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- extended parameter list of A_BFGSpray.
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2 changed files with 23 additions and 8 deletions
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@ -546,6 +546,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_FireBFG)
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P_SpawnPlayerMissile (self, 0, 0, 0, PClass::FindClass("BFGBall"), self->angle, NULL, NULL, !!(dmflags2 & DF2_NO_FREEAIMBFG));
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}
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//
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// A_BFGSpray
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// Spawn a BFG explosion on every monster in view
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@ -559,14 +560,21 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_BFGSpray)
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AActor *thingToHit;
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AActor *linetarget;
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ACTION_PARAM_START(3);
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ACTION_PARAM_START(7);
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ACTION_PARAM_CLASS(spraytype, 0);
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ACTION_PARAM_INT(numrays, 1);
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ACTION_PARAM_INT(damagecnt, 2);
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ACTION_PARAM_ANGLE(angle, 3);
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ACTION_PARAM_FIXED(distance, 4);
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ACTION_PARAM_ANGLE(vrange, 5);
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ACTION_PARAM_INT(defdamage, 6);
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if (spraytype == NULL) spraytype = PClass::FindClass("BFGExtra");
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if (numrays <= 0) numrays = 40;
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if (damagecnt <= 0) damagecnt = 15;
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if (angle == 0) angle = ANG90;
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if (distance <= 0) distance = 16 * 64 * FRACUNIT;
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if (vrange == 0) vrange = ANGLE_1 * 32;
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// [RH] Don't crash if no target
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if (!self->target)
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@ -575,10 +583,10 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_BFGSpray)
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// offset angles from its attack angle
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for (i = 0; i < numrays; i++)
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{
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an = self->angle - ANG90/2 + ANG90/numrays*i;
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an = self->angle - angle/2 + angle/numrays*i;
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// self->target is the originator (player) of the missile
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P_AimLineAttack (self->target, an, 16*64*FRACUNIT, &linetarget, ANGLE_1*32);
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P_AimLineAttack (self->target, an, distance, &linetarget, vrange);
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if (!linetarget)
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continue;
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@ -589,10 +597,17 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_BFGSpray)
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if (spray && (spray->flags5 & MF5_PUFFGETSOWNER))
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spray->target = self->target;
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if (defdamage == 0)
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{
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damage = 0;
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for (j = 0; j < damagecnt; ++j)
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damage += (pr_bfgspray() & 7) + 1;
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}
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else
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{
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// if this is used, damagecnt will be ignored
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damage = defdamage;
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}
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thingToHit = linetarget;
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int newdam = P_DamageMobj (thingToHit, self->target, self->target, damage, spray != NULL? FName(spray->DamageType) : FName(NAME_BFGSplash),
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@ -70,7 +70,7 @@ ACTOR Actor native //: Thinker
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// End of MBF redundant functions.
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action native A_MonsterRail();
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action native A_BFGSpray(class<Actor> spraytype = "BFGExtra", int numrays = 40, int damagecount = 15);
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action native A_BFGSpray(class<Actor> spraytype = "BFGExtra", int numrays = 40, int damagecount = 15, float angle = 90, float distance = 16*64, float vrange = 32, int damage = 0);
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action native A_Pain();
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action native A_NoBlocking();
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action native A_XScream();
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