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- Added optional fullthrustdistance to A_RadiusThrust to specify the distance at which thrust
starts diminishing. SVN r3202 (trunk)
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381fb8d304
2 changed files with 3 additions and 2 deletions
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@ -932,6 +932,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_RadiusThrust)
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ACTION_PARAM_INT(force, 0);
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ACTION_PARAM_INT(force, 0);
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ACTION_PARAM_FIXED(distance, 1);
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ACTION_PARAM_FIXED(distance, 1);
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ACTION_PARAM_BOOL(affectSource, 2);
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ACTION_PARAM_BOOL(affectSource, 2);
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ACTION_PARAM_INT(fullthrustdistance, 3);
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bool sourcenothrust = false;
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bool sourcenothrust = false;
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@ -946,7 +947,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_RadiusThrust)
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}
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}
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int sourceflags2 = self->target != NULL ? self->target->flags2 : 0;
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int sourceflags2 = self->target != NULL ? self->target->flags2 : 0;
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P_RadiusAttack (self, self->target, force, distance, self->DamageType, affectSource, false);
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P_RadiusAttack (self, self->target, force, distance, self->DamageType, affectSource, false, fullthrustdistance);
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P_CheckSplash(self, distance << FRACBITS);
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P_CheckSplash(self, distance << FRACBITS);
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if (sourcenothrust)
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if (sourcenothrust)
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@ -246,7 +246,7 @@ ACTOR Actor native //: Thinker
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action native A_CustomComboAttack(class<Actor> missiletype, float spawnheight, int damage, sound meleesound = "", name damagetype = "none", bool bleed = true);
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action native A_CustomComboAttack(class<Actor> missiletype, float spawnheight, int damage, sound meleesound = "", name damagetype = "none", bool bleed = true);
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action native A_Burst(class<Actor> chunktype);
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action native A_Burst(class<Actor> chunktype);
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action native A_Blast(int flags = 0, int strength = 255, int radius = 255, float speed = 20, class<Actor> blasteffect = "BlastEffect", sound blastsound = "BlastRadius");
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action native A_Blast(int flags = 0, int strength = 255, int radius = 255, float speed = 20, class<Actor> blasteffect = "BlastEffect", sound blastsound = "BlastRadius");
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action native A_RadiusThrust(int force = 128, int distance = -1, bool affectsource = true);
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action native A_RadiusThrust(int force = 128, int distance = -1, bool affectsource = true, int fullthrustdistance = 0);
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action native A_Explode(int damage = -1, int distance = -1, bool hurtsource = true, bool alert = false, int fulldamagedistance = 0, int nails = 0, int naildamage = 10);
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action native A_Explode(int damage = -1, int distance = -1, bool hurtsource = true, bool alert = false, int fulldamagedistance = 0, int nails = 0, int naildamage = 10);
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action native A_Stop();
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action native A_Stop();
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action native A_Respawn(int flags = 1);
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action native A_Respawn(int flags = 1);
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