mirror of
https://github.com/ZDoom/gzdoom.git
synced 2024-11-23 04:22:34 +00:00
Merge branch 'master' of https://github.com/rheit/zdoom
This commit is contained in:
commit
99fbb55296
25 changed files with 279 additions and 85 deletions
|
@ -373,6 +373,7 @@ enum ActorFlag7
|
|||
MF7_NODECAL = 0x00040000, // [ZK] Forces puff to have no impact decal
|
||||
MF7_FORCEDECAL = 0x00080000, // [ZK] Forces puff's decal to override the weapon's.
|
||||
MF7_LAXTELEFRAGDMG = 0x00100000, // [MC] Telefrag damage can be reduced.
|
||||
MF7_ICESHATTER = 0x00200000, // [MC] Shatters ice corpses regardless of damagetype.
|
||||
};
|
||||
|
||||
// --- mobj.renderflags ---
|
||||
|
|
|
@ -784,7 +784,7 @@ static int PatchThing (int thingy)
|
|||
bool hadStyle = false;
|
||||
FStateDefinitions statedef;
|
||||
bool patchedStates = false;
|
||||
int oldflags;
|
||||
ActorFlags oldflags;
|
||||
const PClass *type;
|
||||
SWORD *ednum, dummyed;
|
||||
|
||||
|
@ -1139,28 +1139,28 @@ static int PatchThing (int thingy)
|
|||
}
|
||||
if (vchanged[1])
|
||||
{
|
||||
info->flags2 = ActorFlags2::FromInt (value[1]);
|
||||
if (info->flags2 & 0x00000004) // old BOUNCE1
|
||||
if (value[1] & 0x00000004) // old BOUNCE1
|
||||
{
|
||||
info->flags2 &= ActorFlags2::FromInt (~4);
|
||||
value[1] &= ~0x00000004;
|
||||
info->BounceFlags = BOUNCE_DoomCompat;
|
||||
}
|
||||
// Damage types that once were flags but now are not
|
||||
if (info->flags2 & 0x20000000)
|
||||
if (value[1] & 0x20000000)
|
||||
{
|
||||
info->DamageType = NAME_Ice;
|
||||
info->flags2 &= ActorFlags2::FromInt (~0x20000000);
|
||||
value[1] &= ~0x20000000;
|
||||
}
|
||||
if (info->flags2 & 0x10000)
|
||||
if (value[1] & 0x10000000)
|
||||
{
|
||||
info->DamageType = NAME_Fire;
|
||||
info->flags2 &= ActorFlags2::FromInt (~0x10000);
|
||||
value[1] &= ~0x10000000;
|
||||
}
|
||||
if (info->flags2 & 1)
|
||||
if (value[1] & 0x00000001)
|
||||
{
|
||||
info->gravity = FRACUNIT/4;
|
||||
info->flags2 &= ActorFlags2::FromInt (~1);
|
||||
value[1] &= ~0x00000001;
|
||||
}
|
||||
info->flags2 = ActorFlags2::FromInt (value[1]);
|
||||
}
|
||||
if (vchanged[2])
|
||||
{
|
||||
|
|
|
@ -1236,7 +1236,7 @@ void FParser::SF_ObjFlag(void)
|
|||
t_return.type = svt_int;
|
||||
if (mo && flagnum<26)
|
||||
{
|
||||
t_return.value.i = !!(mo->flags & (1 << flagnum));
|
||||
t_return.value.i = !!(mo->flags & ActorFlags::FromInt(1 << flagnum));
|
||||
}
|
||||
else t_return.value.i = 0;
|
||||
}
|
||||
|
|
|
@ -75,7 +75,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_CStaffCheck)
|
|||
{
|
||||
pmo->angle = R_PointToAngle2 (pmo->x, pmo->y, linetarget->x, linetarget->y);
|
||||
if (((linetarget->player && (!linetarget->IsTeammate (pmo) || level.teamdamage != 0))|| linetarget->flags3&MF3_ISMONSTER)
|
||||
&& (!(linetarget->flags2&(MF2_DORMANT+MF2_INVULNERABLE))))
|
||||
&& (!(linetarget->flags2&(MF2_DORMANT|MF2_INVULNERABLE))))
|
||||
{
|
||||
newLife = player->health+(damage>>3);
|
||||
newLife = newLife > max ? max : newLife;
|
||||
|
|
|
@ -698,6 +698,13 @@ void G_DoCompleted (void)
|
|||
|
||||
gameaction = ga_nothing;
|
||||
|
||||
if ( gamestate == GS_DEMOSCREEN
|
||||
|| gamestate == GS_FULLCONSOLE
|
||||
|| gamestate == GS_STARTUP)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
if (gamestate == GS_TITLELEVEL)
|
||||
{
|
||||
level.MapName = nextlevel;
|
||||
|
|
|
@ -15,10 +15,23 @@
|
|||
#include "gstrings.h"
|
||||
#include "a_action.h"
|
||||
#include "thingdef/thingdef.h"
|
||||
#include "v_text.h"
|
||||
|
||||
#define MAX_RANDOMSPAWNERS_RECURSION 32 // Should be largely more than enough, honestly.
|
||||
static FRandom pr_randomspawn("RandomSpawn");
|
||||
|
||||
static bool IsMonster(const FDropItem *di)
|
||||
{
|
||||
const PClass *pclass = PClass::FindClass(di->Name);
|
||||
|
||||
if (NULL == pclass)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
return 0 != (GetDefaultByType(pclass)->flags3 & MF3_ISMONSTER);
|
||||
}
|
||||
|
||||
class ARandomSpawner : public AActor
|
||||
{
|
||||
DECLARE_CLASS (ARandomSpawner, AActor)
|
||||
|
@ -41,7 +54,7 @@ class ARandomSpawner : public AActor
|
|||
{
|
||||
if (di->Name != NAME_None)
|
||||
{
|
||||
if (!nomonsters || !(GetDefaultByType(PClass::FindClass(di->Name))->flags3 & MF3_ISMONSTER))
|
||||
if (!nomonsters || !IsMonster(di))
|
||||
{
|
||||
if (di->amount < 0) di->amount = 1; // default value is -1, we need a positive value.
|
||||
n += di->amount; // this is how we can weight the list.
|
||||
|
@ -62,7 +75,7 @@ class ARandomSpawner : public AActor
|
|||
while (n > -1 && di != NULL)
|
||||
{
|
||||
if (di->Name != NAME_None &&
|
||||
(!nomonsters || !(GetDefaultByType(PClass::FindClass(di->Name))->flags3 & MF3_ISMONSTER)))
|
||||
(!nomonsters || !IsMonster(di)))
|
||||
{
|
||||
n -= di->amount;
|
||||
if ((di->Next != NULL) && (n > -1))
|
||||
|
@ -106,6 +119,7 @@ class ARandomSpawner : public AActor
|
|||
}
|
||||
else
|
||||
{
|
||||
Printf(TEXTCOLOR_RED "Unknown item class %s to drop from a random spawner\n", di->Name.GetChars());
|
||||
Species = NAME_None;
|
||||
}
|
||||
}
|
||||
|
|
|
@ -385,6 +385,11 @@ FListMenuItemStaticPatch::FListMenuItemStaticPatch(int x, int y, FTextureID patc
|
|||
|
||||
void FListMenuItemStaticPatch::Drawer(bool selected)
|
||||
{
|
||||
if (!mTexture.Exists())
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
int x = mXpos;
|
||||
FTexture *tex = TexMan(mTexture);
|
||||
if (mYpos >= 0)
|
||||
|
@ -486,7 +491,7 @@ bool FListMenuItemSelectable::MouseEvent(int type, int x, int y)
|
|||
{
|
||||
if (type == DMenu::MOUSE_Release)
|
||||
{
|
||||
if (DMenu::CurrentMenu->MenuEvent(MKEY_Enter, true))
|
||||
if (NULL != DMenu::CurrentMenu && DMenu::CurrentMenu->MenuEvent(MKEY_Enter, true))
|
||||
{
|
||||
return true;
|
||||
}
|
||||
|
|
|
@ -95,6 +95,18 @@ static void DeinitMenus()
|
|||
ClearSaveGames();
|
||||
}
|
||||
|
||||
static FTextureID GetMenuTexture(const char* const name)
|
||||
{
|
||||
const FTextureID texture = TexMan.CheckForTexture(name, FTexture::TEX_MiscPatch);
|
||||
|
||||
if (!texture.Exists())
|
||||
{
|
||||
Printf("Missing menu texture: \"%s\"\n", name);
|
||||
}
|
||||
|
||||
return texture;
|
||||
}
|
||||
|
||||
//=============================================================================
|
||||
//
|
||||
//
|
||||
|
@ -235,7 +247,7 @@ static void ParseListMenuBody(FScanner &sc, FListMenuDescriptor *desc)
|
|||
else if (sc.Compare("Selector"))
|
||||
{
|
||||
sc.MustGetString();
|
||||
desc->mSelector = TexMan.CheckForTexture(sc.String, FTexture::TEX_MiscPatch);
|
||||
desc->mSelector = GetMenuTexture(sc.String);
|
||||
sc.MustGetStringName(",");
|
||||
sc.MustGetNumber();
|
||||
desc->mSelectOfsX = sc.Number;
|
||||
|
@ -278,7 +290,7 @@ static void ParseListMenuBody(FScanner &sc, FListMenuDescriptor *desc)
|
|||
int y = sc.Number;
|
||||
sc.MustGetStringName(",");
|
||||
sc.MustGetString();
|
||||
FTextureID tex = TexMan.CheckForTexture(sc.String, FTexture::TEX_MiscPatch);
|
||||
FTextureID tex = GetMenuTexture(sc.String);
|
||||
|
||||
FListMenuItem *it = new FListMenuItemStaticPatch(x, y, tex, centered);
|
||||
desc->mItems.Push(it);
|
||||
|
@ -299,7 +311,7 @@ static void ParseListMenuBody(FScanner &sc, FListMenuDescriptor *desc)
|
|||
else if (sc.Compare("PatchItem"))
|
||||
{
|
||||
sc.MustGetString();
|
||||
FTextureID tex = TexMan.CheckForTexture(sc.String, FTexture::TEX_MiscPatch);
|
||||
FTextureID tex = GetMenuTexture(sc.String);
|
||||
sc.MustGetStringName(",");
|
||||
sc.MustGetString();
|
||||
int hotkey = sc.String[0];
|
||||
|
@ -1045,7 +1057,7 @@ static void BuildEpisodeMenu()
|
|||
FListMenuItem *it;
|
||||
if (AllEpisodes[i].mPicName.IsNotEmpty())
|
||||
{
|
||||
FTextureID tex = TexMan.CheckForTexture(AllEpisodes[i].mPicName, FTexture::TEX_MiscPatch);
|
||||
FTextureID tex = GetMenuTexture(AllEpisodes[i].mPicName);
|
||||
it = new FListMenuItemPatch(ld->mXpos, posy, ld->mLinespacing, AllEpisodes[i].mShortcut,
|
||||
tex, NAME_Skillmenu, i);
|
||||
}
|
||||
|
@ -1442,7 +1454,7 @@ void M_StartupSkillMenu(FGameStartup *gs)
|
|||
|
||||
if (skill.PicName.Len() != 0 && pItemText == NULL)
|
||||
{
|
||||
FTextureID tex = TexMan.CheckForTexture(skill.PicName, FTexture::TEX_MiscPatch);
|
||||
FTextureID tex = GetMenuTexture(skill.PicName);
|
||||
li = new FListMenuItemPatch(ld->mXpos, y, ld->mLinespacing, skill.Shortcut, tex, action, i);
|
||||
}
|
||||
else
|
||||
|
|
|
@ -133,6 +133,16 @@ enum
|
|||
ARMORINFO_ACTUALSAVEAMOUNT,
|
||||
};
|
||||
|
||||
// PickActor
|
||||
// [JP] I've renamed these flags to something else to avoid confusion with the other PAF_ flags
|
||||
enum
|
||||
{
|
||||
// PAF_FORCETID,
|
||||
// PAF_RETURNTID
|
||||
PICKAF_FORCETID = 1,
|
||||
PICKAF_RETURNTID = 2,
|
||||
};
|
||||
|
||||
struct CallReturn
|
||||
{
|
||||
CallReturn(int pc, ScriptFunction *func, FBehavior *module, SDWORD *locals, ACSLocalArrays *arrays, bool discard, unsigned int runaway)
|
||||
|
@ -3365,6 +3375,14 @@ int DLevelScript::DoSpawn (int type, fixed_t x, fixed_t y, fixed_t z, int tid, i
|
|||
|
||||
if (info != NULL)
|
||||
{
|
||||
info = info->GetReplacement ();
|
||||
|
||||
if ((GetDefaultByType (info)->flags3 & MF3_ISMONSTER) &&
|
||||
((dmflags & DF_NO_MONSTERS) || (level.flags2 & LEVEL2_NOMONSTERS)))
|
||||
{
|
||||
return 0;
|
||||
}
|
||||
|
||||
actor = Spawn (info, x, y, z, ALLOW_REPLACE);
|
||||
if (actor != NULL)
|
||||
{
|
||||
|
@ -5761,9 +5779,9 @@ doplaysound: if (funcIndex == ACSF_PlayActorSound)
|
|||
return 0;
|
||||
}
|
||||
|
||||
DWORD actorMask = MF_SHOOTABLE;
|
||||
ActorFlags actorMask = MF_SHOOTABLE;
|
||||
if (argCount >= 6) {
|
||||
actorMask = args[5];
|
||||
actorMask = ActorFlags::FromInt(args[5]);
|
||||
}
|
||||
|
||||
DWORD wallMask = ML_BLOCKEVERYTHING | ML_BLOCKHITSCAN;
|
||||
|
@ -5771,11 +5789,10 @@ doplaysound: if (funcIndex == ACSF_PlayActorSound)
|
|||
wallMask = args[6];
|
||||
}
|
||||
|
||||
bool forceTID = 0;
|
||||
int flags = 0;
|
||||
if (argCount >= 8)
|
||||
{
|
||||
if (args[7] != 0)
|
||||
forceTID = 1;
|
||||
flags = args[7];
|
||||
}
|
||||
|
||||
AActor* pickedActor = P_LinePickActor(actor, args[1] << 16, args[3], args[2] << 16, actorMask, wallMask);
|
||||
|
@ -5783,15 +5800,19 @@ doplaysound: if (funcIndex == ACSF_PlayActorSound)
|
|||
return 0;
|
||||
}
|
||||
|
||||
if (!(forceTID) && (args[4] == 0) && (pickedActor->tid == 0))
|
||||
if (!(flags & PICKAF_FORCETID) && (args[4] == 0) && (pickedActor->tid == 0))
|
||||
return 0;
|
||||
|
||||
if ((pickedActor->tid == 0) || (forceTID))
|
||||
if ((pickedActor->tid == 0) || (flags & PICKAF_FORCETID))
|
||||
{
|
||||
pickedActor->RemoveFromHash();
|
||||
pickedActor->tid = args[4];
|
||||
pickedActor->AddToHash();
|
||||
}
|
||||
if (flags & PICKAF_RETURNTID)
|
||||
{
|
||||
return pickedActor->tid;
|
||||
}
|
||||
return 1;
|
||||
}
|
||||
break;
|
||||
|
@ -5864,6 +5885,8 @@ doplaysound: if (funcIndex == ACSF_PlayActorSound)
|
|||
const char *statename = argCount > 6 ? FBehavior::StaticLookupString(args[6]) : "";
|
||||
bool exact = argCount > 7 ? !!args[7] : false;
|
||||
fixed_t heightoffset = argCount > 8 ? args[8] : 0;
|
||||
fixed_t radiusoffset = argCount > 9 ? args[9] : 0;
|
||||
fixed_t pitch = argCount > 10 ? args[10] : 0;
|
||||
|
||||
FState *state = argCount > 6 ? activator->GetClass()->ActorInfo->FindStateByString(statename, exact) : 0;
|
||||
|
||||
|
@ -5881,7 +5904,7 @@ doplaysound: if (funcIndex == ACSF_PlayActorSound)
|
|||
if (!reference)
|
||||
return false;
|
||||
|
||||
if (P_Thing_Warp(activator, reference, xofs, yofs, zofs, angle, flags, heightoffset))
|
||||
if (P_Thing_Warp(activator, reference, xofs, yofs, zofs, angle, flags, heightoffset, radiusoffset, pitch))
|
||||
{
|
||||
if (state && argCount > 6)
|
||||
{
|
||||
|
|
|
@ -970,7 +970,7 @@ int P_DamageMobj (AActor *target, AActor *inflictor, AActor *source, int damage,
|
|||
}
|
||||
if (target->health <= 0)
|
||||
{
|
||||
if (inflictor && mod == NAME_Ice)
|
||||
if (inflictor && mod == NAME_Ice && !(inflictor->flags7 & MF7_ICESHATTER))
|
||||
{
|
||||
return -1;
|
||||
}
|
||||
|
|
|
@ -176,7 +176,7 @@ bool P_Thing_Raise(AActor *thing, AActor *raiser);
|
|||
bool P_Thing_CanRaise(AActor *thing);
|
||||
const PClass *P_GetSpawnableType(int spawnnum);
|
||||
void InitSpawnablesFromMapinfo();
|
||||
int P_Thing_Warp(AActor *caller, AActor *reference, fixed_t xofs, fixed_t yofs, fixed_t zofs, angle_t angle, int flags, fixed_t heightoffset);
|
||||
int P_Thing_Warp(AActor *caller, AActor *reference, fixed_t xofs, fixed_t yofs, fixed_t zofs, angle_t angle, int flags, fixed_t heightoffset, fixed_t radiusoffset, angle_t pitch);
|
||||
|
||||
enum WARPF
|
||||
{
|
||||
|
@ -198,6 +198,8 @@ enum WARPF
|
|||
WARPF_MOVEPTR = 0x1000,
|
||||
WARPF_USEPTR = 0x2000,
|
||||
WARPF_USETID = 0x2000,
|
||||
WARPF_COPYVELOCITY = 0x4000,
|
||||
WARPF_COPYPITCH = 0x8000,
|
||||
};
|
||||
|
||||
|
||||
|
@ -500,7 +502,7 @@ enum // P_LineAttack flags
|
|||
|
||||
AActor *P_LineAttack (AActor *t1, angle_t angle, fixed_t distance, int pitch, int damage, FName damageType, const PClass *pufftype, int flags = 0, AActor **victim = NULL, int *actualdamage = NULL);
|
||||
AActor *P_LineAttack (AActor *t1, angle_t angle, fixed_t distance, int pitch, int damage, FName damageType, FName pufftype, int flags = 0, AActor **victim = NULL, int *actualdamage = NULL);
|
||||
AActor *P_LinePickActor (AActor *t1, angle_t angle, fixed_t distance, int pitch, DWORD actorMask, DWORD wallMask);
|
||||
AActor *P_LinePickActor (AActor *t1, angle_t angle, fixed_t distance, int pitch, ActorFlags actorMask, DWORD wallMask);
|
||||
void P_TraceBleed (int damage, fixed_t x, fixed_t y, fixed_t z, AActor *target, angle_t angle, int pitch);
|
||||
void P_TraceBleed (int damage, AActor *target, angle_t angle, int pitch);
|
||||
void P_TraceBleed (int damage, AActor *target, AActor *missile); // missile version
|
||||
|
|
|
@ -3912,7 +3912,7 @@ AActor *P_LineAttack(AActor *t1, angle_t angle, fixed_t distance,
|
|||
//==========================================================================
|
||||
|
||||
AActor *P_LinePickActor(AActor *t1, angle_t angle, fixed_t distance, int pitch,
|
||||
DWORD actorMask, DWORD wallMask)
|
||||
ActorFlags actorMask, DWORD wallMask)
|
||||
{
|
||||
fixed_t vx, vy, vz, shootz;
|
||||
|
||||
|
|
|
@ -6467,25 +6467,25 @@ void PrintMiscActorInfo(AActor *query)
|
|||
|
||||
Printf("%s @ %p has the following flags:\n flags: %x", query->GetTag(), query, query->flags.GetValue());
|
||||
for (flagi = 0; flagi <= 31; flagi++)
|
||||
if (query->flags & 1<<flagi) Printf(" %s", FLAG_NAME(1<<flagi, flags));
|
||||
if (query->flags & ActorFlags::FromInt(1<<flagi)) Printf(" %s", FLAG_NAME(1<<flagi, flags));
|
||||
Printf("\n flags2: %x", query->flags2.GetValue());
|
||||
for (flagi = 0; flagi <= 31; flagi++)
|
||||
if (query->flags2 & 1<<flagi) Printf(" %s", FLAG_NAME(1<<flagi, flags2));
|
||||
if (query->flags2 & ActorFlags2::FromInt(1<<flagi)) Printf(" %s", FLAG_NAME(1<<flagi, flags2));
|
||||
Printf("\n flags3: %x", query->flags3.GetValue());
|
||||
for (flagi = 0; flagi <= 31; flagi++)
|
||||
if (query->flags3 & 1<<flagi) Printf(" %s", FLAG_NAME(1<<flagi, flags3));
|
||||
if (query->flags3 & ActorFlags3::FromInt(1<<flagi)) Printf(" %s", FLAG_NAME(1<<flagi, flags3));
|
||||
Printf("\n flags4: %x", query->flags4.GetValue());
|
||||
for (flagi = 0; flagi <= 31; flagi++)
|
||||
if (query->flags4 & 1<<flagi) Printf(" %s", FLAG_NAME(1<<flagi, flags4));
|
||||
if (query->flags4 & ActorFlags4::FromInt(1<<flagi)) Printf(" %s", FLAG_NAME(1<<flagi, flags4));
|
||||
Printf("\n flags5: %x", query->flags5.GetValue());
|
||||
for (flagi = 0; flagi <= 31; flagi++)
|
||||
if (query->flags5 & 1<<flagi) Printf(" %s", FLAG_NAME(1<<flagi, flags5));
|
||||
if (query->flags5 & ActorFlags5::FromInt(1<<flagi)) Printf(" %s", FLAG_NAME(1<<flagi, flags5));
|
||||
Printf("\n flags6: %x", query->flags6.GetValue());
|
||||
for (flagi = 0; flagi <= 31; flagi++)
|
||||
if (query->flags6 & 1<<flagi) Printf(" %s", FLAG_NAME(1<<flagi, flags6));
|
||||
if (query->flags6 & ActorFlags6::FromInt(1<<flagi)) Printf(" %s", FLAG_NAME(1<<flagi, flags6));
|
||||
Printf("\n flags7: %x", query->flags7.GetValue());
|
||||
for (flagi = 0; flagi <= 31; flagi++)
|
||||
if (query->flags7 & 1<<flagi) Printf(" %s", FLAG_NAME(1<<flagi, flags7));
|
||||
if (query->flags7 & ActorFlags7::FromInt(1<<flagi)) Printf(" %s", FLAG_NAME(1<<flagi, flags7));
|
||||
Printf("\nBounce flags: %x\nBounce factors: f:%f, w:%f",
|
||||
query->BounceFlags.GetValue(), FIXED2FLOAT(query->bouncefactor),
|
||||
FIXED2FLOAT(query->wallbouncefactor));
|
||||
|
|
|
@ -2353,7 +2353,16 @@ static void P_LoopSidedefs (bool firstloop)
|
|||
// instead of as part of another loop
|
||||
if (line->frontsector == line->backsector)
|
||||
{
|
||||
right = DWORD(line->sidedef[!sidetemp[i].b.lineside] - sides);
|
||||
const side_t* const rightside = line->sidedef[!sidetemp[i].b.lineside];
|
||||
|
||||
if (NULL == rightside)
|
||||
{
|
||||
// There is no right side!
|
||||
if (firstloop) Printf ("Line %d's right edge is unconnected\n", linemap[unsigned(line-lines)]);
|
||||
continue;
|
||||
}
|
||||
|
||||
right = DWORD(rightside - sides);
|
||||
}
|
||||
else
|
||||
{
|
||||
|
|
|
@ -680,7 +680,7 @@ void InitSpawnablesFromMapinfo()
|
|||
}
|
||||
|
||||
|
||||
int P_Thing_Warp(AActor *caller, AActor *reference, fixed_t xofs, fixed_t yofs, fixed_t zofs, angle_t angle, int flags, fixed_t heightoffset)
|
||||
int P_Thing_Warp(AActor *caller, AActor *reference, fixed_t xofs, fixed_t yofs, fixed_t zofs, angle_t angle, int flags, fixed_t heightoffset, fixed_t radiusoffset, angle_t pitch)
|
||||
{
|
||||
if (flags & WARPF_MOVEPTR)
|
||||
{
|
||||
|
@ -692,25 +692,27 @@ int P_Thing_Warp(AActor *caller, AActor *reference, fixed_t xofs, fixed_t yofs,
|
|||
fixed_t oldx = caller->x;
|
||||
fixed_t oldy = caller->y;
|
||||
fixed_t oldz = caller->z;
|
||||
|
||||
zofs += FixedMul(reference->height, heightoffset);
|
||||
|
||||
|
||||
|
||||
if (!(flags & WARPF_ABSOLUTEANGLE))
|
||||
{
|
||||
angle += (flags & WARPF_USECALLERANGLE) ? caller->angle : reference->angle;
|
||||
}
|
||||
|
||||
const fixed_t rad = FixedMul(radiusoffset, reference->radius);
|
||||
const angle_t fineangle = angle >> ANGLETOFINESHIFT;
|
||||
|
||||
if (!(flags & WARPF_ABSOLUTEPOSITION))
|
||||
{
|
||||
if (!(flags & WARPF_ABSOLUTEOFFSET))
|
||||
{
|
||||
angle_t fineangle = angle >> ANGLETOFINESHIFT;
|
||||
fixed_t xofs1 = xofs;
|
||||
|
||||
// (borrowed from A_SpawnItemEx, assumed workable)
|
||||
// in relative mode negative y values mean 'left' and positive ones mean 'right'
|
||||
// This is the inverse orientation of the absolute mode!
|
||||
|
||||
|
||||
xofs = FixedMul(xofs1, finecosine[fineangle]) + FixedMul(yofs, finesine[fineangle]);
|
||||
yofs = FixedMul(xofs1, finesine[fineangle]) - FixedMul(yofs, finecosine[fineangle]);
|
||||
}
|
||||
|
@ -722,15 +724,16 @@ int P_Thing_Warp(AActor *caller, AActor *reference, fixed_t xofs, fixed_t yofs,
|
|||
// assigning position again with.
|
||||
// extra unlink, link and environment calculation
|
||||
caller->SetOrigin(
|
||||
reference->x + xofs,
|
||||
reference->y + yofs,
|
||||
reference->floorz + zofs);
|
||||
reference->x + xofs + FixedMul(rad, finecosine[fineangle]),
|
||||
reference->y + yofs + FixedMul(rad, finesine[fineangle]),
|
||||
reference->z);
|
||||
caller->z = caller->floorz + zofs;
|
||||
}
|
||||
else
|
||||
{
|
||||
caller->SetOrigin(
|
||||
reference->x + xofs,
|
||||
reference->y + yofs,
|
||||
reference->x + xofs + FixedMul(rad, finecosine[fineangle]),
|
||||
reference->y + yofs + FixedMul(rad, finesine[fineangle]),
|
||||
reference->z + zofs);
|
||||
}
|
||||
}
|
||||
|
@ -738,11 +741,12 @@ int P_Thing_Warp(AActor *caller, AActor *reference, fixed_t xofs, fixed_t yofs,
|
|||
{
|
||||
if (flags & WARPF_TOFLOOR)
|
||||
{
|
||||
caller->SetOrigin(xofs, yofs, caller->floorz + zofs);
|
||||
caller->SetOrigin(xofs + FixedMul(rad, finecosine[fineangle]), yofs + FixedMul(rad, finesine[fineangle]), zofs);
|
||||
caller->z = caller->floorz + zofs;
|
||||
}
|
||||
else
|
||||
{
|
||||
caller->SetOrigin(xofs, yofs, zofs);
|
||||
caller->SetOrigin(xofs + FixedMul(rad, finecosine[fineangle]), yofs + FixedMul(rad, finesine[fineangle]), zofs);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -756,6 +760,18 @@ int P_Thing_Warp(AActor *caller, AActor *reference, fixed_t xofs, fixed_t yofs,
|
|||
{
|
||||
caller->angle = angle;
|
||||
|
||||
if (flags & WARPF_COPYPITCH)
|
||||
caller->SetPitch(reference->pitch, false);
|
||||
|
||||
if (pitch)
|
||||
caller->SetPitch(caller->pitch + pitch, false);
|
||||
|
||||
if (flags & WARPF_COPYVELOCITY)
|
||||
{
|
||||
caller->velx = reference->velx;
|
||||
caller->vely = reference->vely;
|
||||
caller->velz = reference->velz;
|
||||
}
|
||||
if (flags & WARPF_STOP)
|
||||
{
|
||||
caller->velx = 0;
|
||||
|
|
|
@ -42,7 +42,8 @@ struct FTraceInfo
|
|||
{
|
||||
fixed_t StartX, StartY, StartZ;
|
||||
fixed_t Vx, Vy, Vz;
|
||||
DWORD ActorMask, WallMask;
|
||||
ActorFlags ActorMask;
|
||||
DWORD WallMask;
|
||||
AActor *IgnoreThis;
|
||||
FTraceResults *Results;
|
||||
sector_t *CurSector;
|
||||
|
@ -70,7 +71,7 @@ static bool EditTraceResult (DWORD flags, FTraceResults &res);
|
|||
|
||||
bool Trace (fixed_t x, fixed_t y, fixed_t z, sector_t *sector,
|
||||
fixed_t vx, fixed_t vy, fixed_t vz, fixed_t maxDist,
|
||||
DWORD actorMask, DWORD wallMask, AActor *ignore,
|
||||
ActorFlags actorMask, DWORD wallMask, AActor *ignore,
|
||||
FTraceResults &res,
|
||||
DWORD flags, ETraceStatus (*callback)(FTraceResults &res, void *), void *callbackdata)
|
||||
{
|
||||
|
|
|
@ -35,6 +35,7 @@
|
|||
#define __P_TRACE_H__
|
||||
|
||||
#include <stddef.h>
|
||||
#include "actor.h"
|
||||
#include "textures/textures.h"
|
||||
|
||||
struct sector_t;
|
||||
|
@ -96,7 +97,7 @@ enum ETraceStatus
|
|||
|
||||
bool Trace (fixed_t x, fixed_t y, fixed_t z, sector_t *sector,
|
||||
fixed_t vx, fixed_t vy, fixed_t vz, fixed_t maxDist,
|
||||
DWORD ActorMask, DWORD WallMask, AActor *ignore,
|
||||
ActorFlags ActorMask, DWORD WallMask, AActor *ignore,
|
||||
FTraceResults &res,
|
||||
DWORD traceFlags=0,
|
||||
ETraceStatus (*callback)(FTraceResults &res, void *)=NULL, void *callbackdata=NULL);
|
||||
|
|
|
@ -342,17 +342,19 @@ VideoModes[] =
|
|||
{ 1680, 1050 }, // 16:10
|
||||
{ 1920, 1080 },
|
||||
{ 1920, 1200 },
|
||||
{ 2048, 1152 }, // 16:9, iMac Retina 4K 21.5", HiDPI off
|
||||
{ 2048, 1536 },
|
||||
{ 2304, 1440 },
|
||||
{ 2304, 1440 }, // 16:10, MacBook Retina 12"
|
||||
{ 2560, 1440 },
|
||||
{ 2560, 1600 },
|
||||
{ 2560, 2048 },
|
||||
{ 2880, 1800 },
|
||||
{ 2880, 1800 }, // 16:10, MacBook Pro Retina 15"
|
||||
{ 3200, 1800 },
|
||||
{ 3840, 2160 },
|
||||
{ 3840, 2400 },
|
||||
{ 4096, 2160 },
|
||||
{ 5120, 2880 }
|
||||
{ 4096, 2304 }, // 16:9, iMac Retina 4K 21.5"
|
||||
{ 5120, 2880 } // 16:9, iMac Retina 5K 27"
|
||||
};
|
||||
|
||||
|
||||
|
|
|
@ -94,6 +94,10 @@ public:
|
|||
static Self FromInt (TT value) { return Self (static_cast<T> (value)); }
|
||||
|
||||
private:
|
||||
template<typename X> Self operator| (X value) const { return Self::FromInt (Value | value); }
|
||||
template<typename X> Self operator& (X value) const { return Self::FromInt (Value & value); }
|
||||
template<typename X> Self operator^ (X value) const { return Self::FromInt (Value ^ value); }
|
||||
|
||||
TT Value;
|
||||
};
|
||||
|
||||
|
|
|
@ -660,18 +660,20 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_JumpIfTargetInsideMeleeRange)
|
|||
//==========================================================================
|
||||
void DoJumpIfCloser(AActor *target, DECLARE_PARAMINFO)
|
||||
{
|
||||
ACTION_PARAM_START(2);
|
||||
ACTION_PARAM_START(3);
|
||||
ACTION_PARAM_FIXED(dist, 0);
|
||||
ACTION_PARAM_STATE(jump, 1);
|
||||
ACTION_PARAM_BOOL(noz, 2);
|
||||
|
||||
ACTION_SET_RESULT(false); // Jumps should never set the result for inventory state chains!
|
||||
|
||||
// No target - no jump
|
||||
if (target != NULL && P_AproxDistance(self->x-target->x, self->y-target->y) < dist &&
|
||||
( (self->z > target->z && self->z - (target->z + target->height) < dist) ||
|
||||
(self->z <=target->z && target->z - (self->z + self->height) < dist)
|
||||
)
|
||||
)
|
||||
if (!target)
|
||||
return;
|
||||
if (P_AproxDistance(self->x-target->x, self->y-target->y) < dist &&
|
||||
(noz ||
|
||||
((self->z > target->z && self->z - (target->z + target->height) < dist) ||
|
||||
(self->z <= target->z && target->z - (self->z + self->height) < dist))))
|
||||
{
|
||||
ACTION_JUMP(jump);
|
||||
}
|
||||
|
@ -1012,7 +1014,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CustomMissile)
|
|||
targ=owner;
|
||||
missile->target=owner;
|
||||
// automatic handling of seeker missiles
|
||||
if (self->flags & missile->flags2 & MF2_SEEKERMISSILE)
|
||||
if (self->flags2 & missile->flags2 & MF2_SEEKERMISSILE)
|
||||
{
|
||||
missile->tracer=self->tracer;
|
||||
}
|
||||
|
@ -3412,7 +3414,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CheckLOF)
|
|||
lof_data.Flags = flags;
|
||||
lof_data.BadActor = false;
|
||||
|
||||
Trace(x1, y1, z1, sec, vx, vy, vz, range, 0xFFFFFFFF, ML_BLOCKEVERYTHING, self, trace, 0,
|
||||
Trace(x1, y1, z1, sec, vx, vy, vz, range, ActorFlags::FromInt(0xFFFFFFFF), ML_BLOCKEVERYTHING, self, trace, 0,
|
||||
CheckLOFTraceFunc, &lof_data);
|
||||
|
||||
if (trace.HitType == TRACE_HitActor ||
|
||||
|
@ -4673,7 +4675,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_WolfAttack)
|
|||
|
||||
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Warp)
|
||||
{
|
||||
ACTION_PARAM_START(8);
|
||||
ACTION_PARAM_START(10);
|
||||
|
||||
ACTION_PARAM_INT(destination_selector, 0);
|
||||
ACTION_PARAM_FIXED(xofs, 1);
|
||||
|
@ -4682,7 +4684,9 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Warp)
|
|||
ACTION_PARAM_ANGLE(angle, 4);
|
||||
ACTION_PARAM_INT(flags, 5);
|
||||
ACTION_PARAM_STATE(success_state, 6);
|
||||
ACTION_PARAM_FIXED(heightoffset,7)
|
||||
ACTION_PARAM_FIXED(heightoffset, 7);
|
||||
ACTION_PARAM_FIXED(radiusoffset, 8);
|
||||
ACTION_PARAM_ANGLE(pitch, 9);
|
||||
|
||||
AActor *reference;
|
||||
|
||||
|
@ -4702,7 +4706,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Warp)
|
|||
return;
|
||||
}
|
||||
|
||||
if (P_Thing_Warp(self, reference, xofs, yofs, zofs, angle, flags, heightoffset))
|
||||
if (P_Thing_Warp(self, reference, xofs, yofs, zofs, angle, flags, heightoffset, radiusoffset, pitch))
|
||||
{
|
||||
if (success_state)
|
||||
{
|
||||
|
@ -5111,6 +5115,28 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SetFloatSpeed)
|
|||
ref->FloatSpeed = speed;
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
// A_SetPainThreshold
|
||||
//
|
||||
//==========================================================================
|
||||
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SetPainThreshold)
|
||||
{
|
||||
ACTION_PARAM_START(2);
|
||||
ACTION_PARAM_INT(threshold, 0);
|
||||
ACTION_PARAM_INT(ptr, 1);
|
||||
|
||||
AActor *ref = COPY_AAPTR(self, ptr);
|
||||
|
||||
if (!ref)
|
||||
{
|
||||
ACTION_SET_RESULT(false);
|
||||
return;
|
||||
}
|
||||
|
||||
ref->PainThreshold = threshold;
|
||||
}
|
||||
|
||||
//===========================================================================
|
||||
//
|
||||
// Common A_Damage handler
|
||||
|
@ -5846,3 +5872,62 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SetRipMax)
|
|||
self->RipLevelMax = max;
|
||||
}
|
||||
|
||||
/*===========================================================================
|
||||
A_CheckBlock
|
||||
(state block, int flags, int ptr)
|
||||
|
||||
Checks if something is blocking the actor('s pointer) 'ptr'.
|
||||
|
||||
The SET pointer flags only affect the caller, not the pointer.
|
||||
===========================================================================*/
|
||||
enum CBF
|
||||
{
|
||||
CBF_NOLINES = 1 << 0, //Don't check actors.
|
||||
CBF_SETTARGET = 1 << 1, //Sets the caller/pointer's target to the actor blocking it. Actors only.
|
||||
CBF_SETMASTER = 1 << 2, //^ but with master.
|
||||
CBF_SETTRACER = 1 << 3, //^ but with tracer.
|
||||
CBF_SETONPTR = 1 << 4, //Sets the pointer change on the actor doing the checking instead of self.
|
||||
};
|
||||
|
||||
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CheckBlock)
|
||||
{
|
||||
ACTION_PARAM_START(3);
|
||||
ACTION_PARAM_STATE(block, 0);
|
||||
ACTION_PARAM_INT(flags, 1);
|
||||
ACTION_PARAM_INT(ptr, 2);
|
||||
|
||||
AActor *mobj = COPY_AAPTR(self, ptr);
|
||||
|
||||
ACTION_SET_RESULT(false);
|
||||
//Needs at least one state jump to work.
|
||||
if (!mobj)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
//Nothing to block it so skip the rest.
|
||||
if (P_TestMobjLocation(mobj)) return;
|
||||
|
||||
if (mobj->BlockingMobj)
|
||||
{
|
||||
AActor *setter = (flags & CBF_SETONPTR) ? mobj : self;
|
||||
if (setter)
|
||||
{
|
||||
if (flags & CBF_SETTARGET) setter->target = mobj->BlockingMobj;
|
||||
if (flags & CBF_SETMASTER) setter->master = mobj->BlockingMobj;
|
||||
if (flags & CBF_SETTRACER) setter->tracer = mobj->BlockingMobj;
|
||||
}
|
||||
}
|
||||
|
||||
//[MC] If modders don't want jumping, but just getting the pointer, only abort at
|
||||
//this point. I.e. A_CheckBlock("",CBF_SETTRACER) is like having CBF_NOLINES.
|
||||
//It gets the mobj blocking, if any, and doesn't jump at all.
|
||||
if (!block)
|
||||
return;
|
||||
|
||||
//[MC] Easiest way to tell if an actor is blocking it, use the pointers.
|
||||
if (mobj->BlockingMobj || (!(flags & CBF_NOLINES) && mobj->BlockingLine != NULL))
|
||||
{
|
||||
ACTION_JUMP(block);
|
||||
}
|
||||
}
|
|
@ -253,12 +253,10 @@ static FFlagDef ActorFlagDefs[]=
|
|||
DEFINE_FLAG(MF7, HITTARGET, AActor, flags7),
|
||||
DEFINE_FLAG(MF7, HITMASTER, AActor, flags7),
|
||||
DEFINE_FLAG(MF7, HITTRACER, AActor, flags7),
|
||||
|
||||
// [ZK] Decal flags
|
||||
DEFINE_FLAG(MF7, NODECAL, AActor, flags7),
|
||||
DEFINE_FLAG(MF7, NODECAL, AActor, flags7), // [ZK] Decal flags
|
||||
DEFINE_FLAG(MF7, FORCEDECAL, AActor, flags7),
|
||||
|
||||
DEFINE_FLAG(MF7, LAXTELEFRAGDMG, AActor, flags7),
|
||||
DEFINE_FLAG(MF7, ICESHATTER, AActor, flags7),
|
||||
|
||||
// Effect flags
|
||||
DEFINE_FLAG(FX, VISIBILITYPULSE, AActor, effects),
|
||||
|
|
|
@ -1808,18 +1808,16 @@ void WI_updateStats ()
|
|||
|
||||
if (acceleratestage && sp_state != 10)
|
||||
{
|
||||
if (acceleratestage)
|
||||
{
|
||||
acceleratestage = 0;
|
||||
sp_state = 10;
|
||||
S_Sound (CHAN_VOICE | CHAN_UI, "intermission/nextstage", 1, ATTN_NONE);
|
||||
}
|
||||
acceleratestage = 0;
|
||||
sp_state = 10;
|
||||
S_Sound (CHAN_VOICE | CHAN_UI, "intermission/nextstage", 1, ATTN_NONE);
|
||||
|
||||
cnt_kills[0] = plrs[me].skills;
|
||||
cnt_items[0] = plrs[me].sitems;
|
||||
cnt_secret[0] = plrs[me].ssecret;
|
||||
cnt_time = Tics2Seconds(plrs[me].stime);
|
||||
cnt_par = wbs->partime / TICRATE;
|
||||
cnt_total_time = Tics2Seconds(wbs->totaltime);
|
||||
cnt_total_time = Tics2Seconds(wbs->totaltime);
|
||||
}
|
||||
|
||||
if (sp_state == 2)
|
||||
|
|
|
@ -212,9 +212,9 @@ ACTOR Actor native //: Thinker
|
|||
action native A_CustomBulletAttack(float spread_xy, float spread_z, int numbullets, int damageperbullet, class<Actor> pufftype = "BulletPuff", float range = 0, int flags = 0, int ptr = AAPTR_TARGET);
|
||||
action native A_CustomRailgun(int damage, int spawnofs_xy = 0, color color1 = "", color color2 = "", int flags = 0, bool aim = false, float maxdiff = 0, class<Actor> pufftype = "BulletPuff", float spread_xy = 0, float spread_z = 0, float range = 0, int duration = 0, float sparsity = 1.0, float driftspeed = 1.0, class<Actor> spawnclass = "none", float spawnofs_z = 0, int spiraloffset = 270);
|
||||
action native A_JumpIfHealthLower(int health, state label, int ptr_selector = AAPTR_DEFAULT);
|
||||
action native A_JumpIfCloser(float distance, state label);
|
||||
action native A_JumpIfTracerCloser(float distance, state label);
|
||||
action native A_JumpIfMasterCloser(float distance, state label);
|
||||
action native A_JumpIfCloser(float distance, state label, bool noz = false);
|
||||
action native A_JumpIfTracerCloser(float distance, state label, bool noz = false);
|
||||
action native A_JumpIfMasterCloser(float distance, state label, bool noz = false);
|
||||
action native A_JumpIfTargetOutsideMeleeRange(state label);
|
||||
action native A_JumpIfTargetInsideMeleeRange(state label);
|
||||
action native A_JumpIfInventory(class<Inventory> itemtype, int itemamount, state label, int owner = AAPTR_DEFAULT);
|
||||
|
@ -249,7 +249,7 @@ ACTOR Actor native //: Thinker
|
|||
action native A_PlayerSkinCheck(state label);
|
||||
action native A_BasicAttack(int meleedamage, sound meleesound, class<actor> missiletype, float missileheight);
|
||||
action native A_Teleport(state teleportstate = "", class<SpecialSpot> targettype = "BossSpot", class<Actor> fogtype = "TeleportFog", int flags = 0, float mindist = 0, float maxdist = 0, int ptr = AAPTR_DEFAULT);
|
||||
action native A_Warp(int ptr_destination, float xofs = 0, float yofs = 0, float zofs = 0, float angle = 0, int flags = 0, state success_state = "", float heightoffset = 0);
|
||||
action native A_Warp(int ptr_destination, float xofs = 0, float yofs = 0, float zofs = 0, float angle = 0, int flags = 0, state success_state = "", float heightoffset = 0, float radiusoffset = 0, float pitch = 0);
|
||||
action native A_ThrowGrenade(class<Actor> itemtype, float zheight = 0, float xyvel = 0, float zvel = 0, bool useammo = true);
|
||||
action native A_Weave(int xspeed, int yspeed, float xdist, float ydist);
|
||||
|
||||
|
@ -305,6 +305,7 @@ ACTOR Actor native //: Thinker
|
|||
action native A_DropItem(class<Actor> item, int dropamount = -1, int chance = 256);
|
||||
action native A_SetSpeed(float speed, int ptr = AAPTR_DEFAULT);
|
||||
action native A_SetFloatSpeed(float speed, int ptr = AAPTR_DEFAULT);
|
||||
action native A_SetPainThreshold(int threshold, int ptr = AAPTR_DEFAULT);
|
||||
action native A_DamageSelf(int amount, name damagetype = "none", int flags = 0, class<Actor> filter = "None", name species = "None");
|
||||
action native A_DamageTarget(int amount, name damagetype = "none", int flags = 0, class<Actor> filter = "None", name species = "None");
|
||||
action native A_DamageMaster(int amount, name damagetype = "none", int flags = 0, class<Actor> filter = "None", name species = "None");
|
||||
|
@ -336,7 +337,7 @@ ACTOR Actor native //: Thinker
|
|||
action native A_SetRipperLevel(int level);
|
||||
action native A_SetRipMin(int min);
|
||||
action native A_SetRipMax(int max);
|
||||
|
||||
action native A_CheckBlock(state block, int flags = 0, int ptr = AAPTR_DEFAULT);
|
||||
action native A_CheckSightOrRange(float distance, state label, bool two_dimension = false);
|
||||
action native A_CheckRange(float distance, state label, bool two_dimension = false);
|
||||
|
||||
|
|
|
@ -362,6 +362,8 @@ Const Int WARPF_ABSOLUTEPOSITION = 0x400;
|
|||
Const Int WARPF_BOB = 0x800;
|
||||
Const Int WARPF_MOVEPTR = 0x1000;
|
||||
Const Int WARPF_USETID = 0x2000;
|
||||
Const Int WARPF_COPYVELOCITY = 0x4000;
|
||||
Const Int WARPF_COPYPITCH = 0x8000;
|
||||
|
||||
// flags for A_SetPitch/SetAngle/SetRoll
|
||||
const int SPF_FORCECLAMP = 1;
|
||||
|
@ -482,5 +484,17 @@ enum
|
|||
QF_WAVE = 1 << 5,
|
||||
};
|
||||
|
||||
// Flags for A_CheckBlock
|
||||
// These flags only affect the calling actor('s pointer), not the ones being searched.
|
||||
enum
|
||||
{
|
||||
CBF_NOLINES = 1 << 0, //Don't check actors.
|
||||
CBF_SETTARGET = 1 << 1, //Sets the caller/pointer's target to the actor blocking it. Actors only.
|
||||
CBF_SETMASTER = 1 << 2, //^ but with master.
|
||||
CBF_SETTRACER = 1 << 3, //^ but with tracer.
|
||||
CBF_SETONPTR = 1 << 4, //Sets the pointer change on the actor doing the checking instead of self.
|
||||
};
|
||||
|
||||
// This is only here to provide one global variable for testing.
|
||||
native int testglobalvar;
|
||||
|
||||
|
|
|
@ -456,6 +456,7 @@ OptionMenu "CustomizeControls"
|
|||
Control "Look down", "+lookdown"
|
||||
Control "Center view", "centerview"
|
||||
Control "Run", "+speed"
|
||||
Control "Toggle Run", "toggle cl_run"
|
||||
Control "Strafe", "+strafe"
|
||||
Control "Show Scoreboard", "+showscores"
|
||||
Control "Toggle Scoreboard", "togglescoreboard"
|
||||
|
|
Loading…
Reference in a new issue