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- Added limit parameter to A_RailAttack and A_CustomRailgun.
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f1597a5d26
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2d4eb8dde4
5 changed files with 16 additions and 4 deletions
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@ -334,6 +334,7 @@ struct FRailParams
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double drift = 1.0;
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PClassActor *spawnclass = nullptr;
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int SpiralOffset = 270;
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int limit = 0;
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}; // [RH] Shoot a railgun
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void P_RailAttack(FRailParams *params);
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@ -4610,6 +4610,8 @@ struct RailData
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bool ThruSpecies;
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bool MThruSpecies;
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bool ThruActors;
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int limit;
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int count;
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};
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static ETraceStatus ProcessRailHit(FTraceResults &res, void *userdata)
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@ -4664,7 +4666,11 @@ static ETraceStatus ProcessRailHit(FTraceResults &res, void *userdata)
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}
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data->RailHits.Push(newhit);
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return data->StopAtOne ? TRACE_Stop : TRACE_Continue;
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if (data->limit)
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{
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data->count++;
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}
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return (data->StopAtOne || (data->limit && (data->count >= data->limit))) ? TRACE_Stop : TRACE_Continue;
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}
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//==========================================================================
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@ -4706,7 +4712,8 @@ void P_RailAttack(FRailParams *p)
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RailData rail_data;
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rail_data.Caller = source;
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rail_data.limit = p->limit;
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rail_data.count = 0;
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rail_data.StopAtOne = !!(p->flags & RAF_NOPIERCE);
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start.X = xy.X;
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start.Y = xy.Y;
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@ -1996,6 +1996,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_RailAttack)
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PARAM_CLASS_OPT (spawnclass, AActor){ spawnclass = NULL; }
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PARAM_FLOAT_OPT (spawnofs_z) { spawnofs_z = 0; }
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PARAM_INT_OPT (SpiralOffset) { SpiralOffset = 270; }
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PARAM_INT_OPT (limit) { limit = 0; }
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if (range == 0) range = 8192;
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if (sparsity == 0) sparsity=1.0;
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@ -2036,6 +2037,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_RailAttack)
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p.drift = driftspeed;
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p.spawnclass = spawnclass;
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p.SpiralOffset = SpiralOffset;
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p.limit = limit;
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P_RailAttack(&p);
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return 0;
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}
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@ -2073,6 +2075,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CustomRailgun)
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PARAM_CLASS_OPT (spawnclass, AActor){ spawnclass = NULL; }
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PARAM_FLOAT_OPT (spawnofs_z) { spawnofs_z = 0; }
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PARAM_INT_OPT (SpiralOffset) { SpiralOffset = 270; }
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PARAM_INT_OPT (limit) { limit = 0; }
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if (range == 0) range = 8192.;
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if (sparsity == 0) sparsity = 1;
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@ -2155,6 +2158,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CustomRailgun)
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p.drift = driftspeed;
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p.spawnclass = spawnclass;
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p.SpiralOffset = SpiralOffset;
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p.limit = 0;
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P_RailAttack(&p);
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self->SetXYZ(savedpos);
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@ -190,7 +190,7 @@ ACTOR Actor native //: Thinker
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native state A_Jump(int chance = 256, state label, ...);
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native void A_CustomMissile(class<Actor> missiletype, float spawnheight = 32, float spawnofs_xy = 0, float angle = 0, int flags = 0, float pitch = 0, int ptr = AAPTR_TARGET);
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native void A_CustomBulletAttack(float/*angle*/ spread_xy, float/*angle*/ spread_z, int numbullets, int damageperbullet, class<Actor> pufftype = "BulletPuff", float range = 0, int flags = 0, int ptr = AAPTR_TARGET);
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native void A_CustomRailgun(int damage, int spawnofs_xy = 0, color color1 = "", color color2 = "", int flags = 0, int aim = 0, float maxdiff = 0, class<Actor> pufftype = "BulletPuff", float/*angle*/ spread_xy = 0, float/*angle*/ spread_z = 0, float range = 0, int duration = 0, float sparsity = 1.0, float driftspeed = 1.0, class<Actor> spawnclass = "none", float spawnofs_z = 0, int spiraloffset = 270);
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native void A_CustomRailgun(int damage, int spawnofs_xy = 0, color color1 = "", color color2 = "", int flags = 0, int aim = 0, float maxdiff = 0, class<Actor> pufftype = "BulletPuff", float/*angle*/ spread_xy = 0, float/*angle*/ spread_z = 0, float range = 0, int duration = 0, float sparsity = 1.0, float driftspeed = 1.0, class<Actor> spawnclass = "none", float spawnofs_z = 0, int spiraloffset = 270, int limit = 0);
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native state A_JumpIfHealthLower(int health, state label, int ptr_selector = AAPTR_DEFAULT);
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native state A_JumpIfCloser(float distance, state label, bool noz = false);
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native state A_JumpIfTracerCloser(float distance, state label, bool noz = false);
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@ -11,7 +11,7 @@ ACTOR Inventory native
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action native A_CustomPunch(int damage, bool norandom = false, int flags = CPF_USEAMMO, class<Actor> pufftype = "BulletPuff", float range = 0, float lifesteal = 0, int lifestealmax = 0, class<BasicArmorBonus> armorbonustype = "ArmorBonus", sound MeleeSound = "", sound MissSound = "");
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action native A_FireBullets(float/*angle*/ spread_xy, float/*angle*/ spread_z, int numbullets, int damageperbullet, class<Actor> pufftype = "BulletPuff", int flags = 1, float range = 0);
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action native A_FireCustomMissile(class<Actor> missiletype, float angle = 0, bool useammo = true, float spawnofs_xy = 0, float spawnheight = 0, int flags = 0, float pitch = 0);
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action native A_RailAttack(int damage, int spawnofs_xy = 0, bool useammo = true, color color1 = "", color color2 = "", int flags = 0, float maxdiff = 0, class<Actor> pufftype = "BulletPuff", float/*angle*/ spread_xy = 0, float/*angle*/ spread_z = 0, float range = 0, int duration = 0, float sparsity = 1.0, float driftspeed = 1.0, class<Actor> spawnclass = "none", float spawnofs_z = 0, int spiraloffset = 270);
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action native A_RailAttack(int damage, int spawnofs_xy = 0, bool useammo = true, color color1 = "", color color2 = "", int flags = 0, float maxdiff = 0, class<Actor> pufftype = "BulletPuff", float/*angle*/ spread_xy = 0, float/*angle*/ spread_z = 0, float range = 0, int duration = 0, float sparsity = 1.0, float driftspeed = 1.0, class<Actor> spawnclass = "none", float spawnofs_z = 0, int spiraloffset = 270, int limit = 0);
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action native A_Light(int extralight);
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action native A_Light0();
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action native A_Light1();
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