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- Reorganized A_SpawnParticle parameters.
- Decorate order is now color, x/y/zoff, velx/y/z, lifetime, angle, flags, size, startalphaf, fadestepf, accelx/y/z. - ACS order is now color, xyz offset, xyz velocity, lifetime, fullbright, size, startalpha, fadestep, xyz accel
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parent
841c7b275e
commit
28502b9a80
3 changed files with 27 additions and 27 deletions
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@ -5993,17 +5993,17 @@ doplaysound: if (funcIndex == ACSF_PlayActorSound)
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case ACSF_SpawnParticle:
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{
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fixed_t x = args[0];
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fixed_t y = args[1];
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fixed_t z = args[2];
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fixed_t xvel = args[3];
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fixed_t yvel = args[4];
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fixed_t zvel = args[5];
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PalEntry color = args[6];
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PalEntry color = args[0];
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fixed_t x = args[1];
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fixed_t y = args[2];
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fixed_t z = args[3];
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fixed_t xvel = args[4];
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fixed_t yvel = args[5];
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fixed_t zvel = args[6];
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int lifetime = args[7];
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bool fullbright = argCount > 8 ? !!args[8] : false;
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int startalpha = argCount > 9 ? args[9] : 0xFF; // Byte trans
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int size = argCount > 10 ? args[10] : 1;
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int size = argCount > 9 ? args[9] : 1;
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int startalpha = argCount > 10 ? args[10] : 0xFF; // Byte trans
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int fadestep = argCount > 11 ? args[11] : -1;
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fixed_t accelx = argCount > 12 ? args[12] : 0;
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fixed_t accely = argCount > 13 ? args[13] : 0;
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@ -2645,23 +2645,23 @@ enum SPFflag
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DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SpawnParticle)
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{
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ACTION_PARAM_START(15);
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ACTION_PARAM_FIXED(xoff, 0);
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ACTION_PARAM_FIXED(yoff, 1);
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ACTION_PARAM_FIXED(zoff, 2);
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ACTION_PARAM_FIXED(xvel, 3);
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ACTION_PARAM_FIXED(yvel, 4);
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ACTION_PARAM_FIXED(zvel, 5);
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ACTION_PARAM_COLOR(color, 6);
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ACTION_PARAM_INT(lifetime, 7);
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ACTION_PARAM_INT(flags, 8);
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ACTION_PARAM_FIXED(startalphaf, 9);
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ACTION_PARAM_INT(size, 10);
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ACTION_PARAM_FIXED(fadestepf, 11);
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ACTION_PARAM_FIXED(accelx, 12);
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ACTION_PARAM_FIXED(accely, 13);
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ACTION_PARAM_FIXED(accelz, 14);
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ACTION_PARAM_ANGLE(angle, 15);
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ACTION_PARAM_COLOR(color, 0);
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ACTION_PARAM_FIXED(xoff, 1);
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ACTION_PARAM_FIXED(yoff, 2);
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ACTION_PARAM_FIXED(zoff, 3);
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ACTION_PARAM_FIXED(xvel, 4);
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ACTION_PARAM_FIXED(yvel, 5);
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ACTION_PARAM_FIXED(zvel, 6);
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ACTION_PARAM_ANGLE(angle, 7);
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ACTION_PARAM_INT(lifetime, 8);
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ACTION_PARAM_INT(flags, 9);
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ACTION_PARAM_INT(size, 10);
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ACTION_PARAM_FIXED(startalphaf, 11);
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ACTION_PARAM_FIXED(fadestepf, 12);
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ACTION_PARAM_FIXED(accelx, 13);
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ACTION_PARAM_FIXED(accely, 14);
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ACTION_PARAM_FIXED(accelz, 15);
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BYTE startalpha = (BYTE)Scale(clamp(startalphaf, 0, FRACUNIT), 255, FRACUNIT);
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int fadestep = fadestepf < 0? -1 : Scale(clamp(fadestepf, 0, FRACUNIT), 255, FRACUNIT);
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lifetime = clamp<int>(lifetime, 0, 0xFF); // Clamp to byte
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@ -234,7 +234,7 @@ ACTOR Actor native //: Thinker
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action native A_SetScale(float scalex, float scaley = 0, int ptr = AAPTR_DEFAULT);
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action native A_SetMass(int mass);
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action native A_SpawnDebris(class<Actor> spawntype, bool transfer_translation = false, float mult_h = 1, float mult_v = 1);
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action native A_SpawnParticle(float xoff, float yoff, float zoff, float velx, float vely, float velz, color color1, int lifetime, int flags = 0, float startalpha = 1, int size = 1, float fadestep = -1, float accelx = 0.0, float accely = 0.0, float accelz = 0.0, float angle = 0);
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action native A_SpawnParticle(color color1, float xoff, float yoff, float zoff, float velx, float vely, float velz, int lifetime, float angle = 0, int flags = 0, int size = 1, float startalphaf = 1, float fadestepf = -1, float accelx = 0.0, float accely = 0.0, float accelz = 0.0);
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action native A_CheckSight(state label);
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action native A_ExtChase(bool usemelee, bool usemissile, bool playactive = true, bool nightmarefast = false);
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action native A_DropInventory(class<Inventory> itemtype);
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