diff --git a/src/p_acs.cpp b/src/p_acs.cpp index 84ac11f761..931f3a1277 100644 --- a/src/p_acs.cpp +++ b/src/p_acs.cpp @@ -5993,21 +5993,21 @@ doplaysound: if (funcIndex == ACSF_PlayActorSound) case ACSF_SpawnParticle: { - fixed_t x = args[0]; - fixed_t y = args[1]; - fixed_t z = args[2]; - fixed_t xvel = args[3]; - fixed_t yvel = args[4]; - fixed_t zvel = args[5]; - PalEntry color = args[6]; - int lifetime = args[7]; - bool fullbright = argCount > 8 ? !!args[8] : false; - int startalpha = argCount > 9 ? args[9] : 0xFF; // Byte trans - int size = argCount > 10 ? args[10] : 1; - int fadestep = argCount > 11 ? args[11] : -1; - fixed_t accelx = argCount > 12 ? args[12] : 0; - fixed_t accely = argCount > 13 ? args[13] : 0; - fixed_t accelz = argCount > 14 ? args[14] : 0; + PalEntry color = args[0]; + bool fullbright = argCount > 1 ? !!args[1] : false; + int lifetime = argCount > 2 ? args[2] : 35; + int size = argCount > 3 ? args[3] : 1; + fixed_t x = argCount > 4 ? args[4] : 0; + fixed_t y = argCount > 5 ? args[5] : 0; + fixed_t z = argCount > 6 ? args[6] : 0; + fixed_t xvel = argCount > 7 ? args[7] : 0; + fixed_t yvel = argCount > 8 ? args[8] : 0; + fixed_t zvel = argCount > 9 ? args[9] : 0; + fixed_t accelx = argCount > 10 ? args[10] : 0; + fixed_t accely = argCount > 11 ? args[11] : 0; + fixed_t accelz = argCount > 12 ? args[12] : 0; + int startalpha = argCount > 13 ? args[13] : 0xFF; // Byte trans + int fadestep = argCount > 14 ? args[14] : -1; startalpha = clamp(startalpha, 0, 0xFF); // Clamp to byte lifetime = clamp(lifetime, 0, 0xFF); // Clamp to byte diff --git a/src/p_mobj.cpp b/src/p_mobj.cpp index 8dda50de69..9f8fbe2ea5 100644 --- a/src/p_mobj.cpp +++ b/src/p_mobj.cpp @@ -1684,7 +1684,8 @@ bool P_SeekerMissile (AActor *actor, angle_t thresh, angle_t turnMax, bool preci angle_t pitch = 0; if (!(actor->flags3 & (MF3_FLOORHUGGER|MF3_CEILINGHUGGER))) { // Need to seek vertically - double dist = MAX(1.0, FVector2(actor->Vec2To(target)).Length()); + fixedvec2 vec = actor->Vec2To(target); + double dist = MAX(1.0, TVector2(vec.x, vec.y).Length()); // Aim at a player's eyes and at the middle of the actor for everything else. fixed_t aimheight = target->height/2; if (target->IsKindOf(RUNTIME_CLASS(APlayerPawn))) @@ -2421,7 +2422,7 @@ void P_ZMovement (AActor *mo, fixed_t oldfloorz) { if ((mo->flags & MF_MISSILE) && !(mo->flags & MF_NOCLIP)) { - mo->AddZ(mo->floorz); + mo->SetZ(mo->floorz); if (mo->BounceFlags & BOUNCE_Floors) { mo->FloorBounceMissile (mo->floorsector->floorplane); @@ -3234,7 +3235,7 @@ void AActor::Tick () UnlinkFromWorld (); flags |= MF_NOBLOCKMAP; - SetXYZ(Vec3Offset(velx, vely, vely)); + SetXYZ(Vec3Offset(velx, vely, velz)); SetMovement(velx, vely, velz); LinkToWorld (); } diff --git a/src/p_spec.cpp b/src/p_spec.cpp index f3e2249241..93eb788053 100644 --- a/src/p_spec.cpp +++ b/src/p_spec.cpp @@ -466,7 +466,7 @@ void P_PlayerInSpecialSector (player_t *player, sector_t * sector) } else if (level.time % sector->damageinterval == 0) { - P_DamageMobj(player->mo, NULL, NULL, sector->damageamount, sector->damagetype); + if (!(player->cheats & (CF_GODMODE|CF_GODMODE2))) P_DamageMobj(player->mo, NULL, NULL, sector->damageamount, sector->damagetype); if ((sector->Flags & SECF_ENDLEVEL) && player->health <= 10 && (!deathmatch || !(dmflags & DF_NO_EXIT))) { G_ExitLevel(0, false); diff --git a/src/thingdef/thingdef_codeptr.cpp b/src/thingdef/thingdef_codeptr.cpp index 3770001c97..f61bd28257 100644 --- a/src/thingdef/thingdef_codeptr.cpp +++ b/src/thingdef/thingdef_codeptr.cpp @@ -953,7 +953,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CustomMissile) break; case 2: - self->SetXYZ(self->Vec3Offset(x, y, self->Z())); + self->SetXYZ(self->Vec3Offset(x, y, 0)); missile = P_SpawnMissileAngleZSpeed(self, self->Z() + self->GetBobOffset() + spawnheight, ti, self->angle, 0, GetDefaultByType(ti)->Speed, self, false); self->SetXYZ(pos); @@ -2644,24 +2644,25 @@ enum SPFflag DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SpawnParticle) { + //(color color1, int flags = 0, int lifetime = 35, int size = 1, float angle = 0, float xoff = 0, float yoff = 0, float zoff = 0, float velx = 0, float vely = 0, float velz = 0, float accelx = 0, float accely = 0, float accelz = 0, float startalphaf = 1, float fadestepf = -1); ACTION_PARAM_START(15); - ACTION_PARAM_FIXED(xoff, 0); - ACTION_PARAM_FIXED(yoff, 1); - ACTION_PARAM_FIXED(zoff, 2); - ACTION_PARAM_FIXED(xvel, 3); - ACTION_PARAM_FIXED(yvel, 4); - ACTION_PARAM_FIXED(zvel, 5); - ACTION_PARAM_COLOR(color, 6); - ACTION_PARAM_INT(lifetime, 7); - ACTION_PARAM_INT(flags, 8); - ACTION_PARAM_FIXED(startalphaf, 9); - ACTION_PARAM_INT(size, 10); - ACTION_PARAM_FIXED(fadestepf, 11); - ACTION_PARAM_FIXED(accelx, 12); - ACTION_PARAM_FIXED(accely, 13); - ACTION_PARAM_FIXED(accelz, 14); - ACTION_PARAM_ANGLE(angle, 15); - + ACTION_PARAM_COLOR(color, 0); + ACTION_PARAM_INT(flags, 1); + ACTION_PARAM_INT(lifetime, 2); + ACTION_PARAM_INT(size, 3); + ACTION_PARAM_ANGLE(angle, 4); + ACTION_PARAM_FIXED(xoff, 5); + ACTION_PARAM_FIXED(yoff, 6); + ACTION_PARAM_FIXED(zoff, 7); + ACTION_PARAM_FIXED(xvel, 8); + ACTION_PARAM_FIXED(yvel, 9); + ACTION_PARAM_FIXED(zvel, 10); + ACTION_PARAM_FIXED(accelx, 11); + ACTION_PARAM_FIXED(accely, 12); + ACTION_PARAM_FIXED(accelz, 13); + ACTION_PARAM_FIXED(startalphaf, 14); + ACTION_PARAM_FIXED(fadestepf, 15); + BYTE startalpha = (BYTE)Scale(clamp(startalphaf, 0, FRACUNIT), 255, FRACUNIT); int fadestep = fadestepf < 0? -1 : Scale(clamp(fadestepf, 0, FRACUNIT), 255, FRACUNIT); lifetime = clamp(lifetime, 0, 0xFF); // Clamp to byte diff --git a/wadsrc/static/actors/actor.txt b/wadsrc/static/actors/actor.txt index 07dd0871b7..e435a18bf7 100644 --- a/wadsrc/static/actors/actor.txt +++ b/wadsrc/static/actors/actor.txt @@ -234,7 +234,7 @@ ACTOR Actor native //: Thinker action native A_SetScale(float scalex, float scaley = 0, int ptr = AAPTR_DEFAULT); action native A_SetMass(int mass); action native A_SpawnDebris(class spawntype, bool transfer_translation = false, float mult_h = 1, float mult_v = 1); - action native A_SpawnParticle(float xoff, float yoff, float zoff, float velx, float vely, float velz, color color1, int lifetime, int flags = 0, float startalpha = 1, int size = 1, float fadestep = -1, float accelx = 0.0, float accely = 0.0, float accelz = 0.0, float angle = 0); + action native A_SpawnParticle(color color1, int flags = 0, int lifetime = 35, int size = 1, float angle = 0, float xoff = 0, float yoff = 0, float zoff = 0, float velx = 0, float vely = 0, float velz = 0, float accelx = 0, float accely = 0, float accelz = 0, float startalphaf = 1, float fadestepf = -1); action native A_CheckSight(state label); action native A_ExtChase(bool usemelee, bool usemissile, bool playactive = true, bool nightmarefast = false); action native A_DropInventory(class itemtype);