mirror of
https://github.com/ZDoom/gzdoom.git
synced 2024-11-23 20:43:15 +00:00
- fixed: A_KeenDie should not drop items.
SVN r2300 (trunk)
This commit is contained in:
parent
bd40bba37c
commit
674c63d66c
7 changed files with 50 additions and 44 deletions
|
@ -15,7 +15,7 @@
|
|||
//
|
||||
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_KeenDie)
|
||||
{
|
||||
CALL_ACTION(A_NoBlocking, self);
|
||||
A_Unblock(self, false);
|
||||
|
||||
// scan the remaining thinkers to see if all Keens are dead
|
||||
AActor *other;
|
||||
|
|
|
@ -162,7 +162,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_PainDie)
|
|||
self->flags &= ~MF_FRIENDLY;
|
||||
}
|
||||
const PClass *spawntype = GetSpawnType(PUSH_PARAMINFO);
|
||||
CALL_ACTION(A_NoBlocking, self);
|
||||
A_Unblock(self, true);
|
||||
A_PainShootSkull (self, self->angle + ANG90, spawntype);
|
||||
A_PainShootSkull (self, self->angle + ANG180, spawntype);
|
||||
A_PainShootSkull (self, self->angle + ANG270, spawntype);
|
||||
|
|
|
@ -57,7 +57,7 @@ IMPLEMENT_CLASS (ASwitchingDecoration)
|
|||
//
|
||||
//----------------------------------------------------------------------------
|
||||
|
||||
DEFINE_ACTION_FUNCTION(AActor, A_NoBlocking)
|
||||
void A_Unblock(AActor *self, bool drop)
|
||||
{
|
||||
// [RH] Andy Baker's stealth monsters
|
||||
if (self->flags & MF_STEALTH)
|
||||
|
@ -78,8 +78,8 @@ DEFINE_ACTION_FUNCTION(AActor, A_NoBlocking)
|
|||
|
||||
self->Conversation = NULL;
|
||||
|
||||
// If the self has attached metadata for items to drop, drop those.
|
||||
if (!self->IsKindOf (RUNTIME_CLASS (APlayerPawn))) // [GRB]
|
||||
// If the actor has attached metadata for items to drop, drop those.
|
||||
if (drop && !self->IsKindOf (RUNTIME_CLASS (APlayerPawn))) // [GRB]
|
||||
{
|
||||
FDropItem *di = self->GetDropItems();
|
||||
|
||||
|
@ -98,9 +98,14 @@ DEFINE_ACTION_FUNCTION(AActor, A_NoBlocking)
|
|||
}
|
||||
}
|
||||
|
||||
DEFINE_ACTION_FUNCTION(AActor, A_NoBlocking)
|
||||
{
|
||||
A_Unblock(self, true);
|
||||
}
|
||||
|
||||
DEFINE_ACTION_FUNCTION(AActor, A_Fall)
|
||||
{
|
||||
CALL_ACTION(A_NoBlocking, self);
|
||||
A_Unblock(self, true);
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
|
@ -301,7 +306,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_FreezeDeathChunks)
|
|||
{
|
||||
CALL_ACTION(A_BossDeath, self);
|
||||
}
|
||||
CALL_ACTION(A_NoBlocking, self);
|
||||
A_Unblock(self, true);
|
||||
|
||||
self->SetState(self->FindState(NAME_Null));
|
||||
}
|
||||
|
|
|
@ -85,7 +85,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_AlienSpectreDeath)
|
|||
int log;
|
||||
int i;
|
||||
|
||||
CALL_ACTION(A_NoBlocking, self); // [RH] Need this for Sigil rewarding
|
||||
A_Unblock(self, true); // [RH] Need this for Sigil rewarding
|
||||
if (!CheckBossDeath (self))
|
||||
{
|
||||
return;
|
||||
|
|
|
@ -2784,7 +2784,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_XScream)
|
|||
DEFINE_ACTION_FUNCTION(AActor, A_ScreamAndUnblock)
|
||||
{
|
||||
CALL_ACTION(A_Scream, self);
|
||||
CALL_ACTION(A_NoBlocking, self);
|
||||
A_Unblock(self, true);
|
||||
}
|
||||
|
||||
//===========================================================================
|
||||
|
@ -2810,7 +2810,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_ActiveSound)
|
|||
DEFINE_ACTION_FUNCTION(AActor, A_ActiveAndUnblock)
|
||||
{
|
||||
CALL_ACTION(A_ActiveSound, self);
|
||||
CALL_ACTION(A_NoBlocking, self);
|
||||
A_Unblock(self, true);
|
||||
}
|
||||
|
||||
//---------------------------------------------------------------------------
|
||||
|
|
|
@ -55,6 +55,7 @@ AInventory *P_DropItem (AActor *source, const PClass *type, int special, int cha
|
|||
void P_TossItem (AActor *item);
|
||||
bool P_LookForPlayers (AActor *actor, INTBOOL allaround, FLookExParams *params);
|
||||
void A_Weave(AActor *self, int xyspeed, int zspeed, fixed_t xydist, fixed_t zdist);
|
||||
void A_Unblock(AActor *self, bool drop);
|
||||
|
||||
DECLARE_ACTION(A_Look)
|
||||
DECLARE_ACTION(A_Wander)
|
||||
|
|
|
@ -2119,47 +2119,47 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Burst)
|
|||
ACTION_PARAM_START(1);
|
||||
ACTION_PARAM_CLASS(chunk, 0);
|
||||
|
||||
int i, numChunks;
|
||||
AActor * mo;
|
||||
int i, numChunks;
|
||||
AActor * mo;
|
||||
|
||||
if (chunk == NULL) return;
|
||||
if (chunk == NULL) return;
|
||||
|
||||
self->velx = self->vely = self->velz = 0;
|
||||
self->height = self->GetDefault()->height;
|
||||
self->velx = self->vely = self->velz = 0;
|
||||
self->height = self->GetDefault()->height;
|
||||
|
||||
// [RH] In Hexen, this creates a random number of shards (range [24,56])
|
||||
// with no relation to the size of the self shattering. I think it should
|
||||
// base the number of shards on the size of the dead thing, so bigger
|
||||
// things break up into more shards than smaller things.
|
||||
// An self with radius 20 and height 64 creates ~40 chunks.
|
||||
numChunks = MAX<int> (4, (self->radius>>FRACBITS)*(self->height>>FRACBITS)/32);
|
||||
i = (pr_burst.Random2()) % (numChunks/4);
|
||||
for (i = MAX (24, numChunks + i); i >= 0; i--)
|
||||
{
|
||||
mo = Spawn(chunk,
|
||||
self->x + (((pr_burst()-128)*self->radius)>>7),
|
||||
self->y + (((pr_burst()-128)*self->radius)>>7),
|
||||
self->z + (pr_burst()*self->height/255), ALLOW_REPLACE);
|
||||
// [RH] In Hexen, this creates a random number of shards (range [24,56])
|
||||
// with no relation to the size of the self shattering. I think it should
|
||||
// base the number of shards on the size of the dead thing, so bigger
|
||||
// things break up into more shards than smaller things.
|
||||
// An self with radius 20 and height 64 creates ~40 chunks.
|
||||
numChunks = MAX<int> (4, (self->radius>>FRACBITS)*(self->height>>FRACBITS)/32);
|
||||
i = (pr_burst.Random2()) % (numChunks/4);
|
||||
for (i = MAX (24, numChunks + i); i >= 0; i--)
|
||||
{
|
||||
mo = Spawn(chunk,
|
||||
self->x + (((pr_burst()-128)*self->radius)>>7),
|
||||
self->y + (((pr_burst()-128)*self->radius)>>7),
|
||||
self->z + (pr_burst()*self->height/255), ALLOW_REPLACE);
|
||||
|
||||
if (mo)
|
||||
{
|
||||
mo->velz = FixedDiv(mo->z - self->z, self->height)<<2;
|
||||
mo->velx = pr_burst.Random2 () << (FRACBITS-7);
|
||||
mo->vely = pr_burst.Random2 () << (FRACBITS-7);
|
||||
mo->RenderStyle = self->RenderStyle;
|
||||
mo->alpha = self->alpha;
|
||||
mo->CopyFriendliness(self, true);
|
||||
}
|
||||
}
|
||||
if (mo)
|
||||
{
|
||||
mo->velz = FixedDiv(mo->z - self->z, self->height)<<2;
|
||||
mo->velx = pr_burst.Random2 () << (FRACBITS-7);
|
||||
mo->vely = pr_burst.Random2 () << (FRACBITS-7);
|
||||
mo->RenderStyle = self->RenderStyle;
|
||||
mo->alpha = self->alpha;
|
||||
mo->CopyFriendliness(self, true);
|
||||
}
|
||||
}
|
||||
|
||||
// [RH] Do some stuff to make this more useful outside Hexen
|
||||
if (self->flags4 & MF4_BOSSDEATH)
|
||||
{
|
||||
// [RH] Do some stuff to make this more useful outside Hexen
|
||||
if (self->flags4 & MF4_BOSSDEATH)
|
||||
{
|
||||
CALL_ACTION(A_BossDeath, self);
|
||||
}
|
||||
CALL_ACTION(A_NoBlocking, self);
|
||||
}
|
||||
A_Unblock(self, true);
|
||||
|
||||
self->Destroy ();
|
||||
self->Destroy ();
|
||||
}
|
||||
|
||||
//===========================================================================
|
||||
|
|
Loading…
Reference in a new issue