- Added optional fullthrustdistance to A_RadiusThrust to specify the distance at which thrust

starts diminishing.

SVN r3202 (trunk)
This commit is contained in:
Randy Heit 2011-05-11 04:31:31 +00:00
parent 91f3f61ead
commit 381fb8d304
2 changed files with 3 additions and 2 deletions

View file

@ -932,6 +932,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_RadiusThrust)
ACTION_PARAM_INT(force, 0); ACTION_PARAM_INT(force, 0);
ACTION_PARAM_FIXED(distance, 1); ACTION_PARAM_FIXED(distance, 1);
ACTION_PARAM_BOOL(affectSource, 2); ACTION_PARAM_BOOL(affectSource, 2);
ACTION_PARAM_INT(fullthrustdistance, 3);
bool sourcenothrust = false; bool sourcenothrust = false;
@ -946,7 +947,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_RadiusThrust)
} }
int sourceflags2 = self->target != NULL ? self->target->flags2 : 0; int sourceflags2 = self->target != NULL ? self->target->flags2 : 0;
P_RadiusAttack (self, self->target, force, distance, self->DamageType, affectSource, false); P_RadiusAttack (self, self->target, force, distance, self->DamageType, affectSource, false, fullthrustdistance);
P_CheckSplash(self, distance << FRACBITS); P_CheckSplash(self, distance << FRACBITS);
if (sourcenothrust) if (sourcenothrust)

View file

@ -246,7 +246,7 @@ ACTOR Actor native //: Thinker
action native A_CustomComboAttack(class<Actor> missiletype, float spawnheight, int damage, sound meleesound = "", name damagetype = "none", bool bleed = true); action native A_CustomComboAttack(class<Actor> missiletype, float spawnheight, int damage, sound meleesound = "", name damagetype = "none", bool bleed = true);
action native A_Burst(class<Actor> chunktype); action native A_Burst(class<Actor> chunktype);
action native A_Blast(int flags = 0, int strength = 255, int radius = 255, float speed = 20, class<Actor> blasteffect = "BlastEffect", sound blastsound = "BlastRadius"); action native A_Blast(int flags = 0, int strength = 255, int radius = 255, float speed = 20, class<Actor> blasteffect = "BlastEffect", sound blastsound = "BlastRadius");
action native A_RadiusThrust(int force = 128, int distance = -1, bool affectsource = true); action native A_RadiusThrust(int force = 128, int distance = -1, bool affectsource = true, int fullthrustdistance = 0);
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); 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);
action native A_Stop(); action native A_Stop();
action native A_Respawn(int flags = 1); action native A_Respawn(int flags = 1);