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Once more homogenized!
- DECORATE: color, flags, lifetime, size, angle, xyz offset/vel/accel, startalpha, fadestep. - ACS: Similar, minus the angle parameter.
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parent
28502b9a80
commit
793fc90716
3 changed files with 31 additions and 30 deletions
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@ -5994,20 +5994,20 @@ doplaysound: if (funcIndex == ACSF_PlayActorSound)
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case ACSF_SpawnParticle:
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{
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PalEntry color = args[0];
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fixed_t x = args[1];
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fixed_t y = args[2];
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fixed_t z = args[3];
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fixed_t xvel = args[4];
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fixed_t yvel = args[5];
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fixed_t zvel = args[6];
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int lifetime = args[7];
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bool fullbright = argCount > 8 ? !!args[8] : false;
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int size = argCount > 9 ? args[9] : 1;
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int startalpha = argCount > 10 ? args[10] : 0xFF; // Byte trans
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int fadestep = argCount > 11 ? args[11] : -1;
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fixed_t accelx = argCount > 12 ? args[12] : 0;
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fixed_t accely = argCount > 13 ? args[13] : 0;
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fixed_t accelz = argCount > 14 ? args[14] : 0;
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bool fullbright = argCount > 1 ? !!args[1] : false;
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int lifetime = argCount > 2 ? args[2] : 35;
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int size = argCount > 3 ? args[3] : 1;
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fixed_t x = argCount > 4 ? args[4] : 0;
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fixed_t y = argCount > 5 ? args[5] : 0;
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fixed_t z = argCount > 6 ? args[6] : 0;
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fixed_t xvel = argCount > 7 ? args[7] : 0;
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fixed_t yvel = argCount > 8 ? args[8] : 0;
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fixed_t zvel = argCount > 9 ? args[9] : 0;
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fixed_t accelx = argCount > 10 ? args[10] : 0;
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fixed_t accely = argCount > 11 ? args[11] : 0;
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fixed_t accelz = argCount > 12 ? args[12] : 0;
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int startalpha = argCount > 13 ? args[13] : 0xFF; // Byte trans
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int fadestep = argCount > 14 ? args[14] : -1;
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startalpha = clamp<int>(startalpha, 0, 0xFF); // Clamp to byte
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lifetime = clamp<int>(lifetime, 0, 0xFF); // Clamp to byte
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@ -2644,23 +2644,24 @@ enum SPFflag
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DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SpawnParticle)
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{
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//(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);
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ACTION_PARAM_START(15);
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ACTION_PARAM_COLOR(color, 0);
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ACTION_PARAM_FIXED(xoff, 1);
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ACTION_PARAM_FIXED(yoff, 2);
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ACTION_PARAM_FIXED(zoff, 3);
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ACTION_PARAM_FIXED(xvel, 4);
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ACTION_PARAM_FIXED(yvel, 5);
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ACTION_PARAM_FIXED(zvel, 6);
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ACTION_PARAM_ANGLE(angle, 7);
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ACTION_PARAM_INT(lifetime, 8);
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ACTION_PARAM_INT(flags, 9);
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ACTION_PARAM_INT(size, 10);
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ACTION_PARAM_FIXED(startalphaf, 11);
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ACTION_PARAM_FIXED(fadestepf, 12);
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ACTION_PARAM_FIXED(accelx, 13);
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ACTION_PARAM_FIXED(accely, 14);
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ACTION_PARAM_FIXED(accelz, 15);
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ACTION_PARAM_INT(flags, 1);
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ACTION_PARAM_INT(lifetime, 2);
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ACTION_PARAM_INT(size, 3);
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ACTION_PARAM_ANGLE(angle, 4);
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ACTION_PARAM_FIXED(xoff, 5);
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ACTION_PARAM_FIXED(yoff, 6);
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ACTION_PARAM_FIXED(zoff, 7);
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ACTION_PARAM_FIXED(xvel, 8);
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ACTION_PARAM_FIXED(yvel, 9);
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ACTION_PARAM_FIXED(zvel, 10);
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ACTION_PARAM_FIXED(accelx, 11);
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ACTION_PARAM_FIXED(accely, 12);
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ACTION_PARAM_FIXED(accelz, 13);
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ACTION_PARAM_FIXED(startalphaf, 14);
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ACTION_PARAM_FIXED(fadestepf, 15);
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BYTE startalpha = (BYTE)Scale(clamp(startalphaf, 0, FRACUNIT), 255, FRACUNIT);
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int fadestep = fadestepf < 0? -1 : Scale(clamp(fadestepf, 0, FRACUNIT), 255, FRACUNIT);
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@ -234,7 +234,7 @@ ACTOR Actor native //: Thinker
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action native A_SetScale(float scalex, float scaley = 0, int ptr = AAPTR_DEFAULT);
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action native A_SetMass(int mass);
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action native A_SpawnDebris(class<Actor> spawntype, bool transfer_translation = false, float mult_h = 1, float mult_v = 1);
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action native A_SpawnParticle(color color1, float xoff, float yoff, float zoff, float velx, float vely, float velz, int lifetime, float angle = 0, int flags = 0, int size = 1, float startalphaf = 1, float fadestepf = -1, float accelx = 0.0, float accely = 0.0, float accelz = 0.0);
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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);
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action native A_CheckSight(state label);
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action native A_ExtChase(bool usemelee, bool usemissile, bool playactive = true, bool nightmarefast = false);
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action native A_DropInventory(class<Inventory> itemtype);
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