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- Added MF6_FORCEPAIN flag that forces the target to go into the pain state
regardless of pain chance. - Changed screenblocks CVAR to be settable per game. - Added SpawnSpotForced and SpawnSpotFacingForced ACS functions. - Added pushfactor actor property. SVN r1638 (trunk)
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10 changed files with 48 additions and 18 deletions
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@ -1,4 +1,9 @@
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June 5, 2009 (Changes by Graf Zahl)
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- Added MF6_FORCEPAIN flag that forces the target to go into the pain state
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regardless of pain chance.
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- Changed screenblocks CVAR to be settable per game.
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- Added SpawnSpotForced and SpawnSpotFacingForced ACS functions.
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- Added pushfactor actor property.
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- Added Gez's GetArmorType submission
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June 2, 2009
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@ -307,6 +307,7 @@ enum
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MF6_NOBOSSRIP = 0x00000001, // For rippermissiles: Don't rip through bosses.
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MF6_THRUSPECIES = 0x00000002, // Actors passes through other of the same species.
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MF6_MTHRUSPECIES = 0x00000004, // Missile passes through actors of its shooter's species.
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MF6_FORCEPAIN = 0x00000008, // forces target into painstate (unless it has the NOPAIN flag)
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// --- mobj.renderflags ---
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@ -736,6 +737,7 @@ public:
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int bouncecount; // Strife's grenades only bounce twice before exploding
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fixed_t gravity; // [GRB] Gravity factor
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int FastChaseStrafeCount;
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fixed_t pushfactor;
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AActor *BlockingMobj; // Actor that blocked the last move
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line_t *BlockingLine; // Line that blocked the last move
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@ -2230,7 +2230,7 @@ void DLevelScript::ReplaceTextures (int fromnamei, int tonamei, int flags)
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}
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}
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int DLevelScript::DoSpawn (int type, fixed_t x, fixed_t y, fixed_t z, int tid, int angle)
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int DLevelScript::DoSpawn (int type, fixed_t x, fixed_t y, fixed_t z, int tid, int angle, bool force)
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{
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const PClass *info = PClass::FindClass (FBehavior::StaticLookupString (type));
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AActor *actor = NULL;
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@ -2243,7 +2243,7 @@ int DLevelScript::DoSpawn (int type, fixed_t x, fixed_t y, fixed_t z, int tid, i
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{
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DWORD oldFlags2 = actor->flags2;
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actor->flags2 |= MF2_PASSMOBJ;
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if (P_TestMobjLocation (actor))
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if (force || P_TestMobjLocation (actor))
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{
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actor->angle = angle << 24;
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actor->tid = tid;
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@ -2274,7 +2274,7 @@ int DLevelScript::DoSpawn (int type, fixed_t x, fixed_t y, fixed_t z, int tid, i
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return spawncount;
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}
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int DLevelScript::DoSpawnSpot (int type, int spot, int tid, int angle)
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int DLevelScript::DoSpawnSpot (int type, int spot, int tid, int angle, bool force)
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{
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FActorIterator iterator (spot);
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AActor *aspot;
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@ -2282,12 +2282,12 @@ int DLevelScript::DoSpawnSpot (int type, int spot, int tid, int angle)
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while ( (aspot = iterator.Next ()) )
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{
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spawned += DoSpawn (type, aspot->x, aspot->y, aspot->z, tid, angle);
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spawned += DoSpawn (type, aspot->x, aspot->y, aspot->z, tid, angle, force);
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}
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return spawned;
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}
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int DLevelScript::DoSpawnSpotFacing (int type, int spot, int tid)
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int DLevelScript::DoSpawnSpotFacing (int type, int spot, int tid, bool force)
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{
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FActorIterator iterator (spot);
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AActor *aspot;
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@ -2295,7 +2295,7 @@ int DLevelScript::DoSpawnSpotFacing (int type, int spot, int tid)
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while ( (aspot = iterator.Next ()) )
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{
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spawned += DoSpawn (type, aspot->x, aspot->y, aspot->z, tid, aspot->angle >> 24);
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spawned += DoSpawn (type, aspot->x, aspot->y, aspot->z, tid, aspot->angle >> 24, force);
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}
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return spawned;
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}
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@ -2802,6 +2802,8 @@ enum EACSFunctions
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ACSF_SetAirSupply,
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ACSF_SetSkyScrollSpeed,
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ACSF_GetArmorType,
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ACSF_SpawnSpotForced,
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ACSF_SpawnSpotFacingForced,
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};
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int DLevelScript::SideFromID(int id, int side)
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@ -2960,6 +2962,12 @@ int DLevelScript::CallFunction(int argCount, int funcIndex, SDWORD *args)
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return 0;
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}
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case ACSF_SpawnSpotForced:
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return DoSpawnSpot(args[0], args[1], args[2], args[3], true);
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case ACSF_SpawnSpotFacingForced:
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return DoSpawnSpotFacing(args[0], args[1], args[2], true);
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default:
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break;
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}
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@ -4952,27 +4960,27 @@ int DLevelScript::RunScript ()
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break;
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case PCD_SPAWN:
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STACK(6) = DoSpawn (STACK(6), STACK(5), STACK(4), STACK(3), STACK(2), STACK(1));
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STACK(6) = DoSpawn (STACK(6), STACK(5), STACK(4), STACK(3), STACK(2), STACK(1), false);
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sp -= 5;
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break;
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case PCD_SPAWNDIRECT:
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PushToStack (DoSpawn (pc[0], pc[1], pc[2], pc[3], pc[4], pc[5]));
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PushToStack (DoSpawn (pc[0], pc[1], pc[2], pc[3], pc[4], pc[5], false));
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pc += 6;
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break;
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case PCD_SPAWNSPOT:
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STACK(4) = DoSpawnSpot (STACK(4), STACK(3), STACK(2), STACK(1));
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STACK(4) = DoSpawnSpot (STACK(4), STACK(3), STACK(2), STACK(1), false);
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sp -= 3;
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break;
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case PCD_SPAWNSPOTDIRECT:
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PushToStack (DoSpawnSpot (pc[0], pc[1], pc[2], pc[3]));
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PushToStack (DoSpawnSpot (pc[0], pc[1], pc[2], pc[3], false));
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pc += 4;
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break;
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case PCD_SPAWNSPOTFACING:
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STACK(3) = DoSpawnSpotFacing (STACK(3), STACK(2), STACK(1));
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STACK(3) = DoSpawnSpotFacing (STACK(3), STACK(2), STACK(1), false);
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sp -= 2;
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break;
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@ -712,9 +712,9 @@ protected:
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static int CountPlayers ();
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static void SetLineTexture (int lineid, int side, int position, int name);
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static void ReplaceTextures (int fromname, int toname, int flags);
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static int DoSpawn (int type, fixed_t x, fixed_t y, fixed_t z, int tid, int angle);
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static int DoSpawnSpot (int type, int spot, int tid, int angle);
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static int DoSpawnSpotFacing (int type, int spot, int tid);
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static int DoSpawn (int type, fixed_t x, fixed_t y, fixed_t z, int tid, int angle, bool force);
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static int DoSpawnSpot (int type, int spot, int tid, int angle, bool forced);
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static int DoSpawnSpotFacing (int type, int spot, int tid, bool forced);
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int DoClassifyActor (int tid);
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int CallFunction(int argCount, int funcIndex, SDWORD *args);
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damage = newdam;
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if (damage <= 0)
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{
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// If MF&_FORCEPAIN is set make the player enter the pain state.
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if (inflictor != NULL && (inflictor->flags6 & MF6_FORCEPAIN)) goto dopain;
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return;
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}
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}
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@ -1254,8 +1256,10 @@ void P_DamageMobj (AActor *target, AActor *inflictor, AActor *source, int damage
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}
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}
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dopain:
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if (!(target->flags5 & MF5_NOPAIN) && (inflictor == NULL || !(inflictor->flags5 & MF5_PAINLESS)) &&
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(pr_damagemobj() < painchance) && !(target->flags & MF_SKULLFLY))
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(pr_damagemobj() < painchance || (inflictor != NULL && (inflictor->flags6 & MF6_FORCEPAIN))) &&
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!(target->flags & MF_SKULLFLY))
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{
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if (mod == NAME_Electric)
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{
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@ -1037,8 +1037,8 @@ bool PIT_CheckThing (AActor *thing, FCheckPosition &tm)
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if (thing->flags2 & MF2_PUSHABLE && !(tm.thing->flags2 & MF2_CANNOTPUSH) &&
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(tm.thing->player == NULL || !(tm.thing->player->cheats & CF_PREDICTING)))
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{ // Push thing
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thing->momx += tm.thing->momx >> 2;
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thing->momy += tm.thing->momy >> 2;
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thing->momx += FixedMul(tm.thing->momx, thing->pushfactor);
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thing->momy += FixedMul(tm.thing->momy, thing->pushfactor);
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}
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solid = (thing->flags & MF_SOLID) &&
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!(thing->flags & MF_NOCLIP) &&
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@ -686,7 +686,7 @@ void R_ExecuteSetViewSize ()
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//
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//==========================================================================
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CUSTOM_CVAR (Int, screenblocks, 10, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
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CUSTOM_CVAR (Int, screenblocks, 10, CVAR_ARCHIVE)
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{
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if (self > 12)
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self = 12;
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@ -212,6 +212,7 @@ static FFlagDef ActorFlags[]=
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DEFINE_FLAG(MF6, NOBOSSRIP, AActor, flags6),
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DEFINE_FLAG(MF6, THRUSPECIES, AActor, flags6),
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DEFINE_FLAG(MF6, MTHRUSPECIES, AActor, flags6),
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DEFINE_FLAG(MF6, FORCEPAIN, AActor, flags6),
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// Effect flags
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DEFINE_FLAG(FX, VISIBILITYPULSE, AActor, effects),
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@ -741,6 +741,15 @@ DEFINE_PROPERTY(missileheight, F, Actor)
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info->Class->Meta.SetMetaFixed (ACMETA_MissileHeight, id);
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}
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//==========================================================================
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//
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//==========================================================================
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DEFINE_PROPERTY(pushfactor, F, Actor)
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{
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PROP_FIXED_PARM(id, 0);
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defaults->pushfactor = id;
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}
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//==========================================================================
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//
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//==========================================================================
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@ -17,6 +17,7 @@ ACTOR Actor native //: Thinker
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BounceCount -1
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FloatSpeed 4
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Gravity 1
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PushFactor 0.25
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// Variables for the expression evaluator
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// NOTE: fixed_t and angle_t are only used here to ensure proper conversion
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