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https://github.com/ZDoom/gzdoom.git
synced 2024-11-22 12:11:25 +00:00
Begin TICRATE conversion.
- Moved TICRATE from Thinker to Object in ZScript so status bars have access to it.
This commit is contained in:
parent
10628e60cb
commit
a56177f178
10 changed files with 23 additions and 22 deletions
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@ -722,10 +722,10 @@ void SBarInfo::ParseSBarInfo(int lump)
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popup.transition = Popup::TRANSITION_FADE;
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sc.MustGetToken(',');
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sc.MustGetToken(TK_FloatConst);
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popup.speed = 1.0 / (35.0 * sc.Float);
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popup.speed = 1.0 / (TICRATE * sc.Float);
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sc.MustGetToken(',');
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sc.MustGetToken(TK_FloatConst);
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popup.speed2 = 1.0 / (35.0 * sc.Float);
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popup.speed2 = 1.0 / (TICRATE * sc.Float);
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}
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else
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sc.ScriptError("Unkown transition type: '%s'", sc.String);
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@ -977,7 +977,7 @@ DEFINE_MAP_OPTION(sky1, true)
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{
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parse.sc.Float /= 256;
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}
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info->skyspeed1 = float(parse.sc.Float * (35. / 1000.));
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info->skyspeed1 = float(parse.sc.Float * (TICRATE / 1000.));
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}
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}
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@ -991,7 +991,7 @@ DEFINE_MAP_OPTION(sky2, true)
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{
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parse.sc.Float /= 256;
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}
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info->skyspeed2 = float(parse.sc.Float * (35. / 1000.));
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info->skyspeed2 = float(parse.sc.Float * (TICRATE / 1000.));
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}
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}
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@ -297,7 +297,7 @@ void FTextureAnimator::InitAnimated (void)
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}
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// Speed is stored as tics, but we want ms so scale accordingly.
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FAnimDef *adef = AddSimpleAnim (pic1, pic2 - pic1 + 1, Scale (animspeed, 1000, 35));
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FAnimDef *adef = AddSimpleAnim (pic1, pic2 - pic1 + 1, Scale (animspeed, 1000, TICRATE));
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if (adef != NULL) adef->AnimType = animtype;
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}
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}
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@ -601,14 +601,14 @@ void FTextureAnimator::ParseTime (FScanner &sc, uint32_t &min, uint32_t &max)
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if (sc.Compare ("tics"))
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{
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sc.MustGetFloat ();
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min = max = uint32_t(sc.Float * 1000 / 35);
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min = max = uint32_t(sc.Float * 1000 / TICRATE);
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}
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else if (sc.Compare ("rand"))
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{
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sc.MustGetFloat ();
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min = uint32_t(sc.Float * 1000 / 35);
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min = uint32_t(sc.Float * 1000 / TICRATE);
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sc.MustGetFloat ();
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max = uint32_t(sc.Float * 1000 / 35);
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max = uint32_t(sc.Float * 1000 / TICRATE);
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}
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else
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{
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@ -51,7 +51,7 @@ void DLightningThinker::Construct()
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{
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Stopped = false;
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LightningFlashCount = 0;
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NextLightningFlash = ((pr_lightning()&15)+5)*35; // don't flash at level start
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NextLightningFlash = ((pr_lightning()&15)+5)*TICRATE; // don't flash at level start
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LightningLightLevels.Resize(Level->sectors.Size());
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fillshort(&LightningLightLevels[0], LightningLightLevels.Size(), SHRT_MAX);
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@ -193,11 +193,11 @@ void DLightningThinker::LightningFlash ()
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{
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if (pr_lightning() < 128 && !(Level->time&32))
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{
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NextLightningFlash = ((pr_lightning()&7)+2)*35;
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NextLightningFlash = ((pr_lightning()&7)+2)*TICRATE;
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}
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else
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{
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NextLightningFlash = ((pr_lightning()&15)+5)*35;
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NextLightningFlash = ((pr_lightning()&15)+5)*TICRATE;
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}
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}
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}
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@ -6443,7 +6443,7 @@ doplaysound: if (funcIndex == ACSF_PlayActorSound)
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{
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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 lifetime = argCount > 2 ? args[2] : TICRATE;
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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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@ -695,7 +695,7 @@ void P_DrawRailTrail(AActor *source, TArray<SPortalHit> &portalhits, int color1,
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if (!p)
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return;
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int spiralduration = (duration == 0) ? 35 : duration;
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int spiralduration = (duration == 0) ? TICRATE : duration;
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p->alpha = 1.f;
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p->ttl = spiralduration;
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@ -34,6 +34,7 @@
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#pragma once
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#include "vectors.h"
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#include "doomdef.h"
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#define FX_ROCKET 0x00000001
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#define FX_GRENADE 0x00000002
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@ -88,7 +89,7 @@ struct SPortalHit
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DVector3 OutDir;
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};
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void P_DrawRailTrail(AActor *source, TArray<SPortalHit> &portalhits, int color1, int color2, double maxdiff = 0, int flags = 0, PClassActor *spawnclass = NULL, DAngle angle = 0., int duration = 35, double sparsity = 1.0, double drift = 1.0, int SpiralOffset = 270, DAngle pitch = 0.);
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void P_DrawRailTrail(AActor *source, TArray<SPortalHit> &portalhits, int color1, int color2, double maxdiff = 0, int flags = 0, PClassActor *spawnclass = NULL, DAngle angle = 0., int duration = TICRATE, double sparsity = 1.0, double drift = 1.0, int SpiralOffset = 270, DAngle pitch = 0.);
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void P_DrawSplash (FLevelLocals *Level, int count, const DVector3 &pos, DAngle angle, int kind);
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void P_DrawSplash2 (FLevelLocals *Level, int count, const DVector3 &pos, DAngle angle, int updown, int kind);
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void P_DisconnectEffect (AActor *actor);
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@ -1080,7 +1080,7 @@ class Actor : Thinker native
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native void A_FadeOut(double reduce = 0.1, int flags = 1); //bool remove == true
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native void A_FadeTo(double target, double amount = 0.1, int flags = 0);
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native void A_SpawnDebris(class<Actor> spawntype, bool transfer_translation = false, double mult_h = 1, double mult_v = 1);
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native void A_SpawnParticle(color color1, int flags = 0, int lifetime = 35, double size = 1, double angle = 0, double xoff = 0, double yoff = 0, double zoff = 0, double velx = 0, double vely = 0, double velz = 0, double accelx = 0, double accely = 0, double accelz = 0, double startalphaf = 1, double fadestepf = -1, double sizestep = 0);
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native void A_SpawnParticle(color color1, int flags = 0, int lifetime = TICRATE, double size = 1, double angle = 0, double xoff = 0, double yoff = 0, double zoff = 0, double velx = 0, double vely = 0, double velz = 0, double accelx = 0, double accely = 0, double accelz = 0, double startalphaf = 1, double fadestepf = -1, double sizestep = 0);
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native void A_ExtChase(bool usemelee, bool usemissile, bool playactive = true, bool nightmarefast = false);
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native void A_DropInventory(class<Inventory> itemtype, int amount = -1);
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native void A_SetBlend(color color1, double alpha, int tics, color color2 = 0, double alpha2 = 0.);
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@ -422,6 +422,7 @@ struct GameInfoStruct native
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class Object native
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{
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const TICRATE = 35;
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native bool bDestroyed;
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// These must be defined in some class, so that the compiler can find them. Object is just fine, as long as they are private to external code.
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@ -509,7 +510,6 @@ class Thinker : Object native play
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MAX_STATNUM = 127
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}
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const TICRATE = 35;
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native LevelLocals Level;
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@ -318,10 +318,10 @@ class StrifeStatusBar : BaseStatusBar
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int flags = item.Amount <= 0? DI_ITEM_OFFSETS|DI_DIM : DI_ITEM_OFFSETS;
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if (item == CPlayer.mo.InvSel)
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{
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DrawTexture (Images[CursorImage], (42 + 35*i, 180), flags, 1. - itemflashFade);
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DrawTexture (Images[CursorImage], (42 + TICRATE*i, 180), flags, 1. - itemflashFade);
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}
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DrawInventoryIcon (item, (48 + 35*i, 182), flags);
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DrawString(mYelFont, FormatNumber(item.Amount, 3, 5), (75 + 35*i, 191), DI_TEXT_ALIGN_RIGHT);
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DrawInventoryIcon (item, (48 + TICRATE*i, 182), flags);
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DrawString(mYelFont, FormatNumber(item.Amount, 3, 5), (75 + TICRATE*i, 191), DI_TEXT_ALIGN_RIGHT);
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i++;
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}
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}
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@ -388,13 +388,13 @@ class StrifeStatusBar : BaseStatusBar
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{
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if (item == CPlayer.mo.InvSel)
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{
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DrawTexture(Images[CursorImage], (-90+i*35, -3), DI_SCREEN_CENTER_BOTTOM, 0.75);
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DrawTexture(Images[CursorImage], (-90+i*TICRATE, -3), DI_SCREEN_CENTER_BOTTOM, 0.75);
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}
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if (item.Icon.isValid())
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{
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DrawInventoryIcon(item, (-90+i*35, -5), DI_SCREEN_CENTER_BOTTOM|DI_DIMDEPLETED, 0.75);
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DrawInventoryIcon(item, (-90+i*TICRATE, -5), DI_SCREEN_CENTER_BOTTOM|DI_DIMDEPLETED, 0.75);
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}
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DrawString(mYelFont, FormatNumber(item.Amount, 3, 5), (-72 + i*35, -8), DI_TEXT_ALIGN_RIGHT|DI_SCREEN_CENTER_BOTTOM);
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DrawString(mYelFont, FormatNumber(item.Amount, 3, 5), (-72 + i*TICRATE, -8), DI_TEXT_ALIGN_RIGHT|DI_SCREEN_CENTER_BOTTOM);
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++i;
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}
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}
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