From 3e939b0ec1aa9ee536d7a8645036073967025605 Mon Sep 17 00:00:00 2001 From: Boondorl Date: Thu, 21 Mar 2024 17:06:08 -0400 Subject: [PATCH] Update quake radii from int -> double Also enables static portal-aware distance checks as cam view offsets will now properly go through them when shaking --- src/playsim/a_sharedglobal.h | 4 ++-- src/playsim/mapthinkers/a_quake.cpp | 16 ++++++++-------- src/playsim/p_actionfunctions.cpp | 10 +++++----- src/playsim/p_spec.h | 4 ++-- wadsrc/static/zscript/actors/actor.zs | 4 ++-- 5 files changed, 19 insertions(+), 19 deletions(-) diff --git a/src/playsim/a_sharedglobal.h b/src/playsim/a_sharedglobal.h index ecaa74b522..4e4a9403e6 100644 --- a/src/playsim/a_sharedglobal.h +++ b/src/playsim/a_sharedglobal.h @@ -139,8 +139,8 @@ class DEarthquake : public DThinker public: static const int DEFAULT_STAT = STAT_EARTHQUAKE; void Construct(AActor *center, double intensityX, double intensityY, double intensityZ, int duration, - int damrad, int tremrad, FSoundID quakesfx, int flags, - double waveSpeedX, double waveSpeedY, double waveSpeedZ, int falloff, int highpoint, double rollIntensity, double rollWave, double damageMultiplier, double thrustMultiplier, int damage); + double damrad, double tremrad, FSoundID quakesfx, int flags, + double waveSpeedX, double waveSpeedY, double waveSpeedZ, double falloff, int highpoint, double rollIntensity, double rollWave, double damageMultiplier, double thrustMultiplier, int damage); void Serialize(FSerializer &arc); void Tick (); diff --git a/src/playsim/mapthinkers/a_quake.cpp b/src/playsim/mapthinkers/a_quake.cpp index aae1061bf0..b21951562e 100644 --- a/src/playsim/mapthinkers/a_quake.cpp +++ b/src/playsim/mapthinkers/a_quake.cpp @@ -51,8 +51,8 @@ IMPLEMENT_POINTERS_END //========================================================================== void DEarthquake::Construct(AActor *center, double intensityX, double intensityY, double intensityZ, int duration, - int damrad, int tremrad, FSoundID quakesound, int flags, - double waveSpeedX, double waveSpeedY, double waveSpeedZ, int falloff, int highpoint, + double damrad, double tremrad, FSoundID quakesound, int flags, + double waveSpeedX, double waveSpeedY, double waveSpeedZ, double falloff, int highpoint, double rollIntensity, double rollWave, double damageMultiplier, double thrustMultiplier, int damage) { m_QuakeSFX = quakesound; @@ -185,7 +185,7 @@ void DEarthquake::DoQuakeDamage(DEarthquake *quake, AActor *victim, bool falloff if (!quake || !victim) return; - dist = quake->m_Spot->Distance2D(victim, true); + dist = quake->m_Spot->Distance2D(victim); thrustfalloff = falloff ? GetFalloff(dist, m_DamageRadius) : 1.0; // Check if in damage radius if (dist < m_DamageRadius && victim->Z() <= victim->floorz) @@ -355,8 +355,8 @@ int DEarthquake::StaticGetQuakeIntensities(double ticFrac, AActor *victim, FQuak { double dist; - if (quake->m_Flags & QF_3D) dist = quake->m_Spot->Distance3D(victim, true); - else dist = quake->m_Spot->Distance2D(victim, true); + if (quake->m_Flags & QF_3D) dist = quake->m_Spot->Distance3D(victim); + else dist = quake->m_Spot->Distance2D(victim); if (dist < quake->m_TremorRadius) { @@ -429,8 +429,8 @@ int DEarthquake::StaticGetQuakeIntensities(double ticFrac, AActor *victim, FQuak //========================================================================== bool P_StartQuakeXYZ(FLevelLocals *Level, AActor *activator, int tid, double intensityX, double intensityY, double intensityZ, int duration, - int damrad, int tremrad, FSoundID quakesfx, int flags, - double waveSpeedX, double waveSpeedY, double waveSpeedZ, int falloff, int highpoint, + double damrad, double tremrad, FSoundID quakesfx, int flags, + double waveSpeedX, double waveSpeedY, double waveSpeedZ, double falloff, int highpoint, double rollIntensity, double rollWave, double damageMultiplier, double thrustMultiplier, int damage) { AActor *center; @@ -463,7 +463,7 @@ bool P_StartQuakeXYZ(FLevelLocals *Level, AActor *activator, int tid, double int return res; } -bool P_StartQuake(FLevelLocals * Level, AActor * activator, int tid, double intensity, int duration, int damrad, int tremrad, FSoundID quakesfx) +bool P_StartQuake(FLevelLocals * Level, AActor * activator, int tid, double intensity, int duration, double damrad, double tremrad, FSoundID quakesfx) { //Maintains original behavior by passing 0 to intensityZ, flags, and everything else after QSFX. return P_StartQuakeXYZ(Level, activator, tid, intensity, intensity, 0, duration, damrad, tremrad, quakesfx, 0, 0, 0, 0, 0, 0, 0, 0, 1.0, 0.5, 0); } diff --git a/src/playsim/p_actionfunctions.cpp b/src/playsim/p_actionfunctions.cpp index 8ab0a02136..5ebf88ac3e 100644 --- a/src/playsim/p_actionfunctions.cpp +++ b/src/playsim/p_actionfunctions.cpp @@ -3322,8 +3322,8 @@ DEFINE_ACTION_FUNCTION(AActor, A_Quake) PARAM_SELF_PROLOGUE(AActor); PARAM_FLOAT (intensity); PARAM_INT (duration); - PARAM_INT (damrad); - PARAM_INT (tremrad); + PARAM_FLOAT (damrad); + PARAM_FLOAT (tremrad); PARAM_SOUND (sound); P_StartQuake(self->Level, self, 0, intensity, duration, damrad, tremrad, sound); @@ -3345,14 +3345,14 @@ DEFINE_ACTION_FUNCTION(AActor, A_QuakeEx) PARAM_FLOAT(intensityY); PARAM_FLOAT(intensityZ); PARAM_INT(duration); - PARAM_INT(damrad); - PARAM_INT(tremrad); + PARAM_FLOAT(damrad); + PARAM_FLOAT(tremrad); PARAM_SOUND(sound); PARAM_INT(flags); PARAM_FLOAT(mulWaveX); PARAM_FLOAT(mulWaveY); PARAM_FLOAT(mulWaveZ); - PARAM_INT(falloff); + PARAM_FLOAT(falloff); PARAM_INT(highpoint); PARAM_FLOAT(rollIntensity); PARAM_FLOAT(rollWave); diff --git a/src/playsim/p_spec.h b/src/playsim/p_spec.h index ff0095eea9..5d602eb1db 100644 --- a/src/playsim/p_spec.h +++ b/src/playsim/p_spec.h @@ -164,7 +164,7 @@ void P_TerminateScript (FLevelLocals *Level, int script, const char *map); // // [RH] p_quake.c // -bool P_StartQuakeXYZ(FLevelLocals *Level, AActor *activator, int tid, double intensityX, double intensityY, double intensityZ, int duration, int damrad, int tremrad, FSoundID quakesfx, int flags, double waveSpeedX, double waveSpeedY, double waveSpeedZ, int falloff, int highpoint, double rollIntensity, double rollWave, double damageMultiplier, double thrustMultiplier, int damage); -bool P_StartQuake(FLevelLocals *Level, AActor *activator, int tid, double intensity, int duration, int damrad, int tremrad, FSoundID quakesfx); +bool P_StartQuakeXYZ(FLevelLocals *Level, AActor *activator, int tid, double intensityX, double intensityY, double intensityZ, int duration, double damrad, double tremrad, FSoundID quakesfx, int flags, double waveSpeedX, double waveSpeedY, double waveSpeedZ, double falloff, int highpoint, double rollIntensity, double rollWave, double damageMultiplier, double thrustMultiplier, int damage); +bool P_StartQuake(FLevelLocals *Level, AActor *activator, int tid, double intensity, int duration, double damrad, double tremrad, FSoundID quakesfx); #endif diff --git a/wadsrc/static/zscript/actors/actor.zs b/wadsrc/static/zscript/actors/actor.zs index 1c014f47af..be9a905f58 100644 --- a/wadsrc/static/zscript/actors/actor.zs +++ b/wadsrc/static/zscript/actors/actor.zs @@ -1248,8 +1248,8 @@ class Actor : Thinker native deprecated("2.3", "User variables are deprecated in ZScript. Actor variables are directly accessible") native void A_SetUserArray(name varname, int index, int value); deprecated("2.3", "User variables are deprecated in ZScript. Actor variables are directly accessible") native void A_SetUserVarFloat(name varname, double value); deprecated("2.3", "User variables are deprecated in ZScript. Actor variables are directly accessible") native void A_SetUserArrayFloat(name varname, int index, double value); - native void A_Quake(double intensity, int duration, int damrad, int tremrad, sound sfx = "world/quake"); - native void A_QuakeEx(double intensityX, double intensityY, double intensityZ, int duration, int damrad, int tremrad, sound sfx = "world/quake", int flags = 0, double mulWaveX = 1, double mulWaveY = 1, double mulWaveZ = 1, int falloff = 0, int highpoint = 0, double rollIntensity = 0, double rollWave = 0, double damageMultiplier = 1, double thrustMultiplier = 0.5, int damage = 0); + native void A_Quake(double intensity, int duration, double damrad, double tremrad, sound sfx = "world/quake"); + native void A_QuakeEx(double intensityX, double intensityY, double intensityZ, int duration, double damrad, double tremrad, sound sfx = "world/quake", int flags = 0, double mulWaveX = 1, double mulWaveY = 1, double mulWaveZ = 1, double falloff = 0, int highpoint = 0, double rollIntensity = 0, double rollWave = 0, double damageMultiplier = 1, double thrustMultiplier = 0.5, int damage = 0); action native void A_SetTics(int tics); native void A_DamageSelf(int amount, name damagetype = "none", int flags = 0, class filter = null, name species = "None", int src = AAPTR_DEFAULT, int inflict = AAPTR_DEFAULT); native void A_DamageTarget(int amount, name damagetype = "none", int flags = 0, class filter = null, name species = "None", int src = AAPTR_DEFAULT, int inflict = AAPTR_DEFAULT);