mirror of
https://github.com/ZDoom/gzdoom.git
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Merge branch 'master' of https://github.com/raa-eruanna/qzdoom into qzdoom
This commit is contained in:
commit
b0f3686bc6
13 changed files with 37 additions and 25 deletions
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@ -1524,7 +1524,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_CustomMissile)
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Pitch += missile->Vel.Pitch();
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}
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missilespeed = fabs(Pitch.Cos() * missile->Speed);
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missile->Vel.Z = -Pitch.Sin() * missile->Speed;
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missile->Vel.Z = Pitch.Sin() * missile->Speed;
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}
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else
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{
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@ -262,7 +262,7 @@ void P_NoiseAlert (AActor *target, AActor *emitter, bool splash, double maxdist)
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}
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}
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DEFINE_ACTION_FUNCTION(AActor, NoiseAlert)
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DEFINE_ACTION_FUNCTION(AActor, SoundAlert)
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{
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PARAM_SELF_PROLOGUE(AActor);
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PARAM_OBJECT(target, AActor);
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@ -1771,7 +1771,7 @@ void R_DrawPlayerSprites ()
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else
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{
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wx = weapon->oldx + (weapon->x - weapon->oldx) * r_TicFracF;
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wy = weapon->oldy + (weapon->y - weapon->oldy) * r_TicFracF + WEAPON_FUDGE_Y;
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wy = weapon->oldy + (weapon->y - weapon->oldy) * r_TicFracF;
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}
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}
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else
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@ -3371,6 +3371,17 @@ FxExpression *FxCompareEq::Resolve(FCompileContext& ctx)
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{
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Promote(ctx);
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}
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// allows comparing state labels with null pointers.
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else if (left->ValueType == TypeStateLabel && right->ValueType == TypeNullPtr)
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{
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right = new FxTypeCast(right, TypeStateLabel, false);
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SAFE_RESOLVE(right, ctx);
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}
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else if (right->ValueType == TypeStateLabel && left->ValueType == TypeNullPtr)
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{
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left = new FxTypeCast(left, TypeStateLabel, false);
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SAFE_RESOLVE(left, ctx);
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}
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else if (left->ValueType->GetRegType() == REGT_POINTER && right->ValueType->GetRegType() == REGT_POINTER)
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{
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if (left->ValueType != right->ValueType && right->ValueType != TypeNullPtr && left->ValueType != TypeNullPtr &&
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@ -7072,7 +7083,7 @@ FxExpression *FxFunctionCall::Resolve(FCompileContext& ctx)
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delete this;
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return nullptr;
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}
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FxExpression *self = (ctx.Function && ctx.Function->Variants[0].Flags & VARF_Method) ? new FxSelf(ScriptPosition) : nullptr;
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FxExpression *self = (ctx.Function && (ctx.Function->Variants[0].Flags & VARF_Method) && ctx.Class->IsKindOf(RUNTIME_CLASS(PClassActor))) ? new FxSelf(ScriptPosition) : (FxExpression*)new FxConstant(ScriptPosition);
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FxExpression *x = new FxActionSpecialCall(self, special, ArgList, ScriptPosition);
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delete this;
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return x->Resolve(ctx);
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@ -7644,9 +7655,9 @@ ExpEmit FxActionSpecialCall::Emit(VMFunctionBuilder *build)
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unsigned i = 0;
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build->Emit(OP_PARAMI, abs(Special)); // pass special number
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// fixme: This really should use the Self pointer that got passed to this class instead of just using the first argument from the function.
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// Once static functions are possible, or specials can be called through a member access operator this won't work anymore.
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build->Emit(OP_PARAM, 0, REGT_POINTER, 0); // pass self
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ExpEmit selfemit(Self->Emit(build));
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build->Emit(OP_PARAM, 0, selfemit.Konst ? REGT_POINTER | REGT_KONST : REGT_POINTER, selfemit.RegNum); // pass special number
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for (; i < ArgList.Size(); ++i)
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{
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FxExpression *argex = ArgList[i];
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@ -300,7 +300,7 @@ class Actor : Thinker native
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native bool isTeammate(Actor other);
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native int PlayerNumber();
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native void SetFriendPlayer(PlayerInfo player);
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native void NoiseAlert(Actor target, bool splash = false, double maxdist = 0);
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native void SoundAlert(Actor target, bool splash = false, double maxdist = 0);
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native void DaggerAlert(Actor target);
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native void ClearBounce();
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native TerrainDef GetFloorTerrain();
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@ -282,7 +282,7 @@ class ScriptedMarine : Actor
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//
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//============================================================================
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void A_M_Refire (bool ignoremissile, statelabel jumpto)
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void A_M_Refire (bool ignoremissile, statelabel jumpto = null)
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{
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if (target == null || target.health <= 0)
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{
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@ -293,13 +293,15 @@ class ScriptedMarine : Actor
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return;
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}
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}
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SetStateLabel (jumpto);
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if (jumpto != null) SetStateLabel (jumpto);
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else SetState(CurState + 1);
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return;
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}
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if (((ignoremissile || MissileState == null) && !CheckMeleeRange ()) ||
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!CheckSight (target) || random[SMarineRefire]() < 4) // Small chance of stopping even when target not dead
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{
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SetStateLabel (jumpto);
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if (jumpto != null) SetStateLabel (jumpto);
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else SetState(CurState + 1);
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}
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}
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@ -103,10 +103,9 @@ extend class Actor
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action void A_Blast(int blastflags = 0, double strength = 255, double radius = 255, double speed = 20, class<Actor> blasteffect = "BlastEffect", sound blastsound = "BlastRadius")
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{
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Weapon weapon = player.ReadyWeapon;
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if (player && (blastflags & BF_USEAMMO) && invoker == weapon && stateinfo != null && stateinfo.mStateType == STATE_Psprite)
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if (player && (blastflags & BF_USEAMMO) && invoker == player.ReadyWeapon && stateinfo != null && stateinfo.mStateType == STATE_Psprite)
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{
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Weapon weapon = player.ReadyWeapon;
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if (weapon != null && !weapon.DepleteAmmo(weapon.bAltFire))
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{
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return;
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@ -117,7 +116,7 @@ extend class Actor
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if (!(blastflags & BF_DONTWARN))
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{
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NoiseAlert (self);
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SoundAlert (self);
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}
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ThinkerIterator it = ThinkerIterator.Create("Actor");
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Actor mo;
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@ -302,7 +302,7 @@ class AcolyteToBe : Acolyte
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Door_Close(999, 64);
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if (target != null && target.player != null)
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{
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NoiseAlert (target);
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SoundAlert (target);
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}
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}
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}
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@ -114,7 +114,7 @@ extend class Actor
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if (reactiontime == 2)
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{
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// [RH] Unalert monsters near the alarm and not just those in the same sector as it.
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NoiseAlert (NULL, false);
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SoundAlert (NULL, false);
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}
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else if (reactiontime > 50)
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{
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@ -67,7 +67,7 @@ class Stalker : Actor
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STLK QRST 4;
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STLK U 4 A_NoBlocking;
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STLK VW 4;
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STLK "XYZ[" 4 Bright;
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STLK XYZ[ 4 Bright;
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Stop;
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}
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@ -86,7 +86,7 @@ class Stalker : Actor
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void A_StalkerLookInit ()
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{
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State st;
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if (!bNoGravity)
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if (bNoGravity)
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{
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st = FindState("LookCeiling");
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}
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@ -94,7 +94,7 @@ class Stalker : Actor
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{
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st = FindState("LookFloor");
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}
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if (st.NextState != st)
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if (st != CurState.NextState)
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{
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SetState (st);
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}
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@ -173,7 +173,7 @@ extend class Actor
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if (target != null && emitter != null)
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{
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emitter.NoiseAlert(target, false, maxdist);
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emitter.SoundAlert(target, false, maxdist);
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}
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}
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@ -610,7 +610,7 @@ class RaiseAlarm : DummyStrifeItem
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override bool TryPickup (in out Actor toucher)
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{
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toucher.NoiseAlert (toucher);
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toucher.SoundAlert (toucher);
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ThinkerIterator it = ThinkerIterator.Create("AlienSpectre3");
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Actor spectre = Actor(it.Next());
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@ -629,7 +629,7 @@ class RaiseAlarm : DummyStrifeItem
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{
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if (dropper.target != null)
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{
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dropper.target.NoiseAlert(dropper.target);
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dropper.target.SoundAlert(dropper.target);
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if (dropper.target.CheckLocalView(consoleplayer))
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{
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A_Log("You Fool! You've set off the alarm.");
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@ -674,7 +674,7 @@ class CloseDoor222 : DummyStrifeItem
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{
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A_Log("You're dead! You set off the alarm.");
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}
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dropper.target.NoiseAlert(dropper.target);
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dropper.target.SoundAlert(dropper.target);
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}
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Destroy ();
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return true;
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@ -1857,7 +1857,7 @@ class PowerCoupling : Actor
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// [RH] In case the player broke it with the dagger, alert the guards now.
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if (LastHeard != source)
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{
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NoiseAlert (source);
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SoundAlert (source);
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}
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Door_Close(225, 16);
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Floor_LowerToHighestEE(44, 8);
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