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- Added Gez's submissions for A_M_Saw customization, area damage and
pitch for A_FireCustomMissile. SVN r1685 (trunk)
This commit is contained in:
parent
a687a61c76
commit
43a71eba31
9 changed files with 54 additions and 27 deletions
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@ -1,4 +1,8 @@
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June 26, 2009
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June 27, 2009 (Changes by Graf Zahl)
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- Added Gez's submissions for A_M_Saw customization, area damage and
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pitch for A_FireCustomMissile.
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June 26, 2009
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- Attaching and detaching joysticks once again updates the joystick menu.
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- Added joystick axis -> button mapping.
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@ -261,7 +261,7 @@ enum
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MF4_SYNCHRONIZED = 0x00200000, // For actors spawned at load-time only: Do not randomize tics
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MF4_NOTARGETSWITCH = 0x00400000, // monster never switches target until current one is dead
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MF4_VFRICTION = 0x00800000, // Internal flag used by A_PainAttack to push a monster down
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MF4_DONTHURTSPECIES = 0x01000000, // Don't hurt one's own kind with explosions (hitscans, too?)
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MF4_DONTHARMCLASS = 0x01000000, // Don't hurt one's own kind with explosions (hitscans, too?)
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MF4_SHIELDREFLECT = 0x02000000,
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MF4_DEFLECT = 0x04000000, // different projectile reflection styles
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MF4_ALLOWPARTICLES = 0x08000000, // this puff type can be replaced by particles
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@ -310,6 +310,7 @@ enum
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MF6_FORCEPAIN = 0x00000008, // forces target into painstate (unless it has the NOPAIN flag)
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MF6_NOFEAR = 0x00000010, // Not scared of frightening players
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MF6_BUMPSPECIAL = 0x00000020, // Actor executes its special when being collided (as the ST flag)
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MF6_DONTHARMSPECIES = 0x00000040, // Don't hurt one's own species with explosions (hitscans, too?)
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// --- mobj.renderflags ---
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@ -247,31 +247,39 @@ DEFINE_ACTION_FUNCTION(AActor, A_MarineLook)
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//
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//============================================================================
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DEFINE_ACTION_FUNCTION(AActor, A_M_Saw)
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DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_M_Saw)
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{
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ACTION_PARAM_START(4);
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ACTION_PARAM_SOUND(fullsound, 0);
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ACTION_PARAM_SOUND(hitsound, 1);
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ACTION_PARAM_INT(damage, 2);
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ACTION_PARAM_CLASS(pufftype, 3);
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if (self->target == NULL)
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return;
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if (pufftype == NULL) pufftype = PClass::FindClass(NAME_BulletPuff);
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if (damage == 0) damage = 2;
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A_FaceTarget (self);
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if (self->CheckMeleeRange ())
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{
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angle_t angle;
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int damage;
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AActor *linetarget;
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damage = 2 * (pr_m_saw()%10+1);
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damage *= (pr_m_saw()%10+1);
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angle = self->angle + (pr_m_saw.Random2() << 18);
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P_LineAttack (self, angle, MELEERANGE+1,
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P_AimLineAttack (self, angle, MELEERANGE+1, &linetarget), damage,
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NAME_Melee, NAME_BulletPuff);
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NAME_Melee, pufftype);
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if (!linetarget)
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{
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S_Sound (self, CHAN_WEAPON, "weapons/sawfull", 1, ATTN_NORM);
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S_Sound (self, CHAN_WEAPON, fullsound, 1, ATTN_NORM);
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return;
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}
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S_Sound (self, CHAN_WEAPON, "weapons/sawhit", 1, ATTN_NORM);
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S_Sound (self, CHAN_WEAPON, hitsound, 1, ATTN_NORM);
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// turn to face target
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angle = R_PointToAngle2 (self->x, self->y, linetarget->x, linetarget->y);
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@ -292,7 +300,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_M_Saw)
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}
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else
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{
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S_Sound (self, CHAN_WEAPON, "weapons/sawfull", 1, ATTN_NORM);
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S_Sound (self, CHAN_WEAPON, fullsound, 1, ATTN_NORM);
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}
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//A_Chase (self);
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}
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@ -407,7 +407,8 @@ void P_PlaySpawnSound(AActor *missile, AActor *spawner);
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void P_AimCamera (AActor *t1, fixed_t &x, fixed_t &y, fixed_t &z, sector_t *&sec);
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// [RH] Means of death
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void P_RadiusAttack (AActor *spot, AActor *source, int damage, int distance, FName damageType, bool hurtSelf, bool dodamage=true);
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void P_RadiusAttack (AActor *spot, AActor *source, int damage, int distance,
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FName damageType, bool hurtSelf, bool dodamage=true, int fulldamagedistance=0);
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void P_DelSector_List();
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void P_DelSeclist(msecnode_t *); // phares 3/16/98
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@ -3907,13 +3907,15 @@ CUSTOM_CVAR (Float, splashfactor, 1.f, CVAR_SERVERINFO)
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// Source is the creature that caused the explosion at spot.
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//
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void P_RadiusAttack (AActor *bombspot, AActor *bombsource, int bombdamage, int bombdistance, FName bombmod,
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bool DamageSource, bool bombdodamage)
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bool DamageSource, bool bombdodamage, int fulldamagedistance)
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{
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if (bombdistance <= 0)
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return;
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fulldamagedistance = clamp<int>(fulldamagedistance, 0, bombdistance-1);
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float bombdistancefloat = 1.f / (float)bombdistance;
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float bombdistancefloat = 1.f / (float)(bombdistance - fulldamagedistance);
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float bombdamagefloat = (float)bombdamage;
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FVector3 bombvec(FIXED2FLOAT(bombspot->x), FIXED2FLOAT(bombspot->y), FIXED2FLOAT(bombspot->z));
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FBlockThingsIterator it(FBoundingBox(bombspot->x, bombspot->y, bombdistance<<FRACBITS));
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// a much needed option: monsters that fire explosive projectiles cannot
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// be hurt by projectiles fired by a monster of the same type.
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// Controlled by the DONTHURTSPECIES flag.
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if (bombsource &&
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thing->GetClass() == bombsource->GetClass() &&
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!thing->player &&
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bombsource->flags4 & MF4_DONTHURTSPECIES
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) continue;
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// Controlled by the DONTHARMCLASS and DONTHARMSPECIES flags.
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if ((bombsource && !thing->player) // code common to both checks
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&& ( // Class check first
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((bombsource->flags4 & MF4_DONTHARMCLASS) && (thing->GetClass() == bombsource->GetClass()))
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|| // Nigh-identical species check second
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((bombsource->flags6 & MF6_DONTHARMSPECIES) && (thing->GetSpecies() == bombsource->GetSpecies()))
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)
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) continue;
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// Barrels always use the original code, since this makes
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// them far too "active." BossBrains also use the old code
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@ -3992,6 +3996,7 @@ void P_RadiusAttack (AActor *bombspot, AActor *bombsource, int bombdamage, int b
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len = 0.f;
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}
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len /= FRACUNIT;
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len = clamp<float>(len - (float)fulldamagedistance, 0, len);
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points = bombdamagefloat * (1.f - len * bombdistancefloat);
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if (thing == bombsource)
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{
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if (P_CheckSight (thing, bombspot, 1))
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{ // OK to damage; target is in direct path
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int damage = Scale (bombdamage, bombdistance-dist, bombdistance);
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dist = clamp<int>(dist - fulldamagedistance, 0, dist);
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int damage = Scale (bombdamage, bombdistance-dist, bombdistance-fulldamagedistance);
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damage = (int)((float)damage * splashfactor);
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damage = Scale(damage, thing->GetClass()->Meta.GetMetaFixed(AMETA_RDFactor, FRACUNIT), FRACUNIT);
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@ -4070,7 +4076,6 @@ void P_RadiusAttack (AActor *bombspot, AActor *bombsource, int bombdamage, int b
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}
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//
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// SECTOR HEIGHT CHANGING
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// After modifying a sector's floor or ceiling height,
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@ -553,11 +553,12 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_JumpIfArmorType)
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DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Explode)
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{
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ACTION_PARAM_START(4);
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ACTION_PARAM_START(5);
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ACTION_PARAM_INT(damage, 0);
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ACTION_PARAM_INT(distance, 1);
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ACTION_PARAM_BOOL(hurtSource, 2);
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ACTION_PARAM_BOOL(alert, 3);
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ACTION_PARAM_INT(fulldmgdistance, 4);
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if (damage < 0) // get parameters from metadata
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{
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if (distance <= 0) distance = damage;
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}
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P_RadiusAttack (self, self->target, damage, distance, self->DamageType, hurtSource);
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P_RadiusAttack (self, self->target, damage, distance, self->DamageType, hurtSource, true, fulldmgdistance);
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if (self->z <= self->floorz + (distance<<FRACBITS))
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{
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P_HitFloor (self);
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//==========================================================================
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DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_FireCustomMissile)
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{
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ACTION_PARAM_START(6);
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ACTION_PARAM_START(7);
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ACTION_PARAM_CLASS(ti, 0);
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ACTION_PARAM_ANGLE(Angle, 1);
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ACTION_PARAM_BOOL(UseAmmo, 2);
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ACTION_PARAM_INT(SpawnOfs_XY, 3);
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ACTION_PARAM_FIXED(SpawnHeight, 4);
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ACTION_PARAM_BOOL(AimAtAngle, 5);
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ACTION_PARAM_ANGLE(pitch, 6);
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if (!self->player) return;
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if (AimAtAngle) shootangle+=Angle;
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// Temporarily adjusts the pitch
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fixed_t SavedPlayerPitch = self->pitch;
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self->pitch -= pitch;
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AActor * misl=P_SpawnPlayerMissile (self, x, y, z, ti, shootangle, &linetarget);
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self->pitch = SavedPlayerPitch;
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// automatic handling of seeker missiles
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if (misl)
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{
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@ -168,7 +168,8 @@ static FFlagDef ActorFlags[]=
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DEFINE_FLAG(MF4, NOSPLASHALERT, AActor, flags4),
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DEFINE_FLAG(MF4, SYNCHRONIZED, AActor, flags4),
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DEFINE_FLAG(MF4, NOTARGETSWITCH, AActor, flags4),
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DEFINE_FLAG(MF4, DONTHURTSPECIES, AActor, flags4),
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DEFINE_FLAG(MF4, DONTHARMCLASS, AActor, flags4),
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DEFINE_FLAG2(MF4_DONTHARMCLASS, DONTHURTSPECIES, AActor, flags4), // Deprecated name as an alias
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DEFINE_FLAG(MF4, SHIELDREFLECT, AActor, flags4),
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DEFINE_FLAG(MF4, DEFLECT, AActor, flags4),
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DEFINE_FLAG(MF4, ALLOWPARTICLES, AActor, flags4),
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DEFINE_FLAG(MF6, FORCEPAIN, AActor, flags6),
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DEFINE_FLAG(MF6, NOFEAR, AActor, flags6),
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DEFINE_FLAG(MF6, BUMPSPECIAL, AActor, flags6),
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DEFINE_FLAG(MF6, DONTHARMSPECIES, AActor, flags6),
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// Effect flags
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DEFINE_FLAG(FX, VISIBILITYPULSE, AActor, effects),
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@ -122,7 +122,7 @@ ACTOR Actor native //: Thinker
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action native A_SetFloat();
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action native A_UnsetFloat();
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action native A_M_Saw();
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action native A_M_Saw(sound fullsound = "weapons/sawfull", sound hitsound = "weapons/sawhit", int damage = 2, class<Actor> pufftype = "BulletPuff");
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action native A_ScreamAndUnblock();
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action native A_ActiveAndUnblock();
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@ -212,7 +212,7 @@ 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_Burst(class<Actor> chunktype);
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action native A_RadiusThrust(int force = 128, int distance = -1, bool affectsource = true);
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action native A_Explode(int damage = -1, int distance = -1, bool hurtsource = true, bool alert = false);
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action native A_Explode(int damage = -1, int distance = -1, bool hurtsource = true, bool alert = false, int fulldamagedistance = 0);
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action native A_Stop();
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action native A_Respawn(bool fog = true);
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action native A_BarrelDestroy();
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@ -8,7 +8,7 @@ ACTOR Inventory native
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action native A_JumpIfNoAmmo(state label);
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action native A_CustomPunch(int damage, bool norandom = false, bool useammo = true, class<Actor> pufftype = "BulletPuff", float range = 0);
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action native A_FireBullets(float spread_xy, float spread_z, int numbullets, int damageperbullet, class<Actor> pufftype = "BulletPuff", bool useammo = true, float range = 0);
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action native A_FireCustomMissile(class<Actor> missiletype, float angle = 0, bool useammo = true, int spawnofs_xy = 0, float spawnheight = 0, bool aimatangle = false);
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action native A_FireCustomMissile(class<Actor> missiletype, float angle = 0, bool useammo = true, int spawnofs_xy = 0, float spawnheight = 0, bool aimatangle = false, float pitch = 0);
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action native A_RailAttack(int damage, int spawnofs_xy = 0, int useammo = true, color color1 = "", color color2 = "", bool silent = false, float maxdiff = 0, class<Actor> pufftype = "BulletPuff");
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action native A_Light(int extralight);
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action native A_Light0();
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