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https://github.com/ZDoom/gzdoom.git
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- Merged the fallingdamage setting into one menu item and added Strife damage to it.
- Moved deathmatch options into their own category in the gameplay options menu. - Added the sv_smartaim code from GZDoom which tries to avoid autoaiming at friendlies or shootable decorations if there are monsters that can be shot. - Added: SetThingSpecial treats a tid of 0 as the activator. SVN r412 (trunk)
This commit is contained in:
parent
08a1ffce23
commit
638526946b
7 changed files with 217 additions and 58 deletions
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@ -1,3 +1,10 @@
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December 16, 2006 (Changes by Graf Zahl)
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- Merged the fallingdamage setting into one menu item and added Strife damage to it.
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- Moved deathmatch options into their own category in the gameplay options menu.
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- Added the sv_smartaim code from GZDoom which tries to avoid autoaiming
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at friendlies or shootable decorations if there are monsters that can be shot.
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- Added: SetThingSpecial treats a tid of 0 as the activator.
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December 13, 2006 (Changes by Graf Zahl)
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December 13, 2006 (Changes by Graf Zahl)
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- Fixed: The particle fountains' names were different than before
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- Fixed: The particle fountains' names were different than before
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- Fixed: FTexture::CheckForTexture should return NULL if the texture it
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- Fixed: FTexture::CheckForTexture should return NULL if the texture it
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@ -100,6 +100,7 @@ typedef enum {
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control,
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control,
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screenres,
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screenres,
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bitflag,
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bitflag,
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bitmask,
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listelement,
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listelement,
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nochoice,
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nochoice,
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numberedmore,
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numberedmore,
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@ -98,6 +98,7 @@ EXTERN_CVAR (Int, snd_buffersize)
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EXTERN_CVAR (Int, snd_samplerate)
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EXTERN_CVAR (Int, snd_samplerate)
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EXTERN_CVAR (Bool, snd_3d)
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EXTERN_CVAR (Bool, snd_3d)
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EXTERN_CVAR (Bool, snd_waterreverb)
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EXTERN_CVAR (Bool, snd_waterreverb)
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EXTERN_CVAR (Int, sv_smartaim)
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static void CalcIndent (menu_t *menu);
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static void CalcIndent (menu_t *menu);
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@ -924,29 +925,35 @@ CUSTOM_CVAR (Bool, vid_tft, false, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
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* Gameplay Options (dmflags) Menu
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* Gameplay Options (dmflags) Menu
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*
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*
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*=======================================*/
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*=======================================*/
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value_t SmartAim[3] = {
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{ 0.0, "Off" },
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{ 1.0, "On" },
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{ 2.0, "Never friends" }
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};
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value_t FallingDM[4] = {
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{ 0, "Off" },
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{ DF_FORCE_FALLINGZD, "Old" },
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{ DF_FORCE_FALLINGHX, "Hexen" },
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{ DF_FORCE_FALLINGZD|DF_FORCE_FALLINGHX, "Strife" }
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};
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static menuitem_t DMFlagsItems[] = {
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static menuitem_t DMFlagsItems[] = {
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{ discrete, "Teamplay", {&teamplay}, {2.0}, {0.0}, {0.0}, {OnOff} },
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{ discrete, "Teamplay", {&teamplay}, {2.0}, {0.0}, {0.0}, {OnOff} },
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{ slider, "Team damage scalar", {&teamdamage}, {0.0}, {1.0}, {0.05},{NULL} },
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{ slider, "Team damage scalar", {&teamdamage}, {0.0}, {1.0}, {0.05},{NULL} },
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{ redtext, " ", {NULL}, {0.0}, {0.0}, {0.0}, {NULL} },
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{ redtext, " ", {NULL}, {0.0}, {0.0}, {0.0}, {NULL} },
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{ bitflag, "Falling damage (old)", {&dmflags}, {0}, {0}, {0}, {(value_t *)DF_FORCE_FALLINGZD} },
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{ discrete, "Smart Autoaim", {&sv_smartaim}, {3.0}, {0.0}, {0.0}, {SmartAim} },
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{ bitflag, "Falling damage (Hexen)",{&dmflags}, {0}, {0}, {0}, {(value_t *)DF_FORCE_FALLINGHX} },
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{ redtext, " ", {NULL}, {0.0}, {0.0}, {0.0}, {NULL} },
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{ bitflag, "Weapons stay (DM)", {&dmflags}, {0}, {0}, {0}, {(value_t *)DF_WEAPONS_STAY} },
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{ bitmask, "Falling damage", {&dmflags}, {4.0}, {DF_FORCE_FALLINGZD|DF_FORCE_FALLINGHX}, {0}, {FallingDM} },
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{ bitflag, "Allow powerups (DM)", {&dmflags}, {1}, {0}, {0}, {(value_t *)DF_NO_ITEMS} },
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// { bitflag, "Falling damage (old)", {&dmflags}, {0}, {0}, {0}, {(value_t *)DF_FORCE_FALLINGZD} },
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{ bitflag, "Allow health (DM)", {&dmflags}, {1}, {0}, {0}, {(value_t *)DF_NO_HEALTH} },
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// { bitflag, "Falling damage (Hexen)",{&dmflags}, {0}, {0}, {0}, {(value_t *)DF_FORCE_FALLINGHX} },
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{ bitflag, "Allow armor (DM)", {&dmflags}, {1}, {0}, {0}, {(value_t *)DF_NO_ARMOR} },
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{ bitflag, "Spawn farthest (DM)", {&dmflags}, {0}, {0}, {0}, {(value_t *)DF_SPAWN_FARTHEST} },
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{ bitflag, "Same map (DM)", {&dmflags}, {0}, {0}, {0}, {(value_t *)DF_SAME_LEVEL} },
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{ bitflag, "Force respawn (DM)", {&dmflags}, {0}, {0}, {0}, {(value_t *)DF_FORCE_RESPAWN} },
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{ bitflag, "Allow exit (DM)", {&dmflags}, {1}, {0}, {0}, {(value_t *)DF_NO_EXIT} },
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{ bitflag, "Barrels respawn (DM)", {&dmflags2}, {0}, {0}, {0}, {(value_t *)DF2_BARRELS_RESPAWN} },
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{ bitflag, "Respawn protection (DM)",{&dmflags2}, {0}, {0}, {0}, {(value_t *)DF2_YES_INVUL} },
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{ bitflag, "Drop weapon", {&dmflags2}, {0}, {0}, {0}, {(value_t *)DF2_YES_WEAPONDROP} },
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{ bitflag, "Drop weapon", {&dmflags2}, {0}, {0}, {0}, {(value_t *)DF2_YES_WEAPONDROP} },
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{ bitflag, "Infinite ammo", {&dmflags}, {0}, {0}, {0}, {(value_t *)DF_INFINITE_AMMO} },
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{ bitflag, "Infinite ammo", {&dmflags}, {0}, {0}, {0}, {(value_t *)DF_INFINITE_AMMO} },
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{ bitflag, "No monsters", {&dmflags}, {0}, {0}, {0}, {(value_t *)DF_NO_MONSTERS} },
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{ bitflag, "No monsters", {&dmflags}, {0}, {0}, {0}, {(value_t *)DF_NO_MONSTERS} },
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{ bitflag, "Monsters respawn", {&dmflags}, {0}, {0}, {0}, {(value_t *)DF_MONSTERS_RESPAWN} },
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{ bitflag, "Monsters respawn", {&dmflags}, {0}, {0}, {0}, {(value_t *)DF_MONSTERS_RESPAWN} },
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{ bitflag, "Items respawn", {&dmflags}, {0}, {0}, {0}, {(value_t *)DF_ITEMS_RESPAWN} },
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{ bitflag, "Items respawn", {&dmflags}, {0}, {0}, {0}, {(value_t *)DF_ITEMS_RESPAWN} },
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{ bitflag, "Mega powerups respawn",{&dmflags}, {0}, {0}, {0}, {(value_t *)DF_RESPAWN_SUPER} },
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{ bitflag, "Big powerups respawn", {&dmflags}, {0}, {0}, {0}, {(value_t *)DF_RESPAWN_SUPER} },
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{ bitflag, "Fast monsters", {&dmflags}, {0}, {0}, {0}, {(value_t *)DF_FAST_MONSTERS} },
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{ bitflag, "Fast monsters", {&dmflags}, {0}, {0}, {0}, {(value_t *)DF_FAST_MONSTERS} },
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{ bitflag, "Allow jump", {&dmflags}, {1}, {0}, {0}, {(value_t *)DF_NO_JUMP} },
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{ bitflag, "Allow jump", {&dmflags}, {1}, {0}, {0}, {(value_t *)DF_NO_JUMP} },
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{ bitflag, "Allow crouch", {&dmflags}, {1}, {0}, {0}, {(value_t *)DF_NO_CROUCH} },
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{ bitflag, "Allow crouch", {&dmflags}, {1}, {0}, {0}, {(value_t *)DF_NO_CROUCH} },
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{ bitflag, "Allow FOV", {&dmflags}, {1}, {0}, {0}, {(value_t *)DF_NO_FOV} },
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{ bitflag, "Allow FOV", {&dmflags}, {1}, {0}, {0}, {(value_t *)DF_NO_FOV} },
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{ bitflag, "Allow BFG aiming", {&dmflags2}, {1}, {0}, {0}, {(value_t *)DF2_NO_FREEAIMBFG} },
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{ bitflag, "Allow BFG aiming", {&dmflags2}, {1}, {0}, {0}, {(value_t *)DF2_NO_FREEAIMBFG} },
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{ redtext, " ", {NULL}, {0}, {0}, {0}, {NULL} },
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{ redtext, " ", {NULL}, {0}, {0}, {0}, {NULL} },
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{ whitetext,"Deathmatch Settings", {NULL}, {0}, {0}, {0}, {NULL} },
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{ bitflag, "Weapons stay", {&dmflags}, {0}, {0}, {0}, {(value_t *)DF_WEAPONS_STAY} },
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{ bitflag, "Allow powerups", {&dmflags}, {1}, {0}, {0}, {(value_t *)DF_NO_ITEMS} },
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{ bitflag, "Allow health", {&dmflags}, {1}, {0}, {0}, {(value_t *)DF_NO_HEALTH} },
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{ bitflag, "Allow armor", {&dmflags}, {1}, {0}, {0}, {(value_t *)DF_NO_ARMOR} },
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{ bitflag, "Spawn farthest", {&dmflags}, {0}, {0}, {0}, {(value_t *)DF_SPAWN_FARTHEST} },
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{ bitflag, "Same map", {&dmflags}, {0}, {0}, {0}, {(value_t *)DF_SAME_LEVEL} },
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{ bitflag, "Force respawn", {&dmflags}, {0}, {0}, {0}, {(value_t *)DF_FORCE_RESPAWN} },
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{ bitflag, "Allow exit", {&dmflags}, {1}, {0}, {0}, {(value_t *)DF_NO_EXIT} },
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{ bitflag, "Barrels respawn", {&dmflags2}, {0}, {0}, {0}, {(value_t *)DF2_BARRELS_RESPAWN} },
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{ bitflag, "Respawn protection", {&dmflags2}, {0}, {0}, {0}, {(value_t *)DF2_YES_INVUL} },
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{ redtext, " ", {NULL}, {0}, {0}, {0}, {NULL} },
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{ whitetext,"Cooperative Settings", {NULL}, {0}, {0}, {0}, {NULL} },
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{ whitetext,"Cooperative Settings", {NULL}, {0}, {0}, {0}, {NULL} },
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{ bitflag, "Spawn multi. weapons", {&dmflags}, {1}, {0}, {0}, {(value_t *)DF_NO_COOP_WEAPON_SPAWN} },
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{ bitflag, "Spawn multi. weapons", {&dmflags}, {1}, {0}, {0}, {(value_t *)DF_NO_COOP_WEAPON_SPAWN} },
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{ bitflag, "Lose entire inventory",{&dmflags}, {0}, {0}, {0}, {(value_t *)DF_COOP_LOSE_INVENTORY} },
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{ bitflag, "Lose entire inventory",{&dmflags}, {0}, {0}, {0}, {(value_t *)DF_COOP_LOSE_INVENTORY} },
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@ -1500,6 +1519,31 @@ void M_OptDrawer ()
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}
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}
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break;
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break;
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case bitmask:
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{
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int v, vals;
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value = item->a.cvar->GetGenericRep (CVAR_Int);
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value.Float = value.Int & int(item->c.max);
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vals = (int)item->b.numvalues;
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v = M_FindCurVal (value.Float, item->e.values, vals);
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if (v == vals)
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{
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screen->DrawText (ValueColor, CurrentMenu->indent + 14, y, "Unknown",
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DTA_Clean, true, TAG_DONE);
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}
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else
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{
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screen->DrawText (item->type == cdiscrete ? v : ValueColor,
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CurrentMenu->indent + 14, y, item->e.values[v].name,
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DTA_Clean, true, TAG_DONE);
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}
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}
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break;
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case discrete:
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case discrete:
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case cdiscrete:
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case cdiscrete:
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case inverter:
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case inverter:
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@ -2014,6 +2058,25 @@ void M_OptResponder (event_t *ev)
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S_Sound (CHAN_VOICE, "menu/change", 1, ATTN_NONE);
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S_Sound (CHAN_VOICE, "menu/change", 1, ATTN_NONE);
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break;
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break;
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case bitmask:
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{
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int cur;
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int numvals;
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int bmask = int(item->c.max);
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numvals = (int)item->b.min;
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value = item->a.cvar->GetGenericRep (CVAR_Int);
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cur = M_FindCurVal (value.Int & bmask, item->e.values, numvals);
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if (--cur < 0)
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cur = numvals - 1;
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value.Int = (value.Int & ~bmask) | int(item->e.values[cur].value);
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item->a.cvar->SetGenericRep (value, CVAR_Int);
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}
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S_Sound (CHAN_VOICE, "menu/change", 1, ATTN_NONE);
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break;
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case discrete_guid:
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case discrete_guid:
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{
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{
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int cur;
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int cur;
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@ -2129,6 +2192,25 @@ void M_OptResponder (event_t *ev)
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S_Sound (CHAN_VOICE, "menu/change", 1, ATTN_NONE);
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S_Sound (CHAN_VOICE, "menu/change", 1, ATTN_NONE);
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break;
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break;
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case bitmask:
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{
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int cur;
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int numvals;
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int bmask = int(item->c.max);
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numvals = (int)item->b.min;
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value = item->a.cvar->GetGenericRep (CVAR_Int);
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cur = M_FindCurVal (value.Int & bmask, item->e.values, numvals);
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if (++cur >= numvals)
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cur = 0;
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value.Int = (value.Int & ~bmask) | int(item->e.values[cur].value);
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item->a.cvar->SetGenericRep (value, CVAR_Int);
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}
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S_Sound (CHAN_VOICE, "menu/change", 1, ATTN_NONE);
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break;
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case discrete_guid:
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case discrete_guid:
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{
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{
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int cur;
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int cur;
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@ -4088,17 +4088,29 @@ int DLevelScript::RunScript ()
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case PCD_SETTHINGSPECIAL:
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case PCD_SETTHINGSPECIAL:
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{
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{
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FActorIterator iterator (STACK(7));
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if (STACK(7) != 0)
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AActor *actor;
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while ( (actor = iterator.Next ()) )
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{
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{
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actor->special = STACK(6);
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FActorIterator iterator (STACK(7));
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actor->args[0] = STACK(5);
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AActor *actor;
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actor->args[1] = STACK(4);
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actor->args[2] = STACK(3);
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while ( (actor = iterator.Next ()) )
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actor->args[3] = STACK(2);
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{
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actor->args[4] = STACK(1);
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actor->special = STACK(6);
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actor->args[0] = STACK(5);
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actor->args[1] = STACK(4);
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actor->args[2] = STACK(3);
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actor->args[3] = STACK(2);
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actor->args[4] = STACK(1);
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}
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}
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else if (activator != NULL)
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{
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activator->special = STACK(6);
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activator->args[0] = STACK(5);
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activator->args[1] = STACK(4);
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activator->args[2] = STACK(3);
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activator->args[3] = STACK(2);
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activator->args[4] = STACK(1);
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}
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}
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sp -= 7;
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sp -= 7;
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}
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}
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@ -352,7 +352,7 @@ bool P_HitFriend(AActor * self)
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{
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{
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angle_t angle = R_PointToAngle2 (self->x, self->y, self->target->x, self->target->y);
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angle_t angle = R_PointToAngle2 (self->x, self->y, self->target->x, self->target->y);
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fixed_t dist = P_AproxDistance (self->x-self->target->x, self->y-self->target->y);
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fixed_t dist = P_AproxDistance (self->x-self->target->x, self->y-self->target->y);
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P_AimLineAttack (self, angle, dist, 0);
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P_AimLineAttack (self, angle, dist, 0, true);
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if (linetarget != NULL && linetarget != self->target)
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if (linetarget != NULL && linetarget != self->target)
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{
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{
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return self->IsFriend (linetarget);
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return self->IsFriend (linetarget);
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@ -298,7 +298,7 @@ bool P_ChangeSector (sector_t* sector, int crunch, int amt, int floorOrCeil);
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extern AActor* linetarget; // who got hit (or NULL)
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extern AActor* linetarget; // who got hit (or NULL)
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extern AActor *PuffSpawned; // points to last puff spawned
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extern AActor *PuffSpawned; // points to last puff spawned
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fixed_t P_AimLineAttack (AActor *t1, angle_t angle, fixed_t distance, fixed_t vrange=0);
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fixed_t P_AimLineAttack (AActor *t1, angle_t angle, fixed_t distance, fixed_t vrange=0, bool forcenosmart=false);
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void P_LineAttack (AActor *t1, angle_t angle, fixed_t distance, int pitch, int damage, FName damageType, const PClass *pufftype);
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void P_LineAttack (AActor *t1, angle_t angle, fixed_t distance, int pitch, int damage, FName damageType, const PClass *pufftype);
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void P_LineAttack (AActor *t1, angle_t angle, fixed_t distance, int pitch, int damage, FName damageType, FName pufftype);
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void P_LineAttack (AActor *t1, angle_t angle, fixed_t distance, int pitch, int damage, FName damageType, FName pufftype);
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void P_TraceBleed (int damage, fixed_t x, fixed_t y, fixed_t z, AActor *target, angle_t angle, int pitch);
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void P_TraceBleed (int damage, fixed_t x, fixed_t y, fixed_t z, AActor *target, angle_t angle, int pitch);
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123
src/p_map.cpp
123
src/p_map.cpp
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@ -62,6 +62,7 @@
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CVAR (Bool, cl_bloodsplats, true, CVAR_ARCHIVE)
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CVAR (Bool, cl_bloodsplats, true, CVAR_ARCHIVE)
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CVAR (Int, sv_smartaim, 0, CVAR_ARCHIVE|CVAR_SERVERINFO)
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static void CheckForPushSpecial (line_t *line, int side, AActor *mobj);
|
static void CheckForPushSpecial (line_t *line, int side, AActor *mobj);
|
||||||
static void SpawnShootDecal (AActor *t1, const FTraceResults &trace);
|
static void SpawnShootDecal (AActor *t1, const FTraceResults &trace);
|
||||||
|
@ -2487,42 +2488,53 @@ bool P_BounceWall (AActor *mo)
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
|
//============================================================================
|
||||||
//
|
//
|
||||||
// P_LineAttack
|
// Aiming
|
||||||
//
|
//
|
||||||
AActor* linetarget; // who got hit (or NULL)
|
//============================================================================
|
||||||
AActor* shootthing;
|
AActor* linetarget; // who got hit (or NULL)
|
||||||
|
AActor* shootthing;
|
||||||
|
fixed_t shootz; // Height if not aiming up or down
|
||||||
|
fixed_t attackrange;
|
||||||
|
fixed_t aimpitch;
|
||||||
|
|
||||||
// Height if not aiming up or down
|
struct aim_t
|
||||||
// ???: use slope for monsters?
|
{
|
||||||
fixed_t shootz;
|
|
||||||
|
|
||||||
fixed_t attackrange;
|
|
||||||
|
|
||||||
fixed_t aimpitch;
|
|
||||||
|
|
||||||
// slopes to top and bottom of target
|
|
||||||
// killough 4/20/98: make static instead of using ones in p_sight.c
|
|
||||||
// [RH] made these angles instead of slopes
|
|
||||||
|
|
||||||
static fixed_t toppitch;
|
|
||||||
static fixed_t bottompitch;
|
|
||||||
|
|
||||||
|
|
||||||
|
fixed_t toppitch, bottompitch;
|
||||||
|
AActor * thing_friend, * thing_other;
|
||||||
|
angle_t pitch_friend, pitch_other;
|
||||||
|
bool notsmart;
|
||||||
|
|
||||||
|
};
|
||||||
|
|
||||||
|
aim_t aim;
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
//============================================================================
|
||||||
//
|
//
|
||||||
// PTR_AimTraverse
|
// PTR_AimTraverse
|
||||||
// Sets linetaget and aimpitch when a target is aimed at.
|
// Sets linetaget and aimpitch when a target is aimed at.
|
||||||
//
|
//
|
||||||
|
//============================================================================
|
||||||
|
|
||||||
bool PTR_AimTraverse (intercept_t* in)
|
bool PTR_AimTraverse (intercept_t* in)
|
||||||
{
|
{
|
||||||
|
fixed_t & toppitch=aim.toppitch;
|
||||||
|
fixed_t & bottompitch=aim.bottompitch;
|
||||||
|
|
||||||
line_t* li;
|
line_t* li;
|
||||||
AActor* th;
|
AActor* th;
|
||||||
fixed_t pitch;
|
fixed_t pitch;
|
||||||
fixed_t thingtoppitch;
|
fixed_t thingtoppitch;
|
||||||
fixed_t thingbottompitch;
|
fixed_t thingbottompitch;
|
||||||
fixed_t dist;
|
fixed_t dist;
|
||||||
|
int thingpitch;
|
||||||
|
|
||||||
if (in->isaline)
|
if (in->isaline)
|
||||||
{
|
{
|
||||||
li = in->d.line;
|
li = in->d.line;
|
||||||
|
|
||||||
|
@ -2569,9 +2581,9 @@ bool PTR_AimTraverse (intercept_t* in)
|
||||||
{
|
{
|
||||||
return true;
|
return true;
|
||||||
}
|
}
|
||||||
|
|
||||||
// check angles to see if the thing can be aimed at
|
|
||||||
dist = FixedMul (attackrange, in->frac);
|
dist = FixedMul (attackrange, in->frac);
|
||||||
|
// check angles to see if the thing can be aimed at
|
||||||
|
|
||||||
thingtoppitch = -(int)R_PointToAngle2 (0, shootz, dist, th->z + th->height);
|
thingtoppitch = -(int)R_PointToAngle2 (0, shootz, dist, th->z + th->height);
|
||||||
|
|
||||||
|
@ -2589,18 +2601,47 @@ bool PTR_AimTraverse (intercept_t* in)
|
||||||
|
|
||||||
if (thingbottompitch > bottompitch)
|
if (thingbottompitch > bottompitch)
|
||||||
thingbottompitch = bottompitch;
|
thingbottompitch = bottompitch;
|
||||||
|
|
||||||
|
thingpitch = thingtoppitch/2 + thingbottompitch/2;
|
||||||
|
|
||||||
aimpitch = thingtoppitch/2 + thingbottompitch/2;
|
if (sv_smartaim && !aim.notsmart)
|
||||||
linetarget = th;
|
{
|
||||||
|
// try to be a little smarter about what to aim at!
|
||||||
return false; // don't go any farther
|
// In particular avoid autoaiming at friends amd barrels.
|
||||||
|
if (th->IsFriend(shootthing) && sv_smartaim != 2)
|
||||||
|
{
|
||||||
|
// friends don't aim at friends (except players), at least not first
|
||||||
|
aim.thing_friend=th;
|
||||||
|
aim.pitch_friend=thingpitch;
|
||||||
|
}
|
||||||
|
else if (!(th->flags3&MF3_ISMONSTER) )
|
||||||
|
{
|
||||||
|
// don't autoaim at barrels and other shootable stuff unless no monsters have been found
|
||||||
|
aim.thing_other=th;
|
||||||
|
aim.pitch_other=thingpitch;
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
linetarget=th;
|
||||||
|
aimpitch=thingpitch;
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
linetarget=th;
|
||||||
|
aimpitch=thingpitch;
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
return true;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
//============================================================================
|
||||||
//
|
//
|
||||||
// P_AimLineAttack
|
// P_AimLineAttack
|
||||||
//
|
//
|
||||||
fixed_t P_AimLineAttack (AActor *t1, angle_t angle, fixed_t distance, fixed_t vrange)
|
//============================================================================
|
||||||
|
fixed_t P_AimLineAttack (AActor *t1, angle_t angle, fixed_t distance, fixed_t vrange, bool forcenosmart)
|
||||||
{
|
{
|
||||||
fixed_t x2;
|
fixed_t x2;
|
||||||
fixed_t y2;
|
fixed_t y2;
|
||||||
|
@ -2628,20 +2669,36 @@ fixed_t P_AimLineAttack (AActor *t1, angle_t angle, fixed_t distance, fixed_t vr
|
||||||
vrange = clamp (t1->player->userinfo.aimdist, ANGLE_1/2, ANGLE_1*35);
|
vrange = clamp (t1->player->userinfo.aimdist, ANGLE_1/2, ANGLE_1*35);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
toppitch = t1->pitch - vrange;
|
aim.toppitch = t1->pitch - vrange;
|
||||||
bottompitch = t1->pitch + vrange;
|
aim.bottompitch = t1->pitch + vrange;
|
||||||
|
aim.notsmart = forcenosmart;
|
||||||
|
|
||||||
attackrange = distance;
|
attackrange = distance;
|
||||||
linetarget = NULL;
|
linetarget = NULL;
|
||||||
|
|
||||||
|
// for smart aiming
|
||||||
|
aim.thing_friend=aim.thing_other=NULL;
|
||||||
|
|
||||||
|
// Information for tracking crossed 3D floors
|
||||||
|
aimpitch=t1->pitch;
|
||||||
P_PathTraverse (t1->x, t1->y, x2, y2, PT_ADDLINES|PT_ADDTHINGS, PTR_AimTraverse);
|
P_PathTraverse (t1->x, t1->y, x2, y2, PT_ADDLINES|PT_ADDTHINGS, PTR_AimTraverse);
|
||||||
|
|
||||||
if (linetarget)
|
if (!linetarget)
|
||||||
return aimpitch;
|
{
|
||||||
|
if (aim.thing_other)
|
||||||
return t1->pitch;
|
{
|
||||||
|
linetarget=aim.thing_other;
|
||||||
|
aimpitch=aim.pitch_other;
|
||||||
|
}
|
||||||
|
else if (aim.thing_friend)
|
||||||
|
{
|
||||||
|
linetarget=aim.thing_friend;
|
||||||
|
aimpitch=aim.pitch_friend;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
return linetarget ? aimpitch : t1->pitch;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
/*
|
/*
|
||||||
=================
|
=================
|
||||||
|
|
Loading…
Reference in a new issue