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A_FaceVelocity(offset, flags, ptr)
- Changes the caller's angle and pitch according to the direction of velocity they're travelling. - FVF_NOPITCH and FVF_NOANGLE disable changing of pitch/angle respectively and should be counted as mutually exclusive, or the function does nothing. - FVF_INTERPOLATE - Interpolate's the angle and pitch changes. - FVF_RESETPITCH will, if there's no z velocity, reset the pitch to 0. Otherwise, the pitch remains unchanged.
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@ -5930,4 +5930,55 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CheckBlock)
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{
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ACTION_JUMP(block);
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}
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}
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//===========================================================================
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//
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// A_FaceVelocity(angle offset, bool pitch, ptr)
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//
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// Sets the actor('s pointer) to face the direction of travel.
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//===========================================================================
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enum FVFlags
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{
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FVF_NOPITCH = 1 << 0,
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FVF_INTERPOLATE = 1 << 1,
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FVF_NOANGLE = 1 << 2,
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FVF_RESETPITCH = 1 << 3,
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};
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DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_FaceVelocity)
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{
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ACTION_PARAM_START(3);
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ACTION_PARAM_FIXED(offset, 0)
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ACTION_PARAM_INT(flags, 1);
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ACTION_PARAM_INT(ptr, 2);
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AActor *mobj = COPY_AAPTR(self, ptr);
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//Need an actor.
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if (!mobj || ((flags & FVF_NOPITCH) && (flags & FVF_NOANGLE)))
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{
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ACTION_SET_RESULT(false);
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return;
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}
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//Don't bother calculating this if we don't have any horizontal movement.
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if (!(flags & FVF_NOANGLE) && (mobj->velx != 0 || mobj->vely != 0))
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{
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fixed_t vx = mobj->x + mobj->velx, vy = mobj->y + mobj->vely;
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angle_t angle = R_PointToAngle2(mobj->x, mobj->y, vx, vy) + offset;
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mobj->SetAngle(angle, !!(flags & FVF_INTERPOLATE));
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}
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if (!(flags & FVF_NOPITCH))
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{
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//Reset pitch to 0 if specified.
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if (mobj->velz == 0 && (flags & FVF_RESETPITCH))
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mobj->pitch = 0;
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else
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{
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FVector2 velocity(mobj->velx, mobj->vely);
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fixed_t pitch = R_PointToAngle2(0, 0, (fixed_t)velocity.Length(), mobj->velz);
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mobj->SetPitch(-pitch, !!(flags & FVF_INTERPOLATE));
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}
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}
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}
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@ -340,6 +340,7 @@ ACTOR Actor native //: Thinker
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action native A_CheckBlock(state block, int flags = 0, int ptr = AAPTR_DEFAULT);
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action native A_CheckSightOrRange(float distance, state label, bool two_dimension = false);
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action native A_CheckRange(float distance, state label, bool two_dimension = false);
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action native A_FaceVelocity(float offset = 0, int flags = 0, int ptr = AAPTR_DEFAULT);
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action native A_RearrangePointers(int newtarget, int newmaster = AAPTR_DEFAULT, int newtracer = AAPTR_DEFAULT, int flags=0);
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action native A_TransferPointer(int ptr_source, int ptr_recepient, int sourcefield, int recepientfield=AAPTR_DEFAULT, int flags=0);
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@ -495,6 +495,15 @@ enum
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CBF_SETONPTR = 1 << 4, //Sets the pointer change on the actor doing the checking instead of self.
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};
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//Flags for A_FaceVelocity
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enum
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{
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FVF_NOPITCH = 1 << 0,
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FVF_INTERPOLATE = 1 << 1,
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FVF_NOANGLE = 1 << 2,
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FVF_RESETPITCH = 1 << 3,
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};
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// This is only here to provide one global variable for testing.
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native int testglobalvar;
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