mirror of
https://github.com/ZDoom/gzdoom.git
synced 2024-11-10 23:01:50 +00:00
- fixed the merge.
This commit is contained in:
parent
bc63b70d88
commit
1faf68794b
9 changed files with 10 additions and 9 deletions
|
@ -62,9 +62,10 @@ DEFINE_ACTION_FUNCTION(AActor, A_KnightAttack)
|
|||
if (self->flags & MF_SHADOW || pr_knightatk () < 40)
|
||||
{ // Red axe
|
||||
P_SpawnMissileZ (self, self->Z() + 36*FRACUNIT, self->target, PClass::FindActor("RedAxe"));
|
||||
return;
|
||||
return 0;
|
||||
}
|
||||
// Green axe
|
||||
P_SpawnMissileZ (self, self->Z() + 36*FRACUNIT, self->target, PClass::FindActor("KnightAxe"));
|
||||
return 0;
|
||||
}
|
||||
|
||||
|
|
|
@ -389,7 +389,6 @@ DEFINE_ACTION_FUNCTION(AActor, A_MntrFloorFire)
|
|||
PARAM_ACTION_PROLOGUE;
|
||||
|
||||
AActor *mo;
|
||||
fixed_t x, y;
|
||||
|
||||
self->SetZ(self->floorz);
|
||||
fixedvec2 pos = self->Vec2Offset(
|
||||
|
|
|
@ -31,10 +31,8 @@ IMPLEMENT_CLASS(AGlassShard)
|
|||
|
||||
void P_SpawnDirt (AActor *actor, fixed_t radius)
|
||||
{
|
||||
fixed_t x,y,z;
|
||||
PClassActor *dtype = NULL;
|
||||
AActor *mo;
|
||||
angle_t angle;
|
||||
|
||||
fixedvec3 pos = actor->Vec3Angle(radius, pr_dirt() << 24, (pr_dirt() << 9) + FRACUNIT);
|
||||
|
||||
|
|
|
@ -134,6 +134,8 @@ DEFINE_ACTION_FUNCTION(AActor, A_InquisitorCheckLand)
|
|||
DEFINE_ACTION_FUNCTION(AActor, A_TossArm)
|
||||
{
|
||||
PARAM_ACTION_PROLOGUE;
|
||||
|
||||
AActor *foo = Spawn("InquisitorArm", self->PosPlusZ(24*FRACUNIT), ALLOW_REPLACE);
|
||||
foo->angle = self->angle - ANGLE_90 + (pr_inq.Random2() << 22);
|
||||
foo->velx = FixedMul (foo->Speed, finecosine[foo->angle >> ANGLETOFINESHIFT]) >> 3;
|
||||
foo->vely = FixedMul (foo->Speed, finesine[foo->angle >> ANGLETOFINESHIFT]) >> 3;
|
||||
|
|
|
@ -129,6 +129,8 @@ DEFINE_ACTION_FUNCTION(AActor, A_SpotLightning)
|
|||
DEFINE_ACTION_FUNCTION(AActor, A_SpawnProgrammerBase)
|
||||
{
|
||||
PARAM_ACTION_PROLOGUE;
|
||||
|
||||
AActor *foo = Spawn("ProgrammerBase", self->PosPlusZ(24*FRACUNIT), ALLOW_REPLACE);
|
||||
if (foo != NULL)
|
||||
{
|
||||
foo->angle = self->angle + ANGLE_180 + (pr_prog.Random2() << 22);
|
||||
|
|
|
@ -59,7 +59,6 @@ DEFINE_ACTION_FUNCTION(AActor, A_SpectralLightning)
|
|||
PARAM_ACTION_PROLOGUE;
|
||||
|
||||
AActor *flash;
|
||||
fixed_t x, y;
|
||||
|
||||
if (self->threshold != 0)
|
||||
--self->threshold;
|
||||
|
|
|
@ -718,6 +718,8 @@ DEFINE_ACTION_FUNCTION(AActor, A_ItBurnsItBurns)
|
|||
DEFINE_ACTION_FUNCTION(AActor, A_DropFire)
|
||||
{
|
||||
PARAM_ACTION_PROLOGUE;
|
||||
|
||||
AActor *drop = Spawn("FireDroplet", self->PosPlusZ(24*FRACUNIT), ALLOW_REPLACE);
|
||||
drop->velz = -FRACUNIT;
|
||||
P_RadiusAttack (self, self, 64, 64, NAME_Fire, 0);
|
||||
return 0;
|
||||
|
|
|
@ -18,10 +18,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_Bang4Cloud)
|
|||
{
|
||||
PARAM_ACTION_PROLOGUE;
|
||||
|
||||
fixed_t spawnx, spawny;
|
||||
|
||||
fixedvec3 pos = self->Vec3Offset((pr_bang4cloud.Random2() & 3) * 10240, (pr_bang4cloud.Random2() & 3) * 10240, 0);
|
||||
|
||||
Spawn("Bang4Cloud", pos, ALLOW_REPLACE);
|
||||
return 0;
|
||||
}
|
||||
|
|
|
@ -134,7 +134,7 @@ enum EPuffFlags
|
|||
};
|
||||
|
||||
AActor *P_SpawnPuff (AActor *source, PClassActor *pufftype, fixed_t x, fixed_t y, fixed_t z, angle_t dir, int updown, int flags = 0, AActor *vict = NULL);
|
||||
inline AActor *P_SpawnPuff(AActor *source, const PClass *pufftype, const fixedvec3 &pos, angle_t dir, int updown, int flags = 0, AActor *vict = NULL)
|
||||
inline AActor *P_SpawnPuff(AActor *source, PClassActor *pufftype, const fixedvec3 &pos, angle_t dir, int updown, int flags = 0, AActor *vict = NULL)
|
||||
{
|
||||
return P_SpawnPuff(source, pufftype, pos.x, pos.y, pos.z, dir, updown, flags, vict);
|
||||
}
|
||||
|
@ -145,6 +145,7 @@ void P_RipperBlood (AActor *mo, AActor *bleeder);
|
|||
int P_GetThingFloorType (AActor *thing);
|
||||
void P_ExplodeMissile (AActor *missile, line_t *explodeline, AActor *target);
|
||||
|
||||
AActor *P_OldSpawnMissile(AActor *source, AActor *owner, AActor *dest, PClassActor *type);
|
||||
AActor *P_SpawnMissile (AActor* source, AActor* dest, PClassActor *type, AActor* owner = NULL);
|
||||
AActor *P_SpawnMissileZ (AActor* source, fixed_t z, AActor* dest, PClassActor *type);
|
||||
AActor *P_SpawnMissileXYZ (fixed_t x, fixed_t y, fixed_t z, AActor *source, AActor *dest, PClassActor *type, bool checkspawn = true, AActor *owner = NULL);
|
||||
|
|
Loading…
Reference in a new issue