("ppassheight", projectilepassheight)
|
||||
A("vel", Vel)
|
||||
|
@ -510,7 +512,9 @@ void AActor::Serialize(FSerializer &arc)
|
|||
void AActor::PostSerialize()
|
||||
{
|
||||
touching_sectorlist = NULL;
|
||||
LinkToWorld(false, Sector);
|
||||
if (touching_render_sectors) delete touching_render_sectors;
|
||||
touching_render_sectors = NULL;
|
||||
LinkToWorld(nullptr, false, Sector);
|
||||
|
||||
AddToHash();
|
||||
if (player)
|
||||
|
@ -3686,12 +3690,13 @@ DVector3 AActor::GetPortalTransition(double byoffset, sector_t **pSec)
|
|||
void AActor::CheckPortalTransition(bool islinked)
|
||||
{
|
||||
bool moved = false;
|
||||
FLinkContext ctx;
|
||||
while (!Sector->PortalBlocksMovement(sector_t::ceiling))
|
||||
{
|
||||
if (Z() >= Sector->GetPortalPlaneZ(sector_t::ceiling))
|
||||
{
|
||||
DVector3 oldpos = Pos();
|
||||
if (islinked && !moved) UnlinkFromWorld();
|
||||
if (islinked && !moved) UnlinkFromWorld(&ctx);
|
||||
SetXYZ(PosRelative(Sector->GetOppositePortalGroup(sector_t::ceiling)));
|
||||
Prev = Pos() - oldpos;
|
||||
Sector = P_PointInSector(Pos());
|
||||
|
@ -3708,7 +3713,7 @@ void AActor::CheckPortalTransition(bool islinked)
|
|||
if (Z() < portalz && floorz < portalz)
|
||||
{
|
||||
DVector3 oldpos = Pos();
|
||||
if (islinked && !moved) UnlinkFromWorld();
|
||||
if (islinked && !moved) UnlinkFromWorld(&ctx);
|
||||
SetXYZ(PosRelative(Sector->GetOppositePortalGroup(sector_t::floor)));
|
||||
Prev = Pos() - oldpos;
|
||||
Sector = P_PointInSector(Pos());
|
||||
|
@ -3718,7 +3723,7 @@ void AActor::CheckPortalTransition(bool islinked)
|
|||
else break;
|
||||
}
|
||||
}
|
||||
if (islinked && moved) LinkToWorld();
|
||||
if (islinked && moved) LinkToWorld(&ctx);
|
||||
}
|
||||
|
||||
//
|
||||
|
@ -3781,11 +3786,12 @@ void AActor::Tick ()
|
|||
|
||||
if (!Vel.isZero() || !(flags & MF_NOBLOCKMAP))
|
||||
{
|
||||
UnlinkFromWorld();
|
||||
FLinkContext ctx;
|
||||
UnlinkFromWorld(&ctx);
|
||||
flags |= MF_NOBLOCKMAP;
|
||||
SetXYZ(Vec3Offset(Vel));
|
||||
CheckPortalTransition(false);
|
||||
LinkToWorld();
|
||||
LinkToWorld(&ctx);
|
||||
}
|
||||
}
|
||||
else
|
||||
|
@ -4544,11 +4550,12 @@ AActor *AActor::StaticSpawn (PClassActor *type, const DVector3 &pos, replace_t a
|
|||
actor->frame = st->GetFrame();
|
||||
actor->renderflags = (actor->renderflags & ~RF_FULLBRIGHT) | ActorRenderFlags::FromInt (st->GetFullbright());
|
||||
actor->touching_sectorlist = NULL; // NULL head of sector list // phares 3/13/98
|
||||
actor->touching_render_sectors = NULL;
|
||||
if (G_SkillProperty(SKILLP_FastMonsters) && actor->GetClass()->FastSpeed >= 0)
|
||||
actor->Speed = actor->GetClass()->FastSpeed;
|
||||
|
||||
// set subsector and/or block links
|
||||
actor->LinkToWorld (SpawningMapThing);
|
||||
actor->LinkToWorld (nullptr, SpawningMapThing);
|
||||
actor->ClearInterpolation();
|
||||
|
||||
actor->dropoffz = actor->floorz = actor->Sector->floorplane.ZatPoint(pos);
|
||||
|
@ -4925,12 +4932,9 @@ void AActor::Destroy ()
|
|||
RemoveFromHash ();
|
||||
|
||||
// unlink from sector and block lists
|
||||
UnlinkFromWorld ();
|
||||
UnlinkFromWorld (nullptr);
|
||||
flags |= MF_NOSECTOR|MF_NOBLOCKMAP;
|
||||
|
||||
// Delete all nodes on the current sector_list phares 3/16/98
|
||||
P_DelSector_List();
|
||||
|
||||
// Transform any playing sound into positioned, non-actor sounds.
|
||||
S_RelinkSound (this, NULL);
|
||||
|
||||
|
@ -6321,7 +6325,7 @@ bool P_CheckMissileSpawn (AActor* th, double maxdist)
|
|||
// [RH] Don't explode ripping missiles that spawn inside something
|
||||
if (th->BlockingMobj == NULL || !(th->flags2 & MF2_RIP) || (th->BlockingMobj->flags5 & MF5_DONTRIP))
|
||||
{
|
||||
// If this is a monster spawned by A_CustomMissile subtract it from the counter.
|
||||
// If this is a monster spawned by A_SpawnProjectile subtract it from the counter.
|
||||
th->ClearCounters();
|
||||
// [RH] Don't explode missiles that spawn on top of horizon lines
|
||||
if (th->BlockingLine != NULL && th->BlockingLine->special == Line_Horizon)
|
||||
|
@ -7481,9 +7485,10 @@ void AActor::RestoreSpecialPosition()
|
|||
// Move item back to its original location
|
||||
DVector2 sp = SpawnPoint;
|
||||
|
||||
UnlinkFromWorld();
|
||||
FLinkContext ctx;
|
||||
UnlinkFromWorld(&ctx);
|
||||
SetXY(sp);
|
||||
LinkToWorld(true);
|
||||
LinkToWorld(&ctx, true);
|
||||
SetZ(Sector->floorplane.ZatPoint(sp));
|
||||
P_FindFloorCeiling(this, FFCF_ONLYSPAWNPOS | FFCF_NOPORTALS); // no portal checks here so that things get spawned in this sector.
|
||||
|
||||
|
|
|
@ -1512,6 +1512,7 @@ void P_LoadSectors (MapData *map, FMissingTextureTracker &missingtex)
|
|||
ss->thinglist = NULL;
|
||||
ss->touching_thinglist = NULL; // phares 3/14/98
|
||||
ss->render_thinglist = NULL;
|
||||
ss->touching_render_things = NULL;
|
||||
ss->seqType = defSeqType;
|
||||
ss->SeqName = NAME_None;
|
||||
ss->nextsec = -1; //jff 2/26/98 add fields to support locking out
|
||||
|
|
|
@ -1297,6 +1297,7 @@ public:
|
|||
sec->thinglist = NULL;
|
||||
sec->touching_thinglist = NULL; // phares 3/14/98
|
||||
sec->render_thinglist = NULL;
|
||||
sec->touching_render_things = NULL;
|
||||
sec->seqType = (level.flags & LEVEL_SNDSEQTOTALCTRL) ? 0 : -1;
|
||||
sec->nextsec = -1; //jff 2/26/98 add fields to support locking out
|
||||
sec->prevsec = -1; // stair retriggering until build completes
|
||||
|
|
|
@ -2939,7 +2939,8 @@ void P_UnPredictPlayer ()
|
|||
// could cause it to change during prediction.
|
||||
player->camera = savedcamera;
|
||||
|
||||
act->UnlinkFromWorld();
|
||||
FLinkContext ctx;
|
||||
act->UnlinkFromWorld(&ctx);
|
||||
memcpy(&act->snext, PredictionActorBackup, sizeof(APlayerPawn) - ((BYTE *)&act->snext - (BYTE *)act));
|
||||
|
||||
// The blockmap ordering needs to remain unchanged, too.
|
||||
|
@ -2968,7 +2969,7 @@ void P_UnPredictPlayer ()
|
|||
}
|
||||
|
||||
// Destroy old refrences
|
||||
msecnode_t *node = sector_list;
|
||||
msecnode_t *node = ctx.sector_list;
|
||||
while (node)
|
||||
{
|
||||
node->m_thing = NULL;
|
||||
|
@ -2976,22 +2977,23 @@ void P_UnPredictPlayer ()
|
|||
}
|
||||
|
||||
// Make the sector_list match the player's touching_sectorlist before it got predicted.
|
||||
P_DelSeclist(sector_list);
|
||||
sector_list = NULL;
|
||||
P_DelSeclist(ctx.sector_list);
|
||||
ctx.sector_list = NULL;
|
||||
for (i = PredictionTouchingSectorsBackup.Size(); i-- > 0;)
|
||||
{
|
||||
sector_list = P_AddSecnode(PredictionTouchingSectorsBackup[i], act, sector_list, PredictionTouchingSectorsBackup[i]->touching_thinglist);
|
||||
ctx.sector_list = P_AddSecnode(PredictionTouchingSectorsBackup[i], act, ctx.sector_list, PredictionTouchingSectorsBackup[i]->touching_thinglist);
|
||||
}
|
||||
act->touching_sectorlist = sector_list; // Attach to thing
|
||||
sector_list = NULL; // clear for next time
|
||||
act->touching_sectorlist = ctx.sector_list; // Attach to thing
|
||||
ctx.sector_list = NULL; // clear for next time
|
||||
|
||||
node = sector_list;
|
||||
// Huh???
|
||||
node = ctx.sector_list;
|
||||
while (node)
|
||||
{
|
||||
if (node->m_thing == NULL)
|
||||
{
|
||||
if (node == sector_list)
|
||||
sector_list = node->m_tnext;
|
||||
if (node == ctx.sector_list)
|
||||
ctx.sector_list = node->m_tnext;
|
||||
node = P_DelSecnode(node, §or_t::touching_thinglist);
|
||||
}
|
||||
else
|
||||
|
|
|
@ -1140,8 +1140,9 @@ void P_CreateLinkedPortals()
|
|||
P_CollectConnectedGroups(actor->Sector->PortalGroup, actor->Pos(), actor->Top(), actor->radius, check);
|
||||
if (check.Size() > 0)
|
||||
{
|
||||
actor->UnlinkFromWorld();
|
||||
actor->LinkToWorld();
|
||||
FLinkContext ctx;
|
||||
actor->UnlinkFromWorld(&ctx);
|
||||
actor->LinkToWorld(&ctx);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -23,6 +23,7 @@
|
|||
#ifndef __R_DEFS_H__
|
||||
#define __R_DEFS_H__
|
||||
|
||||
#include <forward_list>
|
||||
#include "doomdef.h"
|
||||
#include "templates.h"
|
||||
#include "memarena.h"
|
||||
|
@ -1048,6 +1049,7 @@ public:
|
|||
// thinglist is a subset of touching_thinglist
|
||||
struct msecnode_t *touching_thinglist; // phares 3/14/98
|
||||
struct msecnode_t *render_thinglist; // for cross-portal rendering.
|
||||
std::forward_list<AActor*>* touching_render_things; // this is used to allow wide things to be rendered not only from their main sector.
|
||||
|
||||
double gravity; // [RH] Sector gravity (1.0 is normal)
|
||||
FNameNoInit damagetype; // [RH] Means-of-death for applied damage
|
||||
|
|
|
@ -1217,7 +1217,6 @@ static void R_ProjectWallSprite(AActor *thing, const DVector3 &pos, FTextureID p
|
|||
// [RH] Save which side of heightsec sprite is on here.
|
||||
void R_AddSprites (sector_t *sec, int lightlevel, int fakeside)
|
||||
{
|
||||
AActor *thing;
|
||||
F3DFloor *fakeceiling = NULL;
|
||||
F3DFloor *fakefloor = NULL;
|
||||
|
||||
|
@ -1225,7 +1224,7 @@ void R_AddSprites (sector_t *sec, int lightlevel, int fakeside)
|
|||
// A sector might have been split into several
|
||||
// subsectors during BSP building.
|
||||
// Thus we check whether it was already added.
|
||||
if (sec->thinglist == NULL || sec->validcount == validcount)
|
||||
if (sec->touching_render_things == NULL || sec->validcount == validcount)
|
||||
return;
|
||||
|
||||
// Well, now it will be done.
|
||||
|
@ -1234,8 +1233,11 @@ void R_AddSprites (sector_t *sec, int lightlevel, int fakeside)
|
|||
spriteshade = LIGHT2SHADE(lightlevel + r_actualextralight);
|
||||
|
||||
// Handle all things in sector.
|
||||
for (thing = sec->thinglist; thing; thing = thing->snext)
|
||||
for (auto thing : *sec->touching_render_things)
|
||||
{
|
||||
if (thing->validcount == validcount) continue;
|
||||
thing->validcount = validcount;
|
||||
|
||||
FIntCVar *cvar = thing->GetClass()->distancecheck;
|
||||
if (cvar != NULL && *cvar >= 0)
|
||||
{
|
||||
|
|
|
@ -7493,7 +7493,7 @@ isresolved:
|
|||
else
|
||||
{
|
||||
// Todo: If this is a qualified call to a parent class function, let it through (but this needs to disable virtual calls later.)
|
||||
ScriptPosition.Message(MSG_ERROR, "Qualified member call to parent class not yet implemented\n", cls->TypeName.GetChars(), MethodName.GetChars());
|
||||
ScriptPosition.Message(MSG_ERROR, "Qualified member call to parent class %s::%s is not yet implemented\n", cls->TypeName.GetChars(), MethodName.GetChars());
|
||||
delete this;
|
||||
return nullptr;
|
||||
}
|
||||
|
@ -7897,7 +7897,7 @@ FxExpression *FxVMFunctionCall::Resolve(FCompileContext& ctx)
|
|||
// For a reference argument the types must match 100%.
|
||||
if (type != ArgList[i]->ValueType)
|
||||
{
|
||||
ScriptPosition.Message(MSG_ERROR, "Type mismatch in reference argument", Function->SymbolName.GetChars());
|
||||
ScriptPosition.Message(MSG_ERROR, "Type mismatch in reference argument %s", Function->SymbolName.GetChars());
|
||||
x = nullptr;
|
||||
}
|
||||
else
|
||||
|
@ -8346,7 +8346,7 @@ FxExpression *FxGetDefaultByType::Resolve(FCompileContext &ctx)
|
|||
{
|
||||
// this is the ugly case. We do not know what we have and cannot do proper type casting.
|
||||
// For now error out and let this case require explicit handling on the user side.
|
||||
ScriptPosition.Message(MSG_ERROR, "GetDefaultByType() requires an actor class type", static_cast<FxConstant *>(Self)->GetValue().GetString().GetChars());
|
||||
ScriptPosition.Message(MSG_ERROR, "GetDefaultByType() requires an actor class type, but got %s", static_cast<FxConstant *>(Self)->GetValue().GetString().GetChars());
|
||||
delete this;
|
||||
return nullptr;
|
||||
}
|
||||
|
@ -9511,7 +9511,7 @@ FxExpression *FxClassTypeCast::Resolve(FCompileContext &ctx)
|
|||
/* lax */
|
||||
// Since this happens in released WADs it must pass without a terminal error... :(
|
||||
ScriptPosition.Message(MSG_OPTERROR,
|
||||
"Unknown class name '%s'",
|
||||
"Unknown class name '%s' of type '%s'",
|
||||
clsname.GetChars(), desttype->TypeName.GetChars());
|
||||
}
|
||||
else
|
||||
|
|
|
@ -272,7 +272,7 @@ static void CheckForUnsafeStates(PClassActor *obj)
|
|||
// If an unsafe function (i.e. one that accesses user variables) is being detected, print a warning once and remove the bogus function. We may not call it because that would inevitably crash.
|
||||
auto owner = FState::StaticFindStateOwner(state);
|
||||
GetStateSource(state).Message(MSG_ERROR, TEXTCOLOR_RED "Unsafe state call in state %s.%d which accesses user variables, reached by %s.%s.\n",
|
||||
owner->TypeName.GetChars(), state - owner->OwnedStates, obj->TypeName.GetChars(), FName(*test).GetChars());
|
||||
owner->TypeName.GetChars(), int(state - owner->OwnedStates), obj->TypeName.GetChars(), FName(*test).GetChars());
|
||||
}
|
||||
state = state->NextState;
|
||||
}
|
||||
|
|
|
@ -216,9 +216,10 @@ bool ModActorFlag(AActor *actor, FString &flagname, bool set, bool printerror)
|
|||
// If these 2 flags get changed we need to update the blockmap and sector links.
|
||||
bool linkchange = flagp == &actor->flags && (fd->flagbit == MF_NOBLOCKMAP || fd->flagbit == MF_NOSECTOR);
|
||||
|
||||
if (linkchange) actor->UnlinkFromWorld();
|
||||
FLinkContext ctx;
|
||||
if (linkchange) actor->UnlinkFromWorld(&ctx);
|
||||
ModActorFlag(actor, fd, set);
|
||||
if (linkchange) actor->LinkToWorld();
|
||||
if (linkchange) actor->LinkToWorld(&ctx);
|
||||
}
|
||||
|
||||
if (actor->CountsAsKill() && actor->health > 0) ++level.total_monsters;
|
||||
|
@ -525,7 +526,7 @@ DEFINE_PROPERTY(skip_super, 0, Actor)
|
|||
if (info->Size != actorclass->Size)
|
||||
{
|
||||
bag.ScriptPosition.Message(MSG_OPTERROR,
|
||||
"'skip_super' is only allowed in subclasses of AActor with no additional fields and will be ignored.", info->TypeName.GetChars());
|
||||
"'skip_super' is only allowed in subclasses of AActor with no additional fields and will be ignored in type %s.", info->TypeName.GetChars());
|
||||
return;
|
||||
}
|
||||
if (bag.StateSet)
|
||||
|
@ -713,6 +714,15 @@ DEFINE_PROPERTY(radius, F, Actor)
|
|||
defaults->radius = id;
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
//==========================================================================
|
||||
DEFINE_PROPERTY(renderradius, F, Actor)
|
||||
{
|
||||
PROP_DOUBLE_PARM(id, 0);
|
||||
defaults->renderradius = id;
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
//==========================================================================
|
||||
|
|
|
@ -1323,7 +1323,7 @@ bool ZCCCompiler::CompileFields(PStruct *type, TArray<ZCC_VarDeclarator *> &Fiel
|
|||
}
|
||||
else if (hasnativechildren)
|
||||
{
|
||||
Error(field, "Cannot add field %s to %s. %s has native children which means it size may not change.", type->TypeName.GetChars(), fd->FieldSize, FName(name->Name).GetChars());
|
||||
Error(field, "Cannot add field %s to %s. %s has native children which means it size may not change.", FName(name->Name).GetChars(), type->TypeName.GetChars(), type->TypeName.GetChars());
|
||||
}
|
||||
else
|
||||
{
|
||||
|
|
|
@ -38,6 +38,8 @@
|
|||
#include "zscript/shared/fastprojectile.txt"
|
||||
#include "zscript/shared/dynlights.txt"
|
||||
|
||||
#include "zscript/compatibility.txt"
|
||||
|
||||
#include "zscript/doom/doomplayer.txt"
|
||||
#include "zscript/doom/possessed.txt"
|
||||
#include "zscript/doom/doomimp.txt"
|
||||
|
|
|
@ -45,6 +45,7 @@ class Actor : Thinker native
|
|||
native TextureID ceilingpic;
|
||||
native double Height;
|
||||
native readonly double Radius;
|
||||
native readonly double RenderRadius;
|
||||
native double projectilepassheight;
|
||||
native int tics;
|
||||
native readonly State CurState;
|
||||
|
@ -201,6 +202,7 @@ class Actor : Thinker native
|
|||
Health DEFAULT_HEALTH;
|
||||
Reactiontime 8;
|
||||
Radius 20;
|
||||
RenderRadius 0;
|
||||
Height 16;
|
||||
Mass 100;
|
||||
RenderStyle 'Normal';
|
||||
|
@ -691,7 +693,7 @@ class Actor : Thinker native
|
|||
deprecated native void A_StopSoundEx(name slot);
|
||||
native void A_SeekerMissile(int threshold, int turnmax, int flags = 0, int chance = 50, int distance = 10);
|
||||
native action state A_Jump(int chance, statelabel label, ...);
|
||||
native void A_CustomMissile(class<Actor> missiletype, double spawnheight = 32, double spawnofs_xy = 0, double angle = 0, int flags = 0, double pitch = 0, int ptr = AAPTR_TARGET);
|
||||
native void A_SpawnProjectile(class<Actor> missiletype, double spawnheight = 32, double spawnofs_xy = 0, double angle = 0, int flags = 0, double pitch = 0, int ptr = AAPTR_TARGET);
|
||||
native void A_CustomBulletAttack(double spread_xy, double spread_z, int numbullets, int damageperbullet, class<Actor> pufftype = "BulletPuff", double range = 0, int flags = 0, int ptr = AAPTR_TARGET, class<Actor> missile = null, double Spawnheight = 32, double Spawnofs_xy = 0);
|
||||
native void A_CustomRailgun(int damage, int spawnofs_xy = 0, color color1 = 0, color color2 = 0, int flags = 0, int aim = 0, double maxdiff = 0, class<Actor> pufftype = "BulletPuff", double spread_xy = 0, double spread_z = 0, double range = 0, int duration = 0, double sparsity = 1.0, double driftspeed = 1.0, class<Actor> spawnclass = null, double spawnofs_z = 0, int spiraloffset = 270, int limit = 0);
|
||||
native bool A_SetInventory(class<Inventory> itemtype, int amount, int ptr = AAPTR_DEFAULT, bool beyondMax = false);
|
||||
|
|
|
@ -77,7 +77,7 @@ class ZorchPropulsor : RocketLauncher
|
|||
{
|
||||
Fire:
|
||||
MISG B 8 A_GunFlash;
|
||||
MISG B 12 A_FireCustomMissile("PropulsorMissile");
|
||||
MISG B 12 A_FireProjectile("PropulsorMissile");
|
||||
MISG B 0 A_ReFire;
|
||||
Goto Ready;
|
||||
}
|
||||
|
@ -107,7 +107,7 @@ class PhasingZorcher : PlasmaRifle
|
|||
{
|
||||
Fire:
|
||||
PLSG A 0 A_GunFlash;
|
||||
PLSG A 3 A_FireCustomMissile("PhaseZorchMissile");
|
||||
PLSG A 3 A_FireProjectile("PhaseZorchMissile");
|
||||
PLSG B 20 A_ReFire;
|
||||
Goto Ready;
|
||||
Flash:
|
||||
|
@ -143,7 +143,7 @@ class LAZDevice : BFG9000
|
|||
Fire:
|
||||
BFGG A 20 A_BFGsound;
|
||||
BFGG B 10 A_GunFlash;
|
||||
BFGG B 10 A_FireCustomMissile("LAZBall");
|
||||
BFGG B 10 A_FireProjectile("LAZBall");
|
||||
BFGG B 20 A_ReFire;
|
||||
Goto Ready;
|
||||
}
|
||||
|
|
18
wadsrc/static/zscript/compatibility.txt
Normal file
18
wadsrc/static/zscript/compatibility.txt
Normal file
|
@ -0,0 +1,18 @@
|
|||
// This file contains compatibility wrappers for DECORATE functions with bad parameters.
|
||||
|
||||
extend class Actor
|
||||
{
|
||||
deprecated void A_CustomMissile(class<Actor> missiletype, double spawnheight = 32, double spawnofs_xy = 0, double angle = 0, int flags = 0, double pitch = 0, int ptr = AAPTR_TARGET)
|
||||
{
|
||||
A_SpawnProjectile(missiletype, spawnheight, spawnofs_xy, angle, flags|CMF_BADPITCH, pitch, ptr);
|
||||
}
|
||||
}
|
||||
|
||||
extend class StateProvider
|
||||
{
|
||||
deprecated action void A_FireCustomMissile(class<Actor> missiletype, double angle = 0, bool useammo = true, double spawnofs_xy = 0, double spawnheight = 0, int flags = 0, double pitch = 0)
|
||||
{
|
||||
A_FireProjectile(missiletype, angle, useammo, spawnofs_xy, spawnheight, flags, -pitch);
|
||||
}
|
||||
}
|
||||
|
|
@ -45,7 +45,7 @@ enum EBFGSprayFlags
|
|||
BFGF_MISSILEORIGIN = 2,
|
||||
};
|
||||
|
||||
// Flags for A_CustomMissile
|
||||
// Flags for A_SpawnProjectile
|
||||
enum ECustomMissileFlags
|
||||
{
|
||||
CMF_AIMOFFSET = 1,
|
||||
|
@ -56,6 +56,7 @@ enum ECustomMissileFlags
|
|||
CMF_OFFSETPITCH = 32,
|
||||
CMF_SAVEPITCH = 64,
|
||||
CMF_ABSOLUTEANGLE = 128,
|
||||
CMF_BADPITCH = 256, // for compatibility handling only - avoid!
|
||||
};
|
||||
|
||||
// Flags for A_CustomBulletAttack
|
||||
|
|
|
@ -125,25 +125,26 @@ extend class Actor
|
|||
|
||||
void A_VileAttack(sound snd = "vile/stop", int initialdmg = 20, int blastdmg = 70, int blastradius = 70, double thrust = 1.0, name damagetype = "Fire", int flags = 0)
|
||||
{
|
||||
if (target)
|
||||
Actor targ = target;
|
||||
if (targ)
|
||||
{
|
||||
A_FaceTarget();
|
||||
if (!CheckSight(target, 0)) return;
|
||||
if (!CheckSight(targ, 0)) return;
|
||||
A_PlaySound(snd, CHAN_WEAPON);
|
||||
int newdam = target.DamageMobj (self, self, initialdmg, (flags & VAF_DMGTYPEAPPLYTODIRECT)? damagetype : 'none');
|
||||
int newdam = targ.DamageMobj (self, self, initialdmg, (flags & VAF_DMGTYPEAPPLYTODIRECT)? damagetype : 'none');
|
||||
|
||||
TraceBleed (newdam > 0 ? newdam : initialdmg, target);
|
||||
TraceBleed (newdam > 0 ? newdam : initialdmg, targ);
|
||||
|
||||
Actor fire = tracer;
|
||||
if (fire)
|
||||
{
|
||||
// move the fire between the vile and the player
|
||||
fire.SetOrigin(target.Vec3Angle(-24., angle, 0), true);
|
||||
fire.SetOrigin(targ.Vec3Angle(-24., angle, 0), true);
|
||||
fire.A_Explode(blastdmg, blastradius, XF_NOSPLASH, false, 0, 0, 0, "BulletPuff", damagetype);
|
||||
}
|
||||
if (!target.bDontThrust)
|
||||
if (!targ.bDontThrust)
|
||||
{
|
||||
target.Vel.z = thrust * 1000 / max(1, target.Mass);
|
||||
targ.Vel.z = thrust * 1000 / max(1, targ.Mass);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -28,9 +28,9 @@ class Snake : Actor
|
|||
Loop;
|
||||
Missile:
|
||||
SNKE FF 5 A_FaceTarget;
|
||||
SNKE FFF 4 A_CustomMissile("SnakeProjA", 32, 0, 0, CMF_CHECKTARGETDEAD);
|
||||
SNKE FFF 4 A_SpawnProjectile("SnakeProjA", 32, 0, 0, CMF_CHECKTARGETDEAD);
|
||||
SNKE FFF 5 A_FaceTarget;
|
||||
SNKE F 4 A_CustomMissile("SnakeProjB", 32, 0, 0, CMF_CHECKTARGETDEAD);
|
||||
SNKE F 4 A_SpawnProjectile("SnakeProjB", 32, 0, 0, CMF_CHECKTARGETDEAD);
|
||||
Goto See;
|
||||
Pain:
|
||||
SNKE E 3;
|
||||
|
|
|
@ -87,7 +87,7 @@ class BlasterPowered : Blaster
|
|||
Fire:
|
||||
BLSR BC 0;
|
||||
Hold:
|
||||
BLSR D 3 A_FireCustomMissile("BlasterFX1");
|
||||
BLSR D 3 A_FireProjectile("BlasterFX1");
|
||||
BLSR CB 4;
|
||||
BLSR A 0 A_ReFire;
|
||||
Goto Ready;
|
||||
|
|
|
@ -112,9 +112,9 @@ class CentaurLeader : Centaur
|
|||
{
|
||||
Missile:
|
||||
CENT E 10 A_FaceTarget;
|
||||
CENT F 8 Bright A_CustomMissile("CentaurFX", 45, 0, 0, CMF_AIMOFFSET);
|
||||
CENT F 8 Bright A_SpawnProjectile("CentaurFX", 45, 0, 0, CMF_AIMOFFSET);
|
||||
CENT E 10 A_FaceTarget;
|
||||
CENT F 8 Bright A_CustomMissile("CentaurFX", 45, 0, 0, CMF_AIMOFFSET);
|
||||
CENT F 8 Bright A_SpawnProjectile("CentaurFX", 45, 0, 0, CMF_AIMOFFSET);
|
||||
Goto See;
|
||||
}
|
||||
}
|
||||
|
|
|
@ -44,7 +44,7 @@ class Demon1 : Actor
|
|||
Missile:
|
||||
DEMN E 5 A_FaceTarget;
|
||||
DEMN F 6 A_FaceTarget;
|
||||
DEMN G 5 A_CustomMissile("Demon1FX1", 62, 0);
|
||||
DEMN G 5 A_SpawnProjectile("Demon1FX1", 62, 0);
|
||||
Goto See;
|
||||
Death:
|
||||
DEMN HI 6;
|
||||
|
@ -250,7 +250,7 @@ class Demon2 : Demon1
|
|||
Missile:
|
||||
DEM2 E 5 A_FaceTarget;
|
||||
DEM2 F 6 A_FaceTarget;
|
||||
DEM2 G 5 A_CustomMissile("Demon2FX1", 62, 0);
|
||||
DEM2 G 5 A_SpawnProjectile("Demon2FX1", 62, 0);
|
||||
Goto See;
|
||||
Death:
|
||||
DEM2 HI 6;
|
||||
|
|
|
@ -23,7 +23,7 @@ class MWeapWand : MageWeapon
|
|||
Loop;
|
||||
Fire:
|
||||
MWND A 6;
|
||||
MWND B 6 Bright Offset (0, 48) A_FireCustomMissile ("MageWandMissile");
|
||||
MWND B 6 Bright Offset (0, 48) A_FireProjectile ("MageWandMissile");
|
||||
MWND A 3 Offset (0, 40);
|
||||
MWND A 3 Offset (0, 36) A_ReFire;
|
||||
Goto Ready;
|
||||
|
|
|
@ -300,7 +300,7 @@ class SerpentLeader : Serpent
|
|||
States
|
||||
{
|
||||
Missile:
|
||||
SSPT N 5 A_CustomMissile("SerpentFX", 32, 0);
|
||||
SSPT N 5 A_SpawnProjectile("SerpentFX", 32, 0);
|
||||
Goto Dive;
|
||||
}
|
||||
}
|
||||
|
|
|
@ -47,7 +47,7 @@ class Wraith : Actor
|
|||
Missile:
|
||||
WRTH E 6 A_FaceTarget;
|
||||
WRTH F 6;
|
||||
WRTH G 6 A_CustomMissile("WraithFX1");
|
||||
WRTH G 6 A_SpawnProjectile("WraithFX1");
|
||||
Goto See;
|
||||
Death:
|
||||
WRTH I 4;
|
||||
|
|
|
@ -49,7 +49,7 @@ class ArtiEgg : CustomInventory
|
|||
Use:
|
||||
TNT1 A 0
|
||||
{
|
||||
for (double i = -15; i <= 15; i += 7.5) A_FireCustomMissile("EggFX", i, 0, 0, 0, 1);
|
||||
for (double i = -15; i <= 15; i += 7.5) A_FireProjectile("EggFX", i, false, 0, 0, FPF_AIMATANGLE);
|
||||
}
|
||||
Stop;
|
||||
}
|
||||
|
@ -104,7 +104,7 @@ class ArtiPork : CustomInventory
|
|||
Use:
|
||||
TNT1 A 0
|
||||
{
|
||||
for (double i = -15; i <= 15; i += 7.5) A_FireCustomMissile("PorkFX", i, 0, 0, 0, 1);
|
||||
for (double i = -15; i <= 15; i += 7.5) A_FireProjectile("PorkFX", i, false, 0, 0, FPF_AIMATANGLE);
|
||||
}
|
||||
Stop;
|
||||
}
|
||||
|
|
|
@ -85,6 +85,7 @@ class InvisibleBridge : Actor native
|
|||
{
|
||||
RenderStyle "None";
|
||||
Radius 32;
|
||||
RenderRadius -1;
|
||||
Height 4;
|
||||
+SOLID
|
||||
+NOGRAVITY
|
||||
|
|
|
@ -84,7 +84,7 @@ class StateProvider : Inventory native
|
|||
action native state A_JumpIfNoAmmo(statelabel label);
|
||||
action native void A_CustomPunch(int damage, bool norandom = false, int flags = CPF_USEAMMO, class<Actor> pufftype = "BulletPuff", double range = 0, double lifesteal = 0, int lifestealmax = 0, class<BasicArmorBonus> armorbonustype = "ArmorBonus", sound MeleeSound = 0, sound MissSound = "");
|
||||
action native void A_FireBullets(double spread_xy, double spread_z, int numbullets, int damageperbullet, class<Actor> pufftype = "BulletPuff", int flags = 1, double range = 0, class<Actor> missile = null, double Spawnheight = 32, double Spawnofs_xy = 0);
|
||||
action native void A_FireCustomMissile(class<Actor> missiletype, double angle = 0, bool useammo = true, double spawnofs_xy = 0, double spawnheight = 0, int flags = 0, double pitch = 0);
|
||||
action native void A_FireProjectile(class<Actor> missiletype, double angle = 0, bool useammo = true, double spawnofs_xy = 0, double spawnheight = 0, int flags = 0, double pitch = 0);
|
||||
action native void A_RailAttack(int damage, int spawnofs_xy = 0, bool useammo = true, color color1 = 0, color color2 = 0, int flags = 0, double maxdiff = 0, class<Actor> pufftype = "BulletPuff", double spread_xy = 0, double spread_z = 0, double range = 0, int duration = 0, double sparsity = 1.0, double driftspeed = 1.0, class<Actor> spawnclass = "none", double spawnofs_z = 0, int spiraloffset = 270, int limit = 0);
|
||||
action native void A_WeaponReady(int flags = 0);
|
||||
action native void A_Lower();
|
||||
|
|
|
@ -202,7 +202,7 @@ class AlienSpectre2 : AlienSpectre1
|
|||
{
|
||||
Missile:
|
||||
ALN1 F 4 A_FaceTarget;
|
||||
ALN1 I 4 A_CustomMissile("SpectralLightningH3", 32, 0);
|
||||
ALN1 I 4 A_SpawnProjectile("SpectralLightningH3", 32, 0);
|
||||
ALN1 E 4;
|
||||
Goto See+10;
|
||||
}
|
||||
|
@ -267,7 +267,7 @@ class AlienSpectre4 : AlienSpectre1
|
|||
{
|
||||
Missile:
|
||||
ALN1 F 4 A_FaceTarget;
|
||||
ALN1 I 4 A_CustomMissile("SpectralLightningBigV2", 32, 0);
|
||||
ALN1 I 4 A_SpawnProjectile("SpectralLightningBigV2", 32, 0);
|
||||
ALN1 E 4;
|
||||
Goto See+10;
|
||||
}
|
||||
|
@ -289,7 +289,7 @@ class AlienSpectre5 : AlienSpectre1
|
|||
{
|
||||
Missile:
|
||||
ALN1 F 4 A_FaceTarget;
|
||||
ALN1 I 4 A_CustomMissile("SpectralLightningBigBall2", 32, 0);
|
||||
ALN1 I 4 A_SpawnProjectile("SpectralLightningBigBall2", 32, 0);
|
||||
ALN1 E 4;
|
||||
Goto See+10;
|
||||
}
|
||||
|
|
|
@ -265,7 +265,7 @@ class EntitySecond : SpectralMonster
|
|||
Goto See+1;
|
||||
Missile:
|
||||
MNAL W 4 Bright A_FaceTarget;
|
||||
MNAL U 4 Bright A_CustomMissile("SpectralLightningH3",32,0);
|
||||
MNAL U 4 Bright A_SpawnProjectile("SpectralLightningH3",32,0);
|
||||
MNAL V 4 Bright A_SentinelBob;
|
||||
Goto See+4;
|
||||
Pain:
|
||||
|
|
|
@ -55,7 +55,7 @@ class Loremaster : Actor
|
|||
Goto See;
|
||||
Missile:
|
||||
PRST E 4 A_FaceTarget;
|
||||
PRST F 4 A_CustomMissile("LoreShot", 32, 0);
|
||||
PRST F 4 A_SpawnProjectile("LoreShot", 32, 0);
|
||||
PRST E 4 A_SentinelBob;
|
||||
Goto See;
|
||||
Death:
|
||||
|
|
|
@ -38,7 +38,7 @@ class StrifeBishop : Actor
|
|||
Loop;
|
||||
Missile:
|
||||
MLDR E 3 A_FaceTarget;
|
||||
MLDR F 2 Bright A_CustomMissile("BishopMissile", 64, 0, 0, CMF_AIMOFFSET);
|
||||
MLDR F 2 Bright A_SpawnProjectile("BishopMissile", 64, 0, 0, CMF_AIMOFFSET);
|
||||
Goto See;
|
||||
Pain:
|
||||
MLDR D 1 A_Pain;
|
||||
|
|
Loading…
Reference in a new issue