This commit is contained in:
Christoph Oelckers 2015-08-01 09:38:37 +02:00
commit 44d25afaef
13 changed files with 355 additions and 267 deletions

View file

@ -177,6 +177,11 @@ void D_LoadWadSettings ()
{
cmd[i] = conf[i];
}
if (i == 0)
{
conf++;
continue;
}
cmd[i] = 0;
conf += i;
if (*conf == '\n')

View file

@ -149,7 +149,8 @@ void cht_DoCheat (player_t *player, int cheat)
case CHT_FLY:
if (player->mo != NULL)
{
if ((player->mo->flags7 ^= MF7_FLYCHEAT) != 0)
player->mo->flags7 ^= MF7_FLYCHEAT;
if (player->mo->flags7 & MF7_FLYCHEAT)
{
player->mo->flags |= MF_NOGRAVITY;
player->mo->flags2 |= MF2_FLY;

View file

@ -4422,6 +4422,8 @@ enum EACSFunctions
ACSF_ChangeActorRoll,
ACSF_GetActorRoll,
ACSF_QuakeEx,
ACSF_Warp, // 92
/* Zandronum's - these must be skipped when we reach 99!
-100:ResetMap(0),
-101 : PlayerIsSpectator(1),
@ -5848,6 +5850,45 @@ doplaysound: if (funcIndex == ACSF_PlayActorSound)
case ACSF_GetActorRoll:
actor = SingleActorFromTID(args[0], activator);
return actor != NULL? actor->roll >> 16 : 0;
// [ZK] A_Warp in ACS
case ACSF_Warp:
{
int tid_dest = args[0];
fixed_t xofs = args[1];
fixed_t yofs = args[2];
fixed_t zofs = args[3];
angle_t angle = args[4];
int flags = args[5];
const char *statename = argCount > 6 ? FBehavior::StaticLookupString(args[6]) : "";
bool exact = argCount > 7 ? !!args[7] : false;
FState *state = argCount > 6 ? activator->GetClass()->ActorInfo->FindStateByString(statename, exact) : 0;
AActor *reference;
if((flags & WARPF_USEPTR) && tid_dest != AAPTR_DEFAULT)
{
reference = COPY_AAPTR(activator, tid_dest);
}
else
{
reference = SingleActorFromTID(tid_dest, activator);
}
// If there is no actor to warp to, fail.
if (!reference)
return false;
if (P_Thing_Warp(activator, reference, xofs, yofs, zofs, angle, flags))
{
if (state && argCount > 6)
{
activator->SetState(state);
}
return true;
}
return false;
}
default:
break;

View file

@ -727,6 +727,7 @@ bool EV_BuildStairs (int tag, DFloor::EStair type, line_t *line,
floor->m_Type = DFloor::buildStair; //jff 3/31/98 do not leave uninited
//jff 2/27/98 fix uninitialized crush field
floor->m_Crush = (!usespecials && speed == 4*FRACUNIT) ? 10 : -1;
floor->m_Hexencrush = false;
floor->m_ResetCount = reset; // [RH] Tics until reset (0 if never)
floor->m_OrgDist = sec->floorplane.d; // [RH] Height to reset to
}

View file

@ -176,6 +176,31 @@ bool P_Thing_Raise(AActor *thing, AActor *raiser);
bool P_Thing_CanRaise(AActor *thing);
const PClass *P_GetSpawnableType(int spawnnum);
void InitSpawnablesFromMapinfo();
int P_Thing_Warp(AActor *caller, AActor *reference, fixed_t xofs, fixed_t yofs, fixed_t zofs, angle_t angle, int flags);
enum WARPF
{
WARPF_ABSOLUTEOFFSET = 0x1,
WARPF_ABSOLUTEANGLE = 0x2,
WARPF_USECALLERANGLE = 0x4,
WARPF_NOCHECKPOSITION = 0x8,
WARPF_INTERPOLATE = 0x10,
WARPF_WARPINTERPOLATION = 0x20,
WARPF_COPYINTERPOLATION = 0x40,
WARPF_STOP = 0x80,
WARPF_TOFLOOR = 0x100,
WARPF_TESTONLY = 0x200,
WARPF_ABSOLUTEPOSITION = 0x400,
WARPF_BOB = 0x800,
WARPF_MOVEPTR = 0x1000,
WARPF_USEPTR = 0x2000,
WARPF_USETID = 0x2000,
};
//
// P_MAPUTL

View file

@ -678,3 +678,130 @@ void InitSpawnablesFromMapinfo()
InitClassMap(SpawnableThings, SpawnablesFromMapinfo);
InitClassMap(StrifeTypes, ConversationIDsFromMapinfo);
}
int P_Thing_Warp(AActor *caller, AActor *reference, fixed_t xofs, fixed_t yofs, fixed_t zofs, angle_t angle, int flags)
{
if (flags & WARPF_MOVEPTR)
{
AActor *temp = reference;
reference = caller;
caller = temp;
}
fixed_t oldx = caller->x;
fixed_t oldy = caller->y;
fixed_t oldz = caller->z;
if (!(flags & WARPF_ABSOLUTEANGLE))
{
angle += (flags & WARPF_USECALLERANGLE) ? caller->angle : reference->angle;
}
if (!(flags & WARPF_ABSOLUTEPOSITION))
{
if (!(flags & WARPF_ABSOLUTEOFFSET))
{
angle_t fineangle = angle >> ANGLETOFINESHIFT;
fixed_t xofs1 = xofs;
// (borrowed from A_SpawnItemEx, assumed workable)
// in relative mode negative y values mean 'left' and positive ones mean 'right'
// This is the inverse orientation of the absolute mode!
xofs = FixedMul(xofs1, finecosine[fineangle]) + FixedMul(yofs, finesine[fineangle]);
yofs = FixedMul(xofs1, finesine[fineangle]) - FixedMul(yofs, finecosine[fineangle]);
}
if (flags & WARPF_TOFLOOR)
{
// set correct xy
caller->SetOrigin(
reference->x + xofs,
reference->y + yofs,
reference->z);
// now the caller's floorz should be appropriate for the assigned xy-position
// assigning position again with
if (zofs)
{
// extra unlink, link and environment calculation
caller->SetOrigin(
caller->x,
caller->y,
caller->floorz + zofs);
}
else
{
// if there is no offset, there should be no ill effect from moving down to the already defined floor
// A_Teleport does the same thing anyway
caller->z = caller->floorz;
}
}
else
{
caller->SetOrigin(
reference->x + xofs,
reference->y + yofs,
reference->z + zofs);
}
}
else // [MC] The idea behind "absolute" is meant to be "absolute". Override everything, just like A_SpawnItemEx's.
{
if (flags & WARPF_TOFLOOR)
{
caller->SetOrigin(xofs, yofs, caller->floorz + zofs);
}
else
{
caller->SetOrigin(xofs, yofs, zofs);
}
}
if ((flags & WARPF_NOCHECKPOSITION) || P_TestMobjLocation(caller))
{
if (flags & WARPF_TESTONLY)
{
caller->SetOrigin(oldx, oldy, oldz);
}
else
{
caller->angle = angle;
if (flags & WARPF_STOP)
{
caller->velx = 0;
caller->vely = 0;
caller->velz = 0;
}
if (flags & WARPF_WARPINTERPOLATION)
{
caller->PrevX += caller->x - oldx;
caller->PrevY += caller->y - oldy;
caller->PrevZ += caller->z - oldz;
}
else if (flags & WARPF_COPYINTERPOLATION)
{
caller->PrevX = caller->x + reference->PrevX - reference->x;
caller->PrevY = caller->y + reference->PrevY - reference->y;
caller->PrevZ = caller->z + reference->PrevZ - reference->z;
}
else if (!(flags & WARPF_INTERPOLATE))
{
caller->PrevX = caller->x;
caller->PrevY = caller->y;
caller->PrevZ = caller->z;
}
if ((flags & WARPF_BOB) && (reference->flags2 & MF2_FLOATBOB))
{
caller->z += reference->GetBobOffset();
}
}
return true;
}
caller->SetOrigin(oldx, oldy, oldz);
return false;
}

View file

@ -4039,7 +4039,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_ScaleVelocity)
return;
}
INTBOOL was_moving = self->velx | self->vely | self->velz;
INTBOOL was_moving = ref->velx | ref->vely | ref->velz;
ref->velx = FixedMul(ref->velx, scale);
ref->vely = FixedMul(ref->vely, scale);
@ -4061,7 +4061,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_ScaleVelocity)
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_ChangeVelocity)
{
ACTION_PARAM_START(4);
ACTION_PARAM_START(5);
ACTION_PARAM_FIXED(x, 0);
ACTION_PARAM_FIXED(y, 1);
ACTION_PARAM_FIXED(z, 2);
@ -4102,7 +4102,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_ChangeVelocity)
if (was_moving)
{
CheckStopped(self);
CheckStopped(ref);
}
}
@ -4653,26 +4653,6 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_WolfAttack)
//
//==========================================================================
enum WARPF
{
WARPF_ABSOLUTEOFFSET = 0x1,
WARPF_ABSOLUTEANGLE = 0x2,
WARPF_USECALLERANGLE = 0x4,
WARPF_NOCHECKPOSITION = 0x8,
WARPF_INTERPOLATE = 0x10,
WARPF_WARPINTERPOLATION = 0x20,
WARPF_COPYINTERPOLATION = 0x40,
WARPF_STOP = 0x80,
WARPF_TOFLOOR = 0x100,
WARPF_TESTONLY = 0x200,
WARPF_ABSOLUTEPOSITION = 0x400,
WARPF_BOB = 0x800,
WARPF_MOVEPTR = 0x1000,
};
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Warp)
{
ACTION_PARAM_START(7);
@ -4684,8 +4664,17 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Warp)
ACTION_PARAM_ANGLE(angle, 4);
ACTION_PARAM_INT(flags, 5);
ACTION_PARAM_STATE(success_state, 6);
AActor *reference = COPY_AAPTR(self, destination_selector);
AActor *reference;
if((flags & WARPF_USETID))
{
reference = SingleActorFromTID(destination_selector, self);
}
else
{
reference = COPY_AAPTR(self, destination_selector);
}
//If there is no actor to warp to, fail.
if (!reference)
@ -4694,130 +4683,8 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Warp)
return;
}
AActor *caller = self;
if (flags & WARPF_MOVEPTR)
if (P_Thing_Warp(self, reference, xofs, yofs, zofs, angle, flags))
{
AActor *temp = reference;
reference = caller;
caller = temp;
}
fixed_t oldx = caller->x;
fixed_t oldy = caller->y;
fixed_t oldz = caller->z;
if (!(flags & WARPF_ABSOLUTEANGLE))
{
angle += (flags & WARPF_USECALLERANGLE) ? caller->angle : reference->angle;
}
if (!(flags & WARPF_ABSOLUTEPOSITION))
{
if (!(flags & WARPF_ABSOLUTEOFFSET))
{
angle_t fineangle = angle >> ANGLETOFINESHIFT;
fixed_t xofs1 = xofs;
// (borrowed from A_SpawnItemEx, assumed workable)
// in relative mode negative y values mean 'left' and positive ones mean 'right'
// This is the inverse orientation of the absolute mode!
xofs = FixedMul(xofs1, finecosine[fineangle]) + FixedMul(yofs, finesine[fineangle]);
yofs = FixedMul(xofs1, finesine[fineangle]) - FixedMul(yofs, finecosine[fineangle]);
}
if (flags & WARPF_TOFLOOR)
{
// set correct xy
caller->SetOrigin(
reference->x + xofs,
reference->y + yofs,
reference->z);
// now the caller's floorz should be appropriate for the assigned xy-position
// assigning position again with
if (zofs)
{
// extra unlink, link and environment calculation
caller->SetOrigin(
caller->x,
caller->y,
caller->floorz + zofs);
}
else
{
// if there is no offset, there should be no ill effect from moving down to the
// already identified floor
// A_Teleport does the same thing anyway
caller->z = caller->floorz;
}
}
else
{
caller->SetOrigin(
reference->x + xofs,
reference->y + yofs,
reference->z + zofs);
}
}
else //[MC] The idea behind "absolute" is meant to be "absolute". Override everything, just like A_SpawnItemEx's.
{
if (flags & WARPF_TOFLOOR)
{
caller->SetOrigin(xofs, yofs, caller->floorz + zofs);
}
else
{
caller->SetOrigin(xofs, yofs, zofs);
}
}
if ((flags & WARPF_NOCHECKPOSITION) || P_TestMobjLocation(caller))
{
if (flags & WARPF_TESTONLY)
{
caller->SetOrigin(oldx, oldy, oldz);
}
else
{
caller->angle = angle;
if (flags & WARPF_STOP)
{
caller->velx = 0;
caller->vely = 0;
caller->velz = 0;
}
if (flags & WARPF_WARPINTERPOLATION)
{
caller->PrevX += caller->x - oldx;
caller->PrevY += caller->y - oldy;
caller->PrevZ += caller->z - oldz;
}
else if (flags & WARPF_COPYINTERPOLATION)
{
caller->PrevX = caller->x + reference->PrevX - reference->x;
caller->PrevY = caller->y + reference->PrevY - reference->y;
caller->PrevZ = caller->z + reference->PrevZ - reference->z;
}
else if (!(flags & WARPF_INTERPOLATE))
{
caller->PrevX = caller->x;
caller->PrevY = caller->y;
caller->PrevZ = caller->z;
}
if ((flags & WARPF_BOB) && (reference->flags2 & MF2_FLOATBOB))
{
caller->z += reference->GetBobOffset();
}
}
if (success_state)
{
ACTION_SET_RESULT(false); // Jumps should never set the result for inventory state chains!
@ -4830,7 +4697,6 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Warp)
}
else
{
caller->SetOrigin(oldx, oldy, oldz);
ACTION_SET_RESULT(false);
}
@ -4948,12 +4814,25 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, ACS_NamedTerminate)
}
static bool DoCheckSpecies(AActor *mo, FName filterSpecies, bool exclude)
{
FName actorSpecies = mo->GetSpecies();
if (filterSpecies == NAME_None) return true;
return exclude ? (actorSpecies != filterSpecies) : (actorSpecies == filterSpecies);
}
static bool DoCheckClass(AActor *mo, const PClass *filterClass, bool exclude)
{
const PClass *actorClass = mo->GetClass();
if (filterClass == NULL) return true;
return exclude ? (actorClass != filterClass) : (actorClass == filterClass);
}
//==========================================================================
//
// A_RadiusGive
// A_RadiusGive(item, distance, flags, amount, filter, species)
//
// Uses code roughly similar to A_Explode (but without all the compatibility
// baggage and damage computation code to give an item to all eligible mobjs
// baggage and damage computation code) to give an item to all eligible mobjs
// in range.
//
//==========================================================================
@ -4972,21 +4851,30 @@ enum RadiusGiveFlags
RGF_CUBE = 1 << 9,
RGF_NOSIGHT = 1 << 10,
RGF_MISSILES = 1 << 11,
RGF_INCLUSIVE = 1 << 12,
RGF_ITEMS = 1 << 13,
RGF_KILLED = 1 << 14,
RGF_EXFILTER = 1 << 15,
RGF_EXSPECIES = 1 << 16,
RGF_EITHER = 1 << 17,
};
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_RadiusGive)
{
ACTION_PARAM_START(7);
ACTION_PARAM_START(6);
ACTION_PARAM_CLASS(item, 0);
ACTION_PARAM_FIXED(distance, 1);
ACTION_PARAM_INT(flags, 2);
ACTION_PARAM_INT(amount, 3);
ACTION_PARAM_CLASS(filter, 4);
ACTION_PARAM_NAME(species, 5);
// We need a valid item, valid targets, and a valid range
if (item == NULL || (flags & RGF_MASK) == 0 || distance <= 0)
if (item == NULL || (flags & RGF_MASK) == 0 || !flags || distance <= 0)
{
return;
}
if (amount == 0)
{
amount = 1;
@ -4997,108 +4885,107 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_RadiusGive)
AActor *thing;
while ((thing = it.Next()))
{
// Don't give to inventory items
if (thing->flags & MF_SPECIAL)
//[MC] Check for a filter, species, and the related exfilter/expecies/either flag(s).
bool filterpass = DoCheckClass(thing, filter, !!(flags & RGF_EXFILTER)),
speciespass = DoCheckSpecies(thing, species, !!(flags & RGF_EXSPECIES));
if ((flags & RGF_EITHER) ? (!(filterpass || speciespass)) : (!(filterpass && speciespass)))
{
continue;
}
// Avoid giving to self unless requested
if (thing == self && !(flags & RGF_GIVESELF))
{
continue;
}
// Avoiding special pointers if requested
if (((thing == self->target) && (flags & RGF_NOTARGET)) ||
((thing == self->tracer) && (flags & RGF_NOTRACER)) ||
((thing == self->master) && (flags & RGF_NOMASTER)))
{
continue;
}
// Don't give to dead thing unless requested
if (thing->flags & MF_CORPSE)
{
if (!(flags & RGF_CORPSES))
{
if (thing != self) //Don't let filter and species obstruct RGF_GIVESELF.
continue;
}
}
else if (thing->health <= 0 || thing->flags6 & MF6_KILLED)
{
continue;
}
// Players, monsters, and other shootable objects
if (thing->player)
{
if ((thing->player->mo == thing) && !(flags & RGF_PLAYERS))
{
continue;
}
if ((thing->player->mo != thing) && !(flags & RGF_VOODOO))
{
continue;
}
}
else if (thing->flags3 & MF3_ISMONSTER)
{
if (!(flags & RGF_MONSTERS))
{
continue;
}
}
else if (thing->flags & MF_SHOOTABLE || thing->flags6 & MF6_VULNERABLE)
{
if (!(flags & RGF_OBJECTS))
{
continue;
}
}
else if (thing->flags & MF_MISSILE)
{
if (!(flags & RGF_MISSILES))
{
continue;
}
}
else
{
continue;
}
if (flags & RGF_CUBE)
{ // check if inside a cube
if (fabs((double)thing->x - self->x) > (double)distance ||
fabs((double)thing->y - self->y) > (double)distance ||
fabs((double)(thing->z + thing->height/2) - (self->z + self->height/2)) > (double)distance)
{
if (thing == self)
{
if (!(flags & RGF_GIVESELF))
continue;
}
}
else
{ // check if inside a sphere
TVector3<double> tpos(thing->x, thing->y, thing->z + thing->height/2);
TVector3<double> spos(self->x, self->y, self->z + self->height/2);
if ((tpos - spos).LengthSquared() > distsquared)
{
//Check for target, master, and tracer flagging.
bool targetPass = true;
bool masterPass = true;
bool tracerPass = true;
bool ptrPass = false;
if ((thing != self) && (flags & (RGF_NOTARGET | RGF_NOMASTER | RGF_NOTRACER)))
{
if ((thing == self->target) && (flags & RGF_NOTARGET))
targetPass = false;
if ((thing == self->master) && (flags & RGF_NOMASTER))
masterPass = false;
if ((thing == self->tracer) && (flags & RGF_NOTRACER))
tracerPass = false;
ptrPass = (flags & RGF_INCLUSIVE) ? (targetPass || masterPass || tracerPass) : (targetPass && masterPass && tracerPass);
//We should not care about what the actor is here. It's safe to abort this actor.
if (!ptrPass)
continue;
}
//Next, actor flag checking.
bool selfPass = !!((flags & RGF_GIVESELF) && thing == self);
bool corpsePass = !!((flags & RGF_CORPSES) && thing->flags & MF_CORPSE);
bool killedPass = !!((flags & RGF_KILLED) && thing->flags6 & MF6_KILLED);
bool monsterPass = !!((flags & RGF_MONSTERS) && thing->flags3 & MF3_ISMONSTER);
bool objectPass = !!((flags & RGF_OBJECTS) && ((thing->flags & MF_SHOOTABLE) || (thing->flags6 & MF6_VULNERABLE)));
bool playerPass = !!((flags & RGF_PLAYERS) && (thing->player != NULL) && (thing->player->mo == thing));
bool voodooPass = !!((flags & RGF_VOODOO) && (thing->player != NULL) && (thing->player->mo != thing));
//Self calls priority over the rest of this.
if (!selfPass)
{
//If it's specifically a monster/object/player/voodoo... Can be either or...
if (monsterPass || objectPass || playerPass || voodooPass)
{
//...and is dead, without desire to give to the dead...
if (((thing->health <= 0) && !(corpsePass || killedPass)))
{
//Skip!
continue;
}
}
}
if ((flags & RGF_NOSIGHT) || P_CheckSight (thing, self, SF_IGNOREVISIBILITY|SF_IGNOREWATERBOUNDARY))
{ // OK to give; target is in direct path, or the monster doesn't care about it being in line of sight.
AInventory *gift = static_cast<AInventory *>(Spawn (item, 0, 0, 0, NO_REPLACE));
if (gift->IsKindOf(RUNTIME_CLASS(AHealth)))
{
gift->Amount *= amount;
bool itemPass = !!((flags & RGF_ITEMS) && thing->IsKindOf(RUNTIME_CLASS(AInventory)));
bool missilePass = !!((flags & RGF_MISSILES) && thing->flags & MF_MISSILE);
if (selfPass || monsterPass || corpsePass || killedPass || itemPass || objectPass || missilePass || playerPass || voodooPass)
{
if (flags & RGF_CUBE)
{ // check if inside a cube
if (fabs((double)thing->x - self->x) > (double)distance ||
fabs((double)thing->y - self->y) > (double)distance ||
fabs((double)(thing->z + thing->height / 2) - (self->z + self->height / 2)) > (double)distance)
{
continue;
}
}
else
{
gift->Amount = amount;
{ // check if inside a sphere
TVector3<double> tpos(thing->x, thing->y, thing->z + thing->height / 2);
TVector3<double> spos(self->x, self->y, self->z + self->height / 2);
if ((tpos - spos).LengthSquared() > distsquared)
{
continue;
}
}
gift->flags |= MF_DROPPED;
gift->ClearCounters();
if (!gift->CallTryPickup (thing))
{
gift->Destroy ();
if ((flags & RGF_NOSIGHT) || P_CheckSight(thing, self, SF_IGNOREVISIBILITY | SF_IGNOREWATERBOUNDARY))
{ // OK to give; target is in direct path, or the monster doesn't care about it being in line of sight.
AInventory *gift = static_cast<AInventory *>(Spawn(item, 0, 0, 0, NO_REPLACE));
if (gift->IsKindOf(RUNTIME_CLASS(AHealth)))
{
gift->Amount *= amount;
}
else
{
gift->Amount = amount;
}
gift->flags |= MF_DROPPED;
gift->ClearCounters();
if (!gift->CallTryPickup(thing))
{
gift->Destroy();
}
}
}
}
@ -5184,20 +5071,6 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SetSpeed)
ref->Speed = speed;
}
static bool DoCheckSpecies(AActor *mo, FName filterSpecies, bool exclude)
{
FName actorSpecies = mo->GetSpecies();
if (filterSpecies == NAME_None) return true;
return exclude ? (actorSpecies != filterSpecies) : (actorSpecies == filterSpecies);
}
static bool DoCheckClass(AActor *mo, const PClass *filterClass, bool exclude)
{
const PClass *actorClass = mo->GetClass();
if (filterClass == NULL) return true;
return exclude ? (actorClass != filterClass) : (actorClass == filterClass);
}
//===========================================================================
//
// Common A_Damage handler

View file

@ -110,6 +110,11 @@
#include "rawinput.h"
// Compensate for w32api's lack
#ifndef GET_XBUTTON_WPARAM
#define GET_XBUTTON_WPARAM(wParam) (HIWORD(wParam))
#endif
#ifdef _DEBUG
#define INGAME_PRIORITY_CLASS NORMAL_PRIORITY_CLASS

View file

@ -47,6 +47,15 @@ FString I_GetFromClipboard (bool windows_has_no_selection_clipboard);
void I_GetEvent();
enum
{
INPUT_DIJoy,
INPUT_XInput,
INPUT_RawPS2,
NUM_JOYDEVICES
};
#ifdef USE_WINDOWS_DWORD
#include "m_joy.h"
@ -121,14 +130,6 @@ public:
virtual IJoystickConfig *Rescan() = 0;
};
enum
{
INPUT_DIJoy,
INPUT_XInput,
INPUT_RawPS2,
NUM_JOYDEVICES
};
extern FJoystickCollection *JoyDevices[NUM_JOYDEVICES];
void I_StartupMouse();

View file

@ -789,6 +789,8 @@ void I_StartupXInput()
#else // NO_XINPUT
#include "i_input.h"
void I_StartupXInput()
{
JoyDevices[INPUT_XInput] = NULL;

View file

@ -209,7 +209,7 @@ finline static uint32 xs_FloorToUInt(real64 val)
finline static uint32 xs_CeilToUInt(real64 val)
{
return (uint32)xs_CeilToUInt(val);
return (uint32)xs_CeilToInt(val);
}
finline static uint32 xs_RoundToUInt(real64 val)

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@ -257,7 +257,7 @@ ACTOR Actor native //: Thinker
action native A_JumpIfInTargetInventory(class<Inventory> itemtype, int amount, state label, int forward_ptr = AAPTR_DEFAULT);
action native A_GiveToTarget(class<Inventory> itemtype, int amount = 0, int forward_ptr = AAPTR_DEFAULT);
action native A_TakeFromTarget(class<Inventory> itemtype, int amount = 0, int flags = 0, int forward_ptr = AAPTR_DEFAULT);
action native A_RadiusGive(class<Inventory> itemtype, int distance, int flags, int amount = 0);
action native A_RadiusGive(class<Inventory> itemtype, int distance, int flags, int amount = 0, class<Actor> filter = "None", name species = "None");
action native A_CountdownArg(int argnum, state targstate = "");
action native A_CustomMeleeAttack(int damage = 0, sound meleesound = "", sound misssound = "", 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);

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@ -224,6 +224,12 @@ enum
RGF_CUBE = 1 << 9,
RGF_NOSIGHT = 1 << 10,
RGF_MISSILES = 1 << 11,
RGF_INCLUSIVE = 1 << 12,
RGF_ITEMS = 1 << 13,
RGF_KILLED = 1 << 14,
RGF_EXFILTER = 1 << 15,
RGF_EXSPECIES = 1 << 16,
RGF_EITHER = 1 << 17,
};
// Activation flags
@ -351,6 +357,7 @@ Const Int WAPRF_ABSOLUTEPOSITION = 0x400;
Const Int WARPF_ABSOLUTEPOSITION = 0x400;
Const Int WARPF_BOB = 0x800;
Const Int WARPF_MOVEPTR = 0x1000;
Const Int WARPF_USETID = 0x2000;
// flags for A_SetPitch/SetAngle/SetRoll
const int SPF_FORCECLAMP = 1;