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- renamed A_FireCustomMissile and added a deprecated compatibility wrapper to deal with the inverted pitch this function used.
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commit
287974968a
8 changed files with 21 additions and 11 deletions
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@ -1988,7 +1988,7 @@ enum FP_Flags
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FPF_TRANSFERTRANSLATION = 2,
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FPF_NOAUTOAIM = 4,
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};
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DEFINE_ACTION_FUNCTION(AStateProvider, A_FireCustomMissile)
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DEFINE_ACTION_FUNCTION(AStateProvider, A_FireProjectile)
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{
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PARAM_ACTION_PROLOGUE(AStateProvider);
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PARAM_CLASS (ti, AActor);
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@ -2,7 +2,6 @@
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#include "zscript/constants.txt"
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#include "zscript/actor.txt"
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#include "zscript/actor_checks.txt"
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#include "zscript/compatibility.txt"
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#include "zscript/shared/inventory.txt"
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#include "zscript/shared/inv_misc.txt"
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@ -38,6 +37,8 @@
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#include "zscript/shared/dog.txt"
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#include "zscript/shared/fastprojectile.txt"
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#include "zscript/compatibility.txt"
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#include "zscript/doom/doomplayer.txt"
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#include "zscript/doom/possessed.txt"
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#include "zscript/doom/doomimp.txt"
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@ -77,7 +77,7 @@ class ZorchPropulsor : RocketLauncher
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{
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Fire:
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MISG B 8 A_GunFlash;
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MISG B 12 A_FireCustomMissile("PropulsorMissile");
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MISG B 12 A_FireProjectile("PropulsorMissile");
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MISG B 0 A_ReFire;
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Goto Ready;
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}
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@ -107,7 +107,7 @@ class PhasingZorcher : PlasmaRifle
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{
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Fire:
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PLSG A 0 A_GunFlash;
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PLSG A 3 A_FireCustomMissile("PhaseZorchMissile");
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PLSG A 3 A_FireProjectile("PhaseZorchMissile");
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PLSG B 20 A_ReFire;
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Goto Ready;
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Flash:
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@ -143,7 +143,7 @@ class LAZDevice : BFG9000
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Fire:
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BFGG A 20 A_BFGsound;
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BFGG B 10 A_GunFlash;
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BFGG B 10 A_FireCustomMissile("LAZBall");
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BFGG B 10 A_FireProjectile("LAZBall");
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BFGG B 20 A_ReFire;
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Goto Ready;
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}
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@ -6,4 +6,13 @@ extend class Actor
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{
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A_SpawnProjectile(missiletype, spawnheight, spawnofs_xy, angle, flags|CMF_BADPITCH, pitch, ptr);
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}
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}
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}
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extend class StateProvider
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{
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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)
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{
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A_FireProjectile(missiletype, angle, useammo, spawnofs_xy, spawnheight, flags, -pitch);
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}
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}
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@ -87,7 +87,7 @@ class BlasterPowered : Blaster
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Fire:
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BLSR BC 0;
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Hold:
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BLSR D 3 A_FireCustomMissile("BlasterFX1");
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BLSR D 3 A_FireProjectile("BlasterFX1");
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BLSR CB 4;
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BLSR A 0 A_ReFire;
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Goto Ready;
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@ -23,7 +23,7 @@ class MWeapWand : MageWeapon
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Loop;
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Fire:
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MWND A 6;
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MWND B 6 Bright Offset (0, 48) A_FireCustomMissile ("MageWandMissile");
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MWND B 6 Bright Offset (0, 48) A_FireProjectile ("MageWandMissile");
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MWND A 3 Offset (0, 40);
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MWND A 3 Offset (0, 36) A_ReFire;
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Goto Ready;
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@ -49,7 +49,7 @@ class ArtiEgg : CustomInventory
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Use:
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TNT1 A 0
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{
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for (double i = -15; i <= 15; i += 7.5) A_FireCustomMissile("EggFX", i, 0, 0, 0, 1);
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for (double i = -15; i <= 15; i += 7.5) A_FireProjectile("EggFX", i, false, 0, 0, FPF_AIMATANGLE);
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}
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Stop;
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}
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@ -104,7 +104,7 @@ class ArtiPork : CustomInventory
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Use:
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TNT1 A 0
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{
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for (double i = -15; i <= 15; i += 7.5) A_FireCustomMissile("PorkFX", i, 0, 0, 0, 1);
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for (double i = -15; i <= 15; i += 7.5) A_FireProjectile("PorkFX", i, false, 0, 0, FPF_AIMATANGLE);
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}
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Stop;
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}
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@ -84,7 +84,7 @@ class StateProvider : Inventory native
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action native state A_JumpIfNoAmmo(statelabel label);
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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 = "");
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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);
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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);
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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);
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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);
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action native void A_WeaponReady(int flags = 0);
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action native void A_Lower();
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