- added Thomas's patch to add a Pufftype parameter to A_Explode.

SVN r3532 (trunk)
This commit is contained in:
Christoph Oelckers 2012-04-07 13:17:38 +00:00
parent 4ece349ee5
commit 4637ed53fa
2 changed files with 4 additions and 3 deletions

View file

@ -729,7 +729,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_JumpIfArmorType)
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Explode)
{
ACTION_PARAM_START(7);
ACTION_PARAM_START(8);
ACTION_PARAM_INT(damage, 0);
ACTION_PARAM_INT(distance, 1);
ACTION_PARAM_BOOL(hurtSource, 2);
@ -737,6 +737,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Explode)
ACTION_PARAM_INT(fulldmgdistance, 4);
ACTION_PARAM_INT(nails, 5);
ACTION_PARAM_INT(naildamage, 6);
ACTION_PARAM_CLASS(pufftype, 7);
if (damage < 0) // get parameters from metadata
{
@ -761,7 +762,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Explode)
// Comparing the results of a test wad with Eternity, it seems A_NailBomb does not aim
P_LineAttack (self, ang, MISSILERANGE, 0,
//P_AimLineAttack (self, ang, MISSILERANGE),
naildamage, NAME_None, NAME_BulletPuff);
naildamage, NAME_None, pufftype);
}
}

View file

@ -254,7 +254,7 @@ ACTOR Actor native //: Thinker
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_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, class<Actor> pufftype = "BulletPuff");
action native A_Stop();
action native A_Respawn(int flags = 1);
action native A_BarrelDestroy();