mirror of
https://github.com/ZDoom/gzdoom.git
synced 2024-11-23 04:22:34 +00:00
- scriptified ApplyKickback.
This commit is contained in:
parent
e856e3c830
commit
460c400315
6 changed files with 88 additions and 78 deletions
|
@ -62,6 +62,7 @@ DEFINE_FIELD_X(GameInfoStruct, gameinfo_t, statusscreen_coop)
|
|||
DEFINE_FIELD_X(GameInfoStruct, gameinfo_t, statusscreen_dm)
|
||||
DEFINE_FIELD_X(GameInfoStruct, gameinfo_t, mSliderColor)
|
||||
DEFINE_FIELD_X(GameInfoStruct, gameinfo_t, telefogheight)
|
||||
DEFINE_FIELD_X(GameInfoStruct, gameinfo_t, defKickback)
|
||||
|
||||
|
||||
const char *GameNames[17] =
|
||||
|
|
|
@ -68,7 +68,6 @@ FRandom pr_damagemobj ("ActorTakeDamage");
|
|||
static FRandom pr_lightning ("LightningDamage");
|
||||
static FRandom pr_poison ("PoisonDamage");
|
||||
static FRandom pr_switcher ("SwitchTarget");
|
||||
static FRandom pr_kickbackdir ("KickbackDir");
|
||||
|
||||
CVAR (Bool, cl_showsprees, true, CVAR_ARCHIVE)
|
||||
CVAR (Bool, cl_showmultikills, true, CVAR_ARCHIVE)
|
||||
|
@ -908,80 +907,6 @@ void P_AutoUseStrifeHealth (player_t *player)
|
|||
==================
|
||||
*/
|
||||
|
||||
void ApplyKickback(AActor *target, AActor *inflictor, AActor *source, int damage, DAngle angle, FName mod, int flags)
|
||||
{
|
||||
DAngle ang;
|
||||
int kickback;
|
||||
double thrust;
|
||||
|
||||
if (inflictor && inflictor->projectileKickback)
|
||||
kickback = inflictor->projectileKickback;
|
||||
else if (!source || !source->player || !source->player->ReadyWeapon)
|
||||
kickback = gameinfo.defKickback;
|
||||
else
|
||||
kickback = source->player->ReadyWeapon->Kickback;
|
||||
|
||||
kickback = int(kickback * G_SkillProperty(SKILLP_KickbackFactor));
|
||||
if (kickback)
|
||||
{
|
||||
AActor *origin = (source && (flags & DMG_INFLICTOR_IS_PUFF)) ? source : inflictor;
|
||||
|
||||
if (flags & DMG_USEANGLE)
|
||||
{
|
||||
ang = angle;
|
||||
}
|
||||
else if (origin->X() == target->X() && origin->Y() == target->Y())
|
||||
{
|
||||
// If the origin and target are in exactly the same spot, choose a random direction.
|
||||
// (Most likely cause is from telefragging somebody during spawning because they
|
||||
// haven't moved from their spawn spot at all.)
|
||||
ang = pr_kickbackdir.GenRand_Real2() * 360.;
|
||||
}
|
||||
else
|
||||
{
|
||||
ang = origin->AngleTo(target);
|
||||
}
|
||||
|
||||
thrust = mod == NAME_MDK ? 10 : 32;
|
||||
if (target->Mass > 0)
|
||||
{
|
||||
thrust = clamp((damage * 0.125 * kickback) / target->Mass, 0., thrust);
|
||||
}
|
||||
|
||||
// Don't apply ultra-small damage thrust
|
||||
if (thrust < 0.01) thrust = 0;
|
||||
|
||||
// make fall forwards sometimes
|
||||
if ((damage < 40) && (damage > target->health)
|
||||
&& (target->Z() - origin->Z() > 64)
|
||||
&& (pr_damagemobj() & 1)
|
||||
// [RH] But only if not too fast and not flying
|
||||
&& thrust < 10
|
||||
&& !(target->flags & MF_NOGRAVITY)
|
||||
&& (inflictor == NULL || !(inflictor->flags5 & MF5_NOFORWARDFALL))
|
||||
)
|
||||
{
|
||||
ang += 180.;
|
||||
thrust *= 4;
|
||||
}
|
||||
if (source && source->player && (flags & DMG_INFLICTOR_IS_PUFF)
|
||||
&& source->player->ReadyWeapon != NULL &&
|
||||
(source->player->ReadyWeapon->WeaponFlags & WIF_STAFF2_KICKBACK))
|
||||
{
|
||||
// Staff power level 2
|
||||
target->Thrust(ang, 10);
|
||||
if (!(target->flags & MF_NOGRAVITY))
|
||||
{
|
||||
target->Vel.Z += 5.;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
target->Thrust(ang, thrust);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
static inline bool MustForcePain(AActor *target, AActor *inflictor)
|
||||
{
|
||||
return (inflictor && (inflictor->flags6 & MF6_FORCEPAIN));
|
||||
|
@ -997,9 +922,7 @@ static inline bool isFakePain(AActor *target, AActor *inflictor, int damage)
|
|||
// the damage was cancelled.
|
||||
static int DamageMobj (AActor *target, AActor *inflictor, AActor *source, int damage, FName mod, int flags, DAngle angle, bool& needevent)
|
||||
{
|
||||
DAngle ang;
|
||||
player_t *player = NULL;
|
||||
double thrust;
|
||||
int temp;
|
||||
int painchance = 0;
|
||||
FState * woundstate = NULL;
|
||||
|
@ -1262,7 +1185,11 @@ static int DamageMobj (AActor *target, AActor *inflictor, AActor *source, int da
|
|||
&& !(target->flags7 & MF7_DONTTHRUST)
|
||||
&& (source == NULL || source->player == NULL || !(source->flags2 & MF2_NODMGTHRUST)))
|
||||
{
|
||||
ApplyKickback(target, inflictor, source, damage, angle, mod, flags);
|
||||
IFVIRTUALPTR(target, AActor, ApplyKickback)
|
||||
{
|
||||
VMValue params[] = { target, inflictor, source, damage, angle.Degrees, mod.GetIndex(), flags };
|
||||
VMCall(func, params, countof(params), nullptr, 0);
|
||||
}
|
||||
}
|
||||
|
||||
// [RH] Avoid friendly fire if enabled
|
||||
|
|
|
@ -7,6 +7,7 @@ version "3.7"
|
|||
#include "zscript/actor.txt"
|
||||
#include "zscript/actor_attacks.txt"
|
||||
#include "zscript/actor_checks.txt"
|
||||
#include "zscript/actor_interaction.txt"
|
||||
#include "zscript/events.txt"
|
||||
#include "zscript/destructible.txt"
|
||||
#include "zscript/level_compatibility.txt"
|
||||
|
|
79
wadsrc/static/zscript/actor_interaction.txt
Normal file
79
wadsrc/static/zscript/actor_interaction.txt
Normal file
|
@ -0,0 +1,79 @@
|
|||
extend class Actor
|
||||
{
|
||||
|
||||
virtual void ApplyKickback(Actor inflictor, Actor source, int damage, double angle, Name mod, int flags)
|
||||
{
|
||||
double ang;
|
||||
int kickback;
|
||||
double thrust;
|
||||
|
||||
if (inflictor && inflictor.projectileKickback)
|
||||
kickback = inflictor.projectileKickback;
|
||||
else if (!source || !source.player || !source.player.ReadyWeapon)
|
||||
kickback = gameinfo.defKickback;
|
||||
else
|
||||
kickback = source.player.ReadyWeapon.Kickback;
|
||||
|
||||
kickback = int(kickback * G_SkillPropertyFloat(SKILLP_KickbackFactor));
|
||||
if (kickback)
|
||||
{
|
||||
Actor origin = (source && (flags & DMG_INFLICTOR_IS_PUFF)) ? source : inflictor;
|
||||
|
||||
if (flags & DMG_USEANGLE)
|
||||
{
|
||||
ang = angle;
|
||||
}
|
||||
else if (origin.pos.xy == pos.xy)
|
||||
{
|
||||
// If the origin and target are in exactly the same spot, choose a random direction.
|
||||
// (Most likely cause is from telefragging somebody during spawning because they
|
||||
// haven't moved from their spawn spot at all.)
|
||||
ang = frandom[Kickback](0., 360.);
|
||||
}
|
||||
else
|
||||
{
|
||||
ang = origin.AngleTo(self);
|
||||
}
|
||||
|
||||
thrust = mod == 'MDK' ? 10 : 32;
|
||||
if (Mass > 0)
|
||||
{
|
||||
thrust = clamp((damage * 0.125 * kickback) / Mass, 0., thrust);
|
||||
}
|
||||
|
||||
// Don't apply ultra-small damage thrust
|
||||
if (thrust < 0.01) thrust = 0;
|
||||
|
||||
// make fall forwards sometimes
|
||||
if ((damage < 40) && (damage > health)
|
||||
&& (pos.Z - origin.pos.Z > 64)
|
||||
&& (random[Kickback]() & 1)
|
||||
// [RH] But only if not too fast and not flying
|
||||
&& thrust < 10
|
||||
&& !bNoGravity
|
||||
&& !bNoForwardFall
|
||||
&& (inflictor == NULL || !inflictor.bNoForwardFall)
|
||||
)
|
||||
{
|
||||
ang += 180.;
|
||||
thrust *= 4;
|
||||
}
|
||||
if (source && source.player && (flags & DMG_INFLICTOR_IS_PUFF)
|
||||
&& source.player.ReadyWeapon != NULL && (source.player.ReadyWeapon.bSTAFF2_KICKBACK))
|
||||
{
|
||||
// Staff power level 2
|
||||
Thrust(10, ang);
|
||||
if (!bNoGravity)
|
||||
{
|
||||
Vel.Z += 5.;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
Thrust(thrust, ang);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
}
|
|
@ -367,6 +367,7 @@ struct GameInfoStruct native
|
|||
native bool intermissioncounter;
|
||||
native Name mSliderColor;
|
||||
native double telefogheight;
|
||||
native int defKickback;
|
||||
}
|
||||
|
||||
class Object native
|
||||
|
|
|
@ -1001,6 +1001,7 @@ enum EFSkillProperty // floating point properties
|
|||
SKILLP_Aggressiveness,
|
||||
SKILLP_MonsterHealth,
|
||||
SKILLP_FriendlyHealth,
|
||||
SKILLP_KickbackFactor,
|
||||
};
|
||||
|
||||
enum EWeaponPos
|
||||
|
|
Loading…
Reference in a new issue