This commit is contained in:
Christoph Oelckers 2016-06-11 17:15:55 +02:00
commit 9eb18a9e45
24 changed files with 207 additions and 103 deletions

View file

@ -1488,6 +1488,44 @@ FBaseCVar *FindCVarSub (const char *var_name, int namelen)
return var;
}
FBaseCVar *GetCVar(AActor *activator, const char *cvarname)
{
FBaseCVar *cvar = FindCVar(cvarname, nullptr);
// Either the cvar doesn't exist, or it's for a mod that isn't loaded, so return nullptr.
if (cvar == nullptr || (cvar->GetFlags() & CVAR_IGNORE))
{
return nullptr;
}
else
{
// For userinfo cvars, redirect to GetUserCVar
if (cvar->GetFlags() & CVAR_USERINFO)
{
if (activator == nullptr || activator->player == nullptr)
{
return nullptr;
}
return GetUserCVar(int(activator->player - players), cvarname);
}
return cvar;
}
}
FBaseCVar *GetUserCVar(int playernum, const char *cvarname)
{
if ((unsigned)playernum >= MAXPLAYERS || !playeringame[playernum])
{
return nullptr;
}
FBaseCVar **cvar_p = players[playernum].userinfo.CheckKey(FName(cvarname, true));
FBaseCVar *cvar;
if (cvar_p == nullptr || (cvar = *cvar_p) == nullptr || (cvar->GetFlags() & CVAR_IGNORE))
{
return nullptr;
}
return cvar;
}
//===========================================================================
//
// C_CreateCVar

View file

@ -186,6 +186,10 @@ void C_BackupCVars (void);
FBaseCVar *FindCVar (const char *var_name, FBaseCVar **prev);
FBaseCVar *FindCVarSub (const char *var_name, int namelen);
// Used for ACS and DECORATE.
FBaseCVar *GetCVar(AActor *activator, const char *cvarname);
FBaseCVar *GetUserCVar(int playernum, const char *cvarname);
// Create a new cvar with the specified name and type
FBaseCVar *C_CreateCVar(const char *var_name, ECVarType var_type, DWORD flags);

View file

@ -3123,21 +3123,28 @@ bool ADehackedPickup::TryPickup (AActor *&toucher)
const char *ADehackedPickup::PickupMessage ()
{
if (RealPickup != nullptr)
return RealPickup->PickupMessage ();
else return "";
}
bool ADehackedPickup::ShouldStay ()
{
if (RealPickup != nullptr)
return RealPickup->ShouldStay ();
else return true;
}
bool ADehackedPickup::ShouldRespawn ()
{
if (RealPickup != nullptr)
return RealPickup->ShouldRespawn ();
else return false;
}
void ADehackedPickup::PlayPickupSound (AActor *toucher)
{
if (RealPickup != nullptr)
RealPickup->PlayPickupSound (toucher);
}
@ -3146,19 +3153,19 @@ void ADehackedPickup::DoPickupSpecial (AActor *toucher)
Super::DoPickupSpecial (toucher);
// If the real pickup hasn't joined the toucher's inventory, make sure it
// doesn't stick around.
if (RealPickup->Owner != toucher)
if (RealPickup != nullptr && RealPickup->Owner != toucher)
{
RealPickup->Destroy ();
}
RealPickup = NULL;
RealPickup = nullptr;
}
void ADehackedPickup::Destroy ()
{
if (RealPickup != NULL)
if (RealPickup != nullptr)
{
RealPickup->Destroy ();
RealPickup = NULL;
RealPickup = nullptr;
}
Super::Destroy ();
}

View file

@ -60,6 +60,7 @@
// PRIVATE FUNCTION PROTOTYPES ---------------------------------------------
// EXTERNAL DATA DECLARATIONS ----------------------------------------------
EXTERN_CVAR(Bool, strictdecorate);
// PUBLIC DATA DEFINITIONS -------------------------------------------------
@ -3067,7 +3068,8 @@ void PClass::InsertIntoHash ()
if (found != NULL)
{ // This type has already been inserted
// ... but there is no need whatsoever to make it a fatal error!
Printf (TEXTCOLOR_RED"Tried to register class '%s' more than once.\n", TypeName.GetChars());
if (!strictdecorate) Printf (TEXTCOLOR_RED"Tried to register class '%s' more than once.\n", TypeName.GetChars());
else I_Error("Tried to register class '%s' more than once.\n", TypeName.GetChars());
TypeTable.ReplaceType(this, found, bucket);
}
else

View file

@ -287,8 +287,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_GenWizard)
self->SetState (self->FindState(NAME_Death));
self->flags &= ~MF_MISSILE;
mo->master = self->target;
// Heretic did not offset it by TELEFOGHEIGHT, so I won't either.
Spawn<ATeleportFog> (self->Pos(), ALLOW_REPLACE);
P_SpawnTeleportFog(self, self->Pos(), false, true);
}
}
return 0;

View file

@ -17,6 +17,7 @@
#include "farchive.h"
#include "d_player.h"
#include "a_morph.h"
#include "p_spec.h"
// Include all the other Heretic stuff here to reduce compile time
#include "a_chicken.cpp"

View file

@ -115,7 +115,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_Beacon)
rebel->SetState (rebel->SeeState);
rebel->Angles.Yaw = self->Angles.Yaw;
Spawn<ATeleportFog> (rebel->Vec3Angle(20., self->Angles.Yaw, TELEFOGHEIGHT), ALLOW_REPLACE);
P_SpawnTeleportFog(rebel, rebel->Vec3Angle(20., self->Angles.Yaw, 0), false, true);
if (--self->health < 0)
{
self->SetState(self->FindState(NAME_Death));

View file

@ -3968,6 +3968,7 @@ void DLevelScript::DoSetActorProperty (AActor *actor, int property, int value)
case APROP_Friction:
actor->Friction = ACSToDouble(value);
break;
case APROP_MaxStepHeight:
actor->MaxStepHeight = ACSToDouble(value);
@ -4656,7 +4657,11 @@ static int DoGetCVar(FBaseCVar *cvar, bool is_string)
{
UCVarValue val;
if (is_string)
if (cvar == nullptr)
{
return 0;
}
else if (is_string)
{
val = cvar->GetGenericRep(CVAR_String);
return GlobalACSStrings.AddString(val.String);
@ -4673,44 +4678,6 @@ static int DoGetCVar(FBaseCVar *cvar, bool is_string)
}
}
static int GetUserCVar(int playernum, const char *cvarname, bool is_string)
{
if ((unsigned)playernum >= MAXPLAYERS || !playeringame[playernum])
{
return 0;
}
FBaseCVar **cvar_p = players[playernum].userinfo.CheckKey(FName(cvarname, true));
FBaseCVar *cvar;
if (cvar_p == NULL || (cvar = *cvar_p) == NULL || (cvar->GetFlags() & CVAR_IGNORE))
{
return 0;
}
return DoGetCVar(cvar, is_string);
}
static int GetCVar(AActor *activator, const char *cvarname, bool is_string)
{
FBaseCVar *cvar = FindCVar(cvarname, NULL);
// Either the cvar doesn't exist, or it's for a mod that isn't loaded, so return 0.
if (cvar == NULL || (cvar->GetFlags() & CVAR_IGNORE))
{
return 0;
}
else
{
// For userinfo cvars, redirect to GetUserCVar
if (cvar->GetFlags() & CVAR_USERINFO)
{
if (activator == NULL || activator->player == NULL)
{
return 0;
}
return GetUserCVar(int(activator->player - players), cvarname, is_string);
}
return DoGetCVar(cvar, is_string);
}
}
static int SetUserCVar(int playernum, const char *cvarname, int value, bool is_string)
{
if ((unsigned)playernum >= MAXPLAYERS || !playeringame[playernum])
@ -5395,7 +5362,7 @@ int DLevelScript::CallFunction(int argCount, int funcIndex, SDWORD *args)
case ACSF_GetCVarString:
if (argCount == 1)
{
return GetCVar(activator, FBehavior::StaticLookupString(args[0]), true);
return DoGetCVar(GetCVar(activator, FBehavior::StaticLookupString(args[0])), true);
}
break;
@ -5416,14 +5383,14 @@ int DLevelScript::CallFunction(int argCount, int funcIndex, SDWORD *args)
case ACSF_GetUserCVar:
if (argCount == 2)
{
return GetUserCVar(args[0], FBehavior::StaticLookupString(args[1]), false);
return DoGetCVar(GetUserCVar(args[0], FBehavior::StaticLookupString(args[1])), false);
}
break;
case ACSF_GetUserCVarString:
if (argCount == 2)
{
return GetUserCVar(args[0], FBehavior::StaticLookupString(args[1]), true);
return DoGetCVar(GetUserCVar(args[0], FBehavior::StaticLookupString(args[1])), true);
}
break;
@ -6047,7 +6014,7 @@ doplaysound: if (funcIndex == ACSF_PlayActorSound)
PalEntry color = args[0];
bool fullbright = argCount > 1 ? !!args[1] : false;
int lifetime = argCount > 2 ? args[2] : 35;
int size = argCount > 3 ? args[3] : 1;
double size = argCount > 3 ? args[3] : 1.;
int x = argCount > 4 ? args[4] : 0;
int y = argCount > 5 ? args[5] : 0;
int z = argCount > 6 ? args[6] : 0;
@ -6059,17 +6026,18 @@ doplaysound: if (funcIndex == ACSF_PlayActorSound)
int accelz = argCount > 12 ? args[12] : 0;
int startalpha = argCount > 13 ? args[13] : 0xFF; // Byte trans
int fadestep = argCount > 14 ? args[14] : -1;
double endsize = argCount > 15 ? args[15] : -1.;
startalpha = clamp<int>(startalpha, 0, 255); // Clamp to byte
lifetime = clamp<int>(lifetime, 0, 255); // Clamp to byte
fadestep = clamp<int>(fadestep, -1, 255); // Clamp to byte inc. -1 (indicating automatic)
size = clamp<int>(size, 0, 65535); // Clamp to word
size = fabs(size);
if (lifetime != 0)
P_SpawnParticle(DVector3(ACSToDouble(x), ACSToDouble(y), ACSToDouble(z)),
DVector3(ACSToDouble(xvel), ACSToDouble(yvel), ACSToDouble(zvel)),
DVector3(ACSToDouble(accelx), ACSToDouble(accely), ACSToDouble(accelz)),
color, fullbright, startalpha/255., lifetime, size, fadestep/255.);
color, startalpha/255., lifetime, size, endsize, fadestep/255., fullbright);
}
break;
@ -9130,7 +9098,7 @@ scriptwait:
break;
case PCD_GETCVAR:
STACK(1) = GetCVar(activator, FBehavior::StaticLookupString(STACK(1)), false);
STACK(1) = DoGetCVar(GetCVar(activator, FBehavior::StaticLookupString(STACK(1))), false);
break;
case PCD_SETHUDSIZE:

View file

@ -252,7 +252,6 @@ void P_InitEffects ()
blood2 = ParticleColor(RPART(kind)/3, GPART(kind)/3, BPART(kind)/3);
}
void P_ThinkParticles ()
{
int i;
@ -262,13 +261,19 @@ void P_ThinkParticles ()
prev = NULL;
while (i != NO_PARTICLE)
{
BYTE oldtrans;
particle = Particles + i;
i = particle->tnext;
if (!particle->notimefreeze && ((bglobal.freeze) || (level.flags2 & LEVEL2_FROZEN)))
{
prev = particle;
continue;
}
BYTE oldtrans;
oldtrans = particle->trans;
particle->trans -= particle->fade;
if (oldtrans < particle->trans || --particle->ttl == 0)
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)
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);
}
}

View file

@ -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);

View file

@ -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,

View file

@ -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)

View file

@ -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;

View file

@ -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] &&

View file

@ -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)
{

View file

@ -124,6 +124,7 @@ enum
MSG_WARNING,
MSG_FATAL,
MSG_ERROR,
MSG_OPTERROR,
MSG_DEBUG,
MSG_LOG,
MSG_DEBUGLOG,

View file

@ -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

View file

@ -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;
}

View file

@ -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);

View file

@ -357,12 +357,24 @@ FxExpression *FxIntCast::Resolve(FCompileContext &ctx)
SAFE_RESOLVE(basex, ctx);
if (basex->ValueType->GetRegType() == REGT_INT)
{
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)
{
if (basex->isConstant())
@ -374,12 +386,9 @@ FxExpression *FxIntCast::Resolve(FCompileContext &ctx)
}
return this;
}
else
{
ScriptPosition.Message(MSG_ERROR, "Numeric type expected");
delete this;
return NULL;
}
}
//==========================================================================
@ -442,6 +451,8 @@ FxExpression *FxFloatCast::Resolve(FCompileContext &ctx)
return x;
}
else if (basex->ValueType->GetRegType() == REGT_INT)
{
if (basex->ValueType != TypeName)
{
if (basex->isConstant())
{
@ -453,6 +464,16 @@ FxExpression *FxFloatCast::Resolve(FCompileContext &ctx)
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;
}
}
else
{
ScriptPosition.Message(MSG_ERROR, "Numeric type expected");
delete this;
@ -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;
}

View file

@ -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;
}

View file

@ -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);

View file

@ -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
};

View file

@ -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"
}