mirror of
https://github.com/ZDoom/gzdoom.git
synced 2024-11-23 12:32:34 +00:00
Merge branch 'master' of https://github.com/rheit/zdoom
This commit is contained in:
commit
9eb18a9e45
24 changed files with 207 additions and 103 deletions
|
@ -1488,6 +1488,44 @@ FBaseCVar *FindCVarSub (const char *var_name, int namelen)
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return var;
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}
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FBaseCVar *GetCVar(AActor *activator, const char *cvarname)
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{
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FBaseCVar *cvar = FindCVar(cvarname, nullptr);
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// Either the cvar doesn't exist, or it's for a mod that isn't loaded, so return nullptr.
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if (cvar == nullptr || (cvar->GetFlags() & CVAR_IGNORE))
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{
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return nullptr;
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}
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else
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{
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// For userinfo cvars, redirect to GetUserCVar
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if (cvar->GetFlags() & CVAR_USERINFO)
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{
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if (activator == nullptr || activator->player == nullptr)
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{
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return nullptr;
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}
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return GetUserCVar(int(activator->player - players), cvarname);
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}
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return cvar;
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}
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}
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FBaseCVar *GetUserCVar(int playernum, const char *cvarname)
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{
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if ((unsigned)playernum >= MAXPLAYERS || !playeringame[playernum])
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{
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return nullptr;
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}
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FBaseCVar **cvar_p = players[playernum].userinfo.CheckKey(FName(cvarname, true));
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FBaseCVar *cvar;
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if (cvar_p == nullptr || (cvar = *cvar_p) == nullptr || (cvar->GetFlags() & CVAR_IGNORE))
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{
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return nullptr;
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}
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return cvar;
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}
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//===========================================================================
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//
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// C_CreateCVar
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@ -186,6 +186,10 @@ void C_BackupCVars (void);
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FBaseCVar *FindCVar (const char *var_name, FBaseCVar **prev);
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FBaseCVar *FindCVarSub (const char *var_name, int namelen);
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// Used for ACS and DECORATE.
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FBaseCVar *GetCVar(AActor *activator, const char *cvarname);
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FBaseCVar *GetUserCVar(int playernum, const char *cvarname);
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// Create a new cvar with the specified name and type
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FBaseCVar *C_CreateCVar(const char *var_name, ECVarType var_type, DWORD flags);
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@ -3123,22 +3123,29 @@ bool ADehackedPickup::TryPickup (AActor *&toucher)
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const char *ADehackedPickup::PickupMessage ()
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{
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return RealPickup->PickupMessage ();
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if (RealPickup != nullptr)
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return RealPickup->PickupMessage ();
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else return "";
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}
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bool ADehackedPickup::ShouldStay ()
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{
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return RealPickup->ShouldStay ();
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if (RealPickup != nullptr)
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return RealPickup->ShouldStay ();
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else return true;
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}
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bool ADehackedPickup::ShouldRespawn ()
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{
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return RealPickup->ShouldRespawn ();
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if (RealPickup != nullptr)
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return RealPickup->ShouldRespawn ();
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else return false;
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}
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void ADehackedPickup::PlayPickupSound (AActor *toucher)
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{
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RealPickup->PlayPickupSound (toucher);
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if (RealPickup != nullptr)
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RealPickup->PlayPickupSound (toucher);
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}
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void ADehackedPickup::DoPickupSpecial (AActor *toucher)
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@ -3146,19 +3153,19 @@ void ADehackedPickup::DoPickupSpecial (AActor *toucher)
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Super::DoPickupSpecial (toucher);
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// If the real pickup hasn't joined the toucher's inventory, make sure it
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// doesn't stick around.
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if (RealPickup->Owner != toucher)
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if (RealPickup != nullptr && RealPickup->Owner != toucher)
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{
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RealPickup->Destroy ();
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}
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RealPickup = NULL;
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RealPickup = nullptr;
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}
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void ADehackedPickup::Destroy ()
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{
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if (RealPickup != NULL)
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if (RealPickup != nullptr)
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{
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RealPickup->Destroy ();
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RealPickup = NULL;
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RealPickup = nullptr;
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}
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Super::Destroy ();
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}
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|
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@ -60,6 +60,7 @@
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// PRIVATE FUNCTION PROTOTYPES ---------------------------------------------
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// EXTERNAL DATA DECLARATIONS ----------------------------------------------
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EXTERN_CVAR(Bool, strictdecorate);
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// PUBLIC DATA DEFINITIONS -------------------------------------------------
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@ -3067,7 +3068,8 @@ void PClass::InsertIntoHash ()
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if (found != NULL)
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{ // This type has already been inserted
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// ... but there is no need whatsoever to make it a fatal error!
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Printf (TEXTCOLOR_RED"Tried to register class '%s' more than once.\n", TypeName.GetChars());
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if (!strictdecorate) Printf (TEXTCOLOR_RED"Tried to register class '%s' more than once.\n", TypeName.GetChars());
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else I_Error("Tried to register class '%s' more than once.\n", TypeName.GetChars());
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TypeTable.ReplaceType(this, found, bucket);
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}
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else
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|
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@ -287,8 +287,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_GenWizard)
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self->SetState (self->FindState(NAME_Death));
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self->flags &= ~MF_MISSILE;
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mo->master = self->target;
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// Heretic did not offset it by TELEFOGHEIGHT, so I won't either.
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Spawn<ATeleportFog> (self->Pos(), ALLOW_REPLACE);
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P_SpawnTeleportFog(self, self->Pos(), false, true);
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}
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}
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return 0;
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|
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@ -17,6 +17,7 @@
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#include "farchive.h"
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#include "d_player.h"
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#include "a_morph.h"
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#include "p_spec.h"
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// Include all the other Heretic stuff here to reduce compile time
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#include "a_chicken.cpp"
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@ -115,7 +115,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_Beacon)
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rebel->SetState (rebel->SeeState);
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rebel->Angles.Yaw = self->Angles.Yaw;
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Spawn<ATeleportFog> (rebel->Vec3Angle(20., self->Angles.Yaw, TELEFOGHEIGHT), ALLOW_REPLACE);
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P_SpawnTeleportFog(rebel, rebel->Vec3Angle(20., self->Angles.Yaw, 0), false, true);
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if (--self->health < 0)
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{
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self->SetState(self->FindState(NAME_Death));
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@ -3968,6 +3968,7 @@ void DLevelScript::DoSetActorProperty (AActor *actor, int property, int value)
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case APROP_Friction:
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actor->Friction = ACSToDouble(value);
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break;
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case APROP_MaxStepHeight:
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actor->MaxStepHeight = ACSToDouble(value);
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@ -4656,7 +4657,11 @@ static int DoGetCVar(FBaseCVar *cvar, bool is_string)
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{
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UCVarValue val;
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if (is_string)
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if (cvar == nullptr)
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{
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return 0;
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}
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else if (is_string)
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{
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val = cvar->GetGenericRep(CVAR_String);
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return GlobalACSStrings.AddString(val.String);
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@ -4673,44 +4678,6 @@ static int DoGetCVar(FBaseCVar *cvar, bool is_string)
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}
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}
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static int GetUserCVar(int playernum, const char *cvarname, bool is_string)
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{
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if ((unsigned)playernum >= MAXPLAYERS || !playeringame[playernum])
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{
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return 0;
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}
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FBaseCVar **cvar_p = players[playernum].userinfo.CheckKey(FName(cvarname, true));
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FBaseCVar *cvar;
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if (cvar_p == NULL || (cvar = *cvar_p) == NULL || (cvar->GetFlags() & CVAR_IGNORE))
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{
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return 0;
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}
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return DoGetCVar(cvar, is_string);
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}
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static int GetCVar(AActor *activator, const char *cvarname, bool is_string)
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{
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FBaseCVar *cvar = FindCVar(cvarname, NULL);
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// Either the cvar doesn't exist, or it's for a mod that isn't loaded, so return 0.
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if (cvar == NULL || (cvar->GetFlags() & CVAR_IGNORE))
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{
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return 0;
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}
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else
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{
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// For userinfo cvars, redirect to GetUserCVar
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if (cvar->GetFlags() & CVAR_USERINFO)
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{
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if (activator == NULL || activator->player == NULL)
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{
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return 0;
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}
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return GetUserCVar(int(activator->player - players), cvarname, is_string);
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}
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return DoGetCVar(cvar, is_string);
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}
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}
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static int SetUserCVar(int playernum, const char *cvarname, int value, bool is_string)
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{
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if ((unsigned)playernum >= MAXPLAYERS || !playeringame[playernum])
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@ -5395,7 +5362,7 @@ int DLevelScript::CallFunction(int argCount, int funcIndex, SDWORD *args)
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case ACSF_GetCVarString:
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if (argCount == 1)
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{
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return GetCVar(activator, FBehavior::StaticLookupString(args[0]), true);
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return DoGetCVar(GetCVar(activator, FBehavior::StaticLookupString(args[0])), true);
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}
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break;
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@ -5416,14 +5383,14 @@ int DLevelScript::CallFunction(int argCount, int funcIndex, SDWORD *args)
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case ACSF_GetUserCVar:
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if (argCount == 2)
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{
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return GetUserCVar(args[0], FBehavior::StaticLookupString(args[1]), false);
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return DoGetCVar(GetUserCVar(args[0], FBehavior::StaticLookupString(args[1])), false);
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}
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break;
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case ACSF_GetUserCVarString:
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if (argCount == 2)
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{
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return GetUserCVar(args[0], FBehavior::StaticLookupString(args[1]), true);
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return DoGetCVar(GetUserCVar(args[0], FBehavior::StaticLookupString(args[1])), true);
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}
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break;
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@ -6047,7 +6014,7 @@ doplaysound: if (funcIndex == ACSF_PlayActorSound)
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PalEntry color = args[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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double size = argCount > 3 ? args[3] : 1.;
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int x = argCount > 4 ? args[4] : 0;
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int y = argCount > 5 ? args[5] : 0;
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int z = argCount > 6 ? args[6] : 0;
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@ -6059,17 +6026,18 @@ doplaysound: if (funcIndex == ACSF_PlayActorSound)
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int 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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double endsize = argCount > 15 ? args[15] : -1.;
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|
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startalpha = clamp<int>(startalpha, 0, 255); // Clamp to byte
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lifetime = clamp<int>(lifetime, 0, 255); // Clamp to byte
|
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fadestep = clamp<int>(fadestep, -1, 255); // Clamp to byte inc. -1 (indicating automatic)
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size = clamp<int>(size, 0, 65535); // Clamp to word
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size = fabs(size);
|
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|
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if (lifetime != 0)
|
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P_SpawnParticle(DVector3(ACSToDouble(x), ACSToDouble(y), ACSToDouble(z)),
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DVector3(ACSToDouble(xvel), ACSToDouble(yvel), ACSToDouble(zvel)),
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DVector3(ACSToDouble(accelx), ACSToDouble(accely), ACSToDouble(accelz)),
|
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color, fullbright, startalpha/255., lifetime, size, fadestep/255.);
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color, startalpha/255., lifetime, size, endsize, fadestep/255., fullbright);
|
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}
|
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break;
|
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|
@ -9130,7 +9098,7 @@ scriptwait:
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break;
|
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|
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case PCD_GETCVAR:
|
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STACK(1) = GetCVar(activator, FBehavior::StaticLookupString(STACK(1)), false);
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STACK(1) = DoGetCVar(GetCVar(activator, FBehavior::StaticLookupString(STACK(1))), false);
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break;
|
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|
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case PCD_SETHUDSIZE:
|
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|
|
|
@ -252,7 +252,6 @@ void P_InitEffects ()
|
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blood2 = ParticleColor(RPART(kind)/3, GPART(kind)/3, BPART(kind)/3);
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}
|
||||
|
||||
|
||||
void P_ThinkParticles ()
|
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{
|
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int i;
|
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|
@ -262,13 +261,19 @@ void P_ThinkParticles ()
|
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prev = NULL;
|
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while (i != NO_PARTICLE)
|
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{
|
||||
BYTE oldtrans;
|
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|
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particle = Particles + i;
|
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i = particle->tnext;
|
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if (!particle->notimefreeze && ((bglobal.freeze) || (level.flags2 & LEVEL2_FROZEN)))
|
||||
{
|
||||
prev = particle;
|
||||
continue;
|
||||
}
|
||||
|
||||
BYTE oldtrans;
|
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oldtrans = particle->trans;
|
||||
particle->trans -= particle->fade;
|
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if (oldtrans < particle->trans || --particle->ttl == 0)
|
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particle->size += particle->sizestep;
|
||||
if (oldtrans < particle->trans || --particle->ttl <= 0 || (particle->size <= 0))
|
||||
{ // The particle has expired, so free it
|
||||
memset (particle, 0, sizeof(particle_t));
|
||||
if (prev)
|
||||
|
@ -309,8 +314,14 @@ void P_ThinkParticles ()
|
|||
}
|
||||
}
|
||||
|
||||
enum PSFlag
|
||||
{
|
||||
PS_FULLBRIGHT = 1,
|
||||
PS_NOTIMEFREEZE = 1 << 5,
|
||||
};
|
||||
|
||||
void P_SpawnParticle(const DVector3 &pos, const DVector3 &vel, const DVector3 &accel, PalEntry color, bool fullbright, double startalpha, int lifetime, WORD size, double fadestep)
|
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void P_SpawnParticle(const DVector3 &pos, const DVector3 &vel, const DVector3 &accel, PalEntry color, double startalpha, int lifetime, double size,
|
||||
double fadestep, double sizestep, int flags)
|
||||
{
|
||||
particle_t *particle = NewParticle();
|
||||
|
||||
|
@ -324,8 +335,10 @@ void P_SpawnParticle(const DVector3 &pos, const DVector3 &vel, const DVector3 &a
|
|||
if (fadestep < 0) particle->fade = FADEFROMTTL(lifetime);
|
||||
else particle->fade = int(fadestep * 255);
|
||||
particle->ttl = lifetime;
|
||||
particle->bright = fullbright;
|
||||
particle->size = (WORD)size;
|
||||
particle->bright = !!(flags & PS_FULLBRIGHT);
|
||||
particle->size = size;
|
||||
particle->sizestep = sizestep;
|
||||
particle->notimefreeze = !!(flags & PS_NOTIMEFREEZE);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -59,13 +59,15 @@ struct particle_t
|
|||
DVector3 Acc;
|
||||
BYTE ttl;
|
||||
BYTE trans;
|
||||
WORD size;
|
||||
double size;
|
||||
double sizestep;
|
||||
BYTE bright;
|
||||
BYTE fade;
|
||||
int color;
|
||||
WORD tnext;
|
||||
WORD snext;
|
||||
subsector_t * subsector;
|
||||
bool notimefreeze;
|
||||
};
|
||||
|
||||
extern particle_t *Particles;
|
||||
|
@ -83,7 +85,7 @@ particle_t *JitterParticle (int ttl);
|
|||
particle_t *JitterParticle (int ttl, double drift);
|
||||
|
||||
void P_ThinkParticles (void);
|
||||
void P_SpawnParticle(const DVector3 &pos, const DVector3 &vel, const DVector3 &accel, PalEntry color, bool fullbright, double startalpha, int lifetime, WORD size, double fadestep);
|
||||
void P_SpawnParticle(const DVector3 &pos, const DVector3 &vel, const DVector3 &accel, PalEntry color, double startalpha, int lifetime, double size, double fadestep, double sizestep, int flags = 0);
|
||||
void P_InitEffects (void);
|
||||
void P_RunEffects (void);
|
||||
|
||||
|
|
|
@ -2789,10 +2789,10 @@ void P_NightmareRespawn (AActor *mobj)
|
|||
mo->Prev.Z = z; // Do not interpolate Z position if we changed it since spawning.
|
||||
|
||||
// spawn a teleport fog at old spot because of removal of the body?
|
||||
P_SpawnTeleportFog(mobj, mobj->PosPlusZ(TELEFOGHEIGHT), true, true);
|
||||
P_SpawnTeleportFog(mobj, mobj->Pos(), true, true);
|
||||
|
||||
// spawn a teleport fog at the new spot
|
||||
P_SpawnTeleportFog(mobj, DVector3(mobj->SpawnPoint, z + TELEFOGHEIGHT), false, true);
|
||||
P_SpawnTeleportFog(mobj, DVector3(mobj->SpawnPoint, z), false, true);
|
||||
|
||||
// remove the old monster
|
||||
mobj->Destroy ();
|
||||
|
@ -4685,7 +4685,7 @@ APlayerPawn *P_SpawnPlayer (FPlayerStart *mthing, int playernum, int flags)
|
|||
|
||||
if (multiplayer)
|
||||
{
|
||||
Spawn ("TeleportFog", mobj->Vec3Angle(20., mobj->Angles.Yaw, TELEFOGHEIGHT), ALLOW_REPLACE);
|
||||
P_SpawnTeleportFog(mobj, mobj->Vec3Angle(20., mobj->Angles.Yaw, 0.), false, true);
|
||||
}
|
||||
|
||||
// "Fix" for one of the starts on exec.wad MAP01: If you start inside the ceiling,
|
||||
|
|
|
@ -88,7 +88,8 @@ void P_SpawnTeleportFog(AActor *mobj, const DVector3 &pos, bool beforeTele, bool
|
|||
}
|
||||
else
|
||||
{
|
||||
mo = Spawn((beforeTele ? mobj->TeleFogSourceType : mobj->TeleFogDestType), pos, ALLOW_REPLACE);
|
||||
double fogDelta = mobj->flags & MF_MISSILE ? 0 : TELEFOGHEIGHT;
|
||||
mo = Spawn((beforeTele ? mobj->TeleFogSourceType : mobj->TeleFogDestType), DVector3(pos, pos.Z + fogDelta), ALLOW_REPLACE);
|
||||
}
|
||||
|
||||
if (mo != NULL && setTarget)
|
||||
|
@ -191,10 +192,9 @@ bool P_Teleport (AActor *thing, DVector3 pos, DAngle angle, int flags)
|
|||
{
|
||||
if (!predicting)
|
||||
{
|
||||
double fogDelta = thing->flags & MF_MISSILE ? 0 : TELEFOGHEIGHT;
|
||||
DVector2 vector = angle.ToVector(20);
|
||||
DVector2 fogpos = P_GetOffsetPosition(pos.X, pos.Y, vector.X, vector.Y);
|
||||
P_SpawnTeleportFog(thing, DVector3(fogpos, thing->Z() + fogDelta), false, true);
|
||||
P_SpawnTeleportFog(thing, DVector3(fogpos, thing->Z()), false, true);
|
||||
|
||||
}
|
||||
if (thing->player)
|
||||
|
|
|
@ -98,7 +98,7 @@ bool P_Thing_Spawn (int tid, AActor *source, int type, DAngle angle, bool fog, i
|
|||
mobj->Angles.Yaw = (angle != 1000000. ? angle : spot->Angles.Yaw);
|
||||
if (fog)
|
||||
{
|
||||
P_SpawnTeleportFog(mobj, spot->PosPlusZ(TELEFOGHEIGHT), false, true);
|
||||
P_SpawnTeleportFog(mobj, spot->Pos(), false, true);
|
||||
}
|
||||
if (mobj->flags & MF_SPECIAL)
|
||||
mobj->flags |= MF_DROPPED; // Don't respawn
|
||||
|
@ -673,7 +673,7 @@ bool P_Thing_CheckProximity(AActor *self, PClass *classname, double distance, in
|
|||
|
||||
// We need these to check out.
|
||||
if (!ref || !classname || distance <= 0)
|
||||
return nullptr;
|
||||
return false;
|
||||
|
||||
int counter = 0;
|
||||
bool result = false;
|
||||
|
|
|
@ -117,10 +117,7 @@ void P_Ticker (void)
|
|||
// Since things will be moving, it's okay to interpolate them in the renderer.
|
||||
r_NoInterpolate = false;
|
||||
|
||||
if (!bglobal.freeze && !(level.flags2 & LEVEL2_FROZEN))
|
||||
{
|
||||
P_ThinkParticles (); // [RH] make the particles think
|
||||
}
|
||||
P_ThinkParticles(); // [RH] make the particles think
|
||||
|
||||
for (i = 0; i<MAXPLAYERS; i++)
|
||||
if (playeringame[i] &&
|
||||
|
|
|
@ -1038,11 +1038,17 @@ FScriptPosition &FScriptPosition::operator=(const FScriptPosition &other)
|
|||
//
|
||||
//==========================================================================
|
||||
|
||||
CVAR(Bool, strictdecorate, false, CVAR_GLOBALCONFIG|CVAR_ARCHIVE)
|
||||
|
||||
void FScriptPosition::Message (int severity, const char *message, ...) const
|
||||
{
|
||||
FString composed;
|
||||
|
||||
if ((severity == MSG_DEBUG || severity == MSG_DEBUGLOG) && !developer) return;
|
||||
if (severity == MSG_OPTERROR)
|
||||
{
|
||||
severity = strictdecorate ? MSG_ERROR : MSG_WARNING;
|
||||
}
|
||||
|
||||
if (message == NULL)
|
||||
{
|
||||
|
|
|
@ -124,6 +124,7 @@ enum
|
|||
MSG_WARNING,
|
||||
MSG_FATAL,
|
||||
MSG_ERROR,
|
||||
MSG_OPTERROR,
|
||||
MSG_DEBUG,
|
||||
MSG_LOG,
|
||||
MSG_DEBUGLOG,
|
||||
|
|
|
@ -431,11 +431,11 @@ void LoadActors ()
|
|||
FScanner sc(lump);
|
||||
ParseDecorate (sc);
|
||||
}
|
||||
FinishThingdef();
|
||||
if (FScriptPosition::ErrorCounter > 0)
|
||||
{
|
||||
I_Error("%d errors while parsing DECORATE scripts", FScriptPosition::ErrorCounter);
|
||||
}
|
||||
FinishThingdef();
|
||||
timer.Unclock();
|
||||
if (!batchrun) Printf("DECORATE parsing took %.2f ms\n", timer.TimeMS());
|
||||
// Base time: ~52 ms
|
||||
|
|
|
@ -513,6 +513,36 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, GetCrouchFactor)
|
|||
return 0;
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
// GetCVar
|
||||
//
|
||||
// NON-ACTION function that works like ACS's GetCVar.
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
DEFINE_ACTION_FUNCTION_PARAMS(AActor, GetCVar)
|
||||
{
|
||||
if (numret > 0)
|
||||
{
|
||||
assert(ret != nullptr);
|
||||
PARAM_SELF_PROLOGUE(AActor);
|
||||
PARAM_STRING(cvarname);
|
||||
|
||||
FBaseCVar *cvar = GetCVar(self, cvarname);
|
||||
if (cvar == nullptr)
|
||||
{
|
||||
ret->SetFloat(0);
|
||||
}
|
||||
else
|
||||
{
|
||||
ret->SetFloat(cvar->GetGenericRep(CVAR_Float).Float);
|
||||
}
|
||||
return 1;
|
||||
}
|
||||
return 0;
|
||||
}
|
||||
|
||||
//===========================================================================
|
||||
//
|
||||
// __decorate_internal_state__
|
||||
|
@ -3147,6 +3177,7 @@ enum SPFflag
|
|||
SPF_RELVEL = 1 << 2,
|
||||
SPF_RELACCEL = 1 << 3,
|
||||
SPF_RELANG = 1 << 4,
|
||||
SPF_NOTIMEFREEZE = 1 << 5,
|
||||
};
|
||||
|
||||
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SpawnParticle)
|
||||
|
@ -3155,7 +3186,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SpawnParticle)
|
|||
PARAM_COLOR (color);
|
||||
PARAM_INT_OPT (flags) { flags = 0; }
|
||||
PARAM_INT_OPT (lifetime) { lifetime = 35; }
|
||||
PARAM_INT_OPT (size) { size = 1; }
|
||||
PARAM_FLOAT_OPT (size) { size = 1.; }
|
||||
PARAM_ANGLE_OPT (angle) { angle = 0.; }
|
||||
PARAM_FLOAT_OPT (xoff) { xoff = 0; }
|
||||
PARAM_FLOAT_OPT (yoff) { yoff = 0; }
|
||||
|
@ -3168,11 +3199,11 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SpawnParticle)
|
|||
PARAM_FLOAT_OPT (accelz) { accelz = 0; }
|
||||
PARAM_FLOAT_OPT (startalpha) { startalpha = 1.; }
|
||||
PARAM_FLOAT_OPT (fadestep) { fadestep = -1.; }
|
||||
PARAM_FLOAT_OPT (sizestep) { sizestep = 0.; }
|
||||
|
||||
startalpha = clamp(startalpha, 0., 1.);
|
||||
if (fadestep > 0) fadestep = clamp(fadestep, 0., 1.);
|
||||
size = clamp<int>(size, 0, 65535); // Clamp to word
|
||||
|
||||
size = fabs(size);
|
||||
if (lifetime != 0)
|
||||
{
|
||||
if (flags & SPF_RELANG) angle += self->Angles.Yaw;
|
||||
|
@ -3199,7 +3230,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SpawnParticle)
|
|||
acc.X = accelx * c + accely * s;
|
||||
acc.Y = accelx * s - accely * c;
|
||||
}
|
||||
P_SpawnParticle(self->Vec3Offset(pos), vel, acc, color, !!(flags & SPF_FULLBRIGHT), startalpha, lifetime, size, fadestep);
|
||||
P_SpawnParticle(self->Vec3Offset(pos), vel, acc, color, startalpha, lifetime, size, fadestep, sizestep, flags);
|
||||
}
|
||||
return 0;
|
||||
}
|
||||
|
|
|
@ -208,7 +208,7 @@ public:
|
|||
virtual bool isConstant() const;
|
||||
virtual void RequestAddress();
|
||||
virtual VMFunction *GetDirectFunction();
|
||||
bool IsNumeric() const { return ValueType->GetRegType() == REGT_INT || ValueType->GetRegType() == REGT_FLOAT; }
|
||||
bool IsNumeric() const { return ValueType != TypeName && (ValueType->GetRegType() == REGT_INT || ValueType->GetRegType() == REGT_FLOAT); }
|
||||
bool IsPointer() const { return ValueType->GetRegType() == REGT_POINTER; }
|
||||
|
||||
virtual ExpEmit Emit(VMFunctionBuilder *build);
|
||||
|
|
|
@ -358,10 +358,22 @@ FxExpression *FxIntCast::Resolve(FCompileContext &ctx)
|
|||
|
||||
if (basex->ValueType->GetRegType() == REGT_INT)
|
||||
{
|
||||
FxExpression *x = basex;
|
||||
basex = NULL;
|
||||
delete this;
|
||||
return x;
|
||||
if (basex->ValueType != TypeName)
|
||||
{
|
||||
FxExpression *x = basex;
|
||||
basex = NULL;
|
||||
delete this;
|
||||
return x;
|
||||
}
|
||||
else
|
||||
{
|
||||
// Ugh. This should abort, but too many mods fell into this logic hole somewhere, so this seroious error needs to be reduced to a warning. :(
|
||||
if (!basex->isConstant()) ScriptPosition.Message(MSG_OPTERROR, "Numeric type expected, got a name");
|
||||
else ScriptPosition.Message(MSG_OPTERROR, "Numeric type expected, got \"%s\"", static_cast<FxConstant*>(basex)->GetValue().GetName().GetChars());
|
||||
FxExpression * x = new FxConstant(0, ScriptPosition);
|
||||
delete this;
|
||||
return x;
|
||||
}
|
||||
}
|
||||
else if (basex->ValueType->GetRegType() == REGT_FLOAT)
|
||||
{
|
||||
|
@ -374,12 +386,9 @@ FxExpression *FxIntCast::Resolve(FCompileContext &ctx)
|
|||
}
|
||||
return this;
|
||||
}
|
||||
else
|
||||
{
|
||||
ScriptPosition.Message(MSG_ERROR, "Numeric type expected");
|
||||
delete this;
|
||||
return NULL;
|
||||
}
|
||||
ScriptPosition.Message(MSG_ERROR, "Numeric type expected");
|
||||
delete this;
|
||||
return NULL;
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
|
@ -443,14 +452,26 @@ FxExpression *FxFloatCast::Resolve(FCompileContext &ctx)
|
|||
}
|
||||
else if (basex->ValueType->GetRegType() == REGT_INT)
|
||||
{
|
||||
if (basex->isConstant())
|
||||
if (basex->ValueType != TypeName)
|
||||
{
|
||||
ExpVal constval = static_cast<FxConstant *>(basex)->GetValue();
|
||||
FxExpression *x = new FxConstant(constval.GetFloat(), ScriptPosition);
|
||||
if (basex->isConstant())
|
||||
{
|
||||
ExpVal constval = static_cast<FxConstant *>(basex)->GetValue();
|
||||
FxExpression *x = new FxConstant(constval.GetFloat(), ScriptPosition);
|
||||
delete this;
|
||||
return x;
|
||||
}
|
||||
return this;
|
||||
}
|
||||
else
|
||||
{
|
||||
// Ugh. This should abort, but too many mods fell into this logic hole somewhere, so this seroious error needs to be reduced to a warning. :(
|
||||
if (!basex->isConstant()) ScriptPosition.Message(MSG_OPTERROR, "Numeric type expected, got a name");
|
||||
else ScriptPosition.Message(MSG_OPTERROR, "Numeric type expected, got \"%s\"", static_cast<FxConstant*>(basex)->GetValue().GetName().GetChars());
|
||||
FxExpression *x = new FxConstant(0.0, ScriptPosition);
|
||||
delete this;
|
||||
return x;
|
||||
}
|
||||
return this;
|
||||
}
|
||||
else
|
||||
{
|
||||
|
@ -3903,7 +3924,7 @@ FxExpression *FxClassTypeCast::Resolve(FCompileContext &ctx)
|
|||
{
|
||||
/* lax */
|
||||
// Since this happens in released WADs it must pass without a terminal error... :(
|
||||
ScriptPosition.Message(MSG_WARNING,
|
||||
ScriptPosition.Message(MSG_OPTERROR,
|
||||
"Unknown class name '%s'",
|
||||
clsname.GetChars(), desttype->TypeName.GetChars());
|
||||
}
|
||||
|
@ -4074,7 +4095,7 @@ FxExpression *FxMultiNameState::Resolve(FCompileContext &ctx)
|
|||
destination = scope->FindState(names.Size()-1, &names[1], false);
|
||||
if (destination == NULL)
|
||||
{
|
||||
ScriptPosition.Message(MSG_WARNING, "Unknown state jump destination");
|
||||
ScriptPosition.Message(MSG_OPTERROR, "Unknown state jump destination");
|
||||
/* lax */
|
||||
return this;
|
||||
}
|
||||
|
|
|
@ -457,7 +457,7 @@ DEFINE_PROPERTY(skip_super, 0, Actor)
|
|||
}
|
||||
if (bag.StateSet)
|
||||
{
|
||||
bag.ScriptPosition.Message(MSG_WARNING,
|
||||
bag.ScriptPosition.Message(MSG_OPTERROR,
|
||||
"'skip_super' must appear before any state definitions.");
|
||||
return;
|
||||
}
|
||||
|
|
|
@ -47,6 +47,7 @@ ACTOR Actor native //: Thinker
|
|||
native int GetSpawnHealth();
|
||||
native int GetGibHealth();
|
||||
native float GetCrouchFactor(int ptr = AAPTR_PLAYER1);
|
||||
native float GetCVar(string cvar);
|
||||
|
||||
// Action functions
|
||||
// Meh, MBF redundant functions. Only for DeHackEd support.
|
||||
|
@ -214,7 +215,7 @@ ACTOR Actor native //: Thinker
|
|||
native void A_SetScale(float scalex, float scaley = 0, int ptr = AAPTR_DEFAULT, bool usezero = false);
|
||||
native void A_SetMass(int mass);
|
||||
native void A_SpawnDebris(class<Actor> spawntype, bool transfer_translation = false, float mult_h = 1, float mult_v = 1);
|
||||
native void 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);
|
||||
native void A_SpawnParticle(color color1, int flags = 0, int lifetime = 35, float 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, float sizestep = 0);
|
||||
native state A_CheckSight(state label);
|
||||
native void A_ExtChase(bool usemelee, bool usemissile, bool playactive = true, bool nightmarefast = false);
|
||||
native void A_DropInventory(class<Inventory> itemtype);
|
||||
|
|
|
@ -539,6 +539,7 @@ enum
|
|||
SPF_RELVEL = 1 << 2,
|
||||
SPF_RELACCEL = 1 << 3,
|
||||
SPF_RELANG = 1 << 4,
|
||||
SPF_NOTIMEFREEZE = 1 << 5,
|
||||
|
||||
SPF_RELATIVE = SPF_RELPOS|SPF_RELVEL|SPF_RELACCEL|SPF_RELANG
|
||||
};
|
||||
|
|
|
@ -1,5 +1,16 @@
|
|||
// Must be sorted in identification order (easiest to recognize first!)
|
||||
|
||||
IWad
|
||||
{
|
||||
Name = "Delaweare"
|
||||
Autoname = "delaweare"
|
||||
Game = "Doom"
|
||||
Config = "Delaweare"
|
||||
Mapinfo = "mapinfo/doom2.txt"
|
||||
MustContain = "TITLEMAP", "ROVEA0", "GRLURD01", "SQOUI01"
|
||||
BannerColors = "00 00 00", "ff ff ff"
|
||||
}
|
||||
|
||||
IWad
|
||||
{
|
||||
Name = "The Adventures of Square"
|
||||
|
@ -393,4 +404,5 @@ Names
|
|||
"hacx.wad"
|
||||
"hacx2.wad"
|
||||
"square1.pk3"
|
||||
"delaweare.wad"
|
||||
}
|
||||
|
|
Loading…
Reference in a new issue