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https://github.com/ZDoom/gzdoom.git
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- Added SnowKate709's A_DamageMaster/A_DamageChildren patch.
- Added a SFX_TRANSFERAMBUSHFLAG for A_SpawnItemEx. - Added "Shaded" as a valid parameter for DECORATE's RenderStyle. - Added Karate Chris's patch for a MAPINFO option making Strife conversations not halt the game. - Extended the $limit fix that $alias and $random definitions can have their own $limit now. - Fixed: When resolving a linked sound the limit of the current sound was ignored and the one of the referenced sound being used. This was particularly noticable when using the chaingun in a group of Zombiemen. - Added a namespc parameter to FWadCollection::CheckNumForFullName which is used when a normal lump name has to be looked up and changed all CheckNumForFullName/CheckNumForName combinations in the source to use the extended version of CheckNumForFullName only to have consistent behavior for lump name lookup. SVN r865 (trunk)
This commit is contained in:
parent
cd70087ed5
commit
d5c3693fd9
18 changed files with 138 additions and 64 deletions
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@ -1,3 +1,20 @@
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March 29, 2008 (Changes by Graf Zahl)
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- Added SnowKate709's A_DamageMaster/A_DamageChildren patch.
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- Added a SFX_TRANSFERAMBUSHFLAG for A_SpawnItemEx.
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- Added "Shaded" as a valid parameter for DECORATE's RenderStyle.
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- Added Karate Chris's patch for a MAPINFO option making Strife conversations
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not halt the game.
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- Extended the $limit fix that $alias and $random definitions can have their
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own $limit now.
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- Fixed: When resolving a linked sound the limit of the current sound was
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ignored and the one of the referenced sound being used. This was particularly
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noticable when using the chaingun in a group of Zombiemen.
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- Added a namespc parameter to FWadCollection::CheckNumForFullName which is
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used when a normal lump name has to be looked up and changed all
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CheckNumForFullName/CheckNumForName combinations in the source to use
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the extended version of CheckNumForFullName only to have consistent
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behavior for lump name lookup.
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March 28, 2008
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- Moved sound sample rate, buffer size, and buffer count to the
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advanced sound options menu. Removed opl_enable from the menu.
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@ -108,3 +108,5 @@ ACTOR(DropFire)
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ACTOR(ClearTarget)
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ACTOR(LookEx)
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ACTOR(JumpIfTargetInLOS)
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ACTOR(DamageMaster)
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ACTOR(DamageChildren)
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@ -310,6 +310,7 @@ static const char *MapInfoMapLevel[] =
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"checkswitchrange",
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"nocheckswitchrange",
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"translator",
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"unfreezesingleplayerconversations",
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NULL
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};
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@ -460,6 +461,7 @@ MapHandlers[] =
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{ MITYPE_SETFLAG, LEVEL_CHECKSWITCHRANGE, 0 },
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{ MITYPE_CLRFLAG, LEVEL_CHECKSWITCHRANGE, 0 },
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{ MITYPE_STRING, lioffset(translator), 0 },
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{ MITYPE_SETFLAG, LEVEL_CONV_SINGLE_UNFREEZE, 0 },
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};
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static const char *MapInfoClusterLevel[] =
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@ -117,6 +117,8 @@
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#define LEVEL_FORCETEAMPLAYON UCONST64(0x4000000000000)
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#define LEVEL_FORCETEAMPLAYOFF UCONST64(0x8000000000000)
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#define LEVEL_CONV_SINGLE_UNFREEZE UCONST64(0x10000000000000)
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struct acsdefered_s;
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@ -137,10 +137,7 @@ void SBarInfo::ParseSBarInfo(int lump)
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if(sc.TokenType == TK_Include)
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{
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sc.MustGetToken(TK_StringConst);
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int lump = Wads.CheckNumForFullName(sc.String); //zip/pk3
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//Do a normal wad lookup.
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if (lump == -1 && sc.StringLen <= 8 && !strchr(sc.String, '/'))
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lump = Wads.CheckNumForName(sc.String);
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int lump = Wads.CheckNumForFullName(sc.String, true);
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if (lump == -1)
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sc.ScriptError("Lump '%s' not found", sc.String);
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ParseSBarInfo(lump);
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@ -639,7 +639,7 @@ void P_StartConversation (AActor *npc, AActor *pc, bool facetalker, bool saveang
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int i, j;
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// [CW] If an NPC is talking to a PC already, then don't let
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// anyone else talk to NPC.
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// anyone else talk to the NPC.
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for (i = 0; i < MAXPLAYERS; i++)
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{
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if (!playeringame[i] || pc->player == &players[i])
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@ -826,8 +826,8 @@ static void DrawConversationMenu ()
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return;
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}
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// [CW] Pausing the game in a multiplayer game is a bad idea.
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if (ConversationPauseTic < gametic && !multiplayer)
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// [CW] Freeze the game depending on MAPINFO options.
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if (ConversationPauseTic < gametic && !multiplayer && !(level.flags & LEVEL_CONV_SINGLE_UNFREEZE))
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{
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menuactive = MENU_On;
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}
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@ -1037,9 +1037,9 @@ static void PickConversationReply ()
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Net_WriteByte (DEM_CONVERSATION);
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Net_WriteByte (CONV_NPCANGLE);
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// [CW] Set these to NULL because we're not talking to them
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// anymore. However, this can interfere with slideshows so
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// we don't set them to NULL in that case.
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// [CW] Set these to NULL because we're not using to them
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// anymore. However, this can interfere with slideshows
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// so we don't set them to NULL in that case.
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if (gameaction != ga_slideshow)
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{
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Net_WriteByte (DEM_CONVERSATION);
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@ -573,8 +573,7 @@ void R_InitSkins (void)
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int lump = Wads.CheckNumForName (sc.String, skins[i].namespc);
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if (lump == -1)
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{
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lump = Wads.CheckNumForFullName (sc.String);
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if (lump == -1) lump = Wads.CheckNumForName (sc.String, ns_sounds);
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lump = Wads.CheckNumForFullName (sc.String, true, ns_sounds);
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}
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if (lump != -1)
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{
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@ -607,8 +606,7 @@ void R_InitSkins (void)
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sndlumps[j] = Wads.CheckNumForName (sc.String, skins[i].namespc);
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if (sndlumps[j] == -1)
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{ // Replacement not found, try finding it in the global namespace
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sndlumps[j] = Wads.CheckNumForFullName (sc.String);
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if (sndlumps[j] == -1) sndlumps[j] = Wads.CheckNumForName (sc.String, ns_sounds);
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sndlumps[j] = Wads.CheckNumForFullName (sc.String, true, ns_sounds);
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}
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}
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}
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@ -493,8 +493,7 @@ int S_FindSoundTentative (const char *name)
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int S_AddSound (const char *logicalname, const char *lumpname, FScanner *sc)
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{
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int lump = Wads.CheckNumForFullName (lumpname);
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if (lump == -1) lump = Wads.CheckNumForName (lumpname, ns_sounds);
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int lump = Wads.CheckNumForFullName (lumpname, true, ns_sounds);
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return S_AddSound (logicalname, lump);
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}
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@ -536,6 +535,7 @@ static int S_AddSound (const char *logicalname, int lumpnum, FScanner *sc)
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sfx->bRandomHeader = false;
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sfx->link = sfxinfo_t::NO_LINK;
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sfx->bTentative = false;
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if (sfx->NearLimit < 0) sfx->NearLimit = 2;
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//sfx->PitchMask = CurrentPitchMask;
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}
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else
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@ -560,7 +560,7 @@ int S_AddPlayerSound (const char *pclass, int gender, int refid,
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if (lumpname)
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{
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lump = Wads.CheckNumForFullName (lumpname);
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lump = Wads.CheckNumForFullName (lumpname, true, ns_sounds);
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if (lump == -1) lump = Wads.CheckNumForName (lumpname, ns_sounds);
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}
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@ -1104,6 +1104,7 @@ static void S_AddSNDINFO (int lump)
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sfxfrom = S_sfx[sfxfrom].link;
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}
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S_sfx[sfxfrom].link = S_FindSoundTentative (sc.String);
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S_sfx[sfxfrom].NearLimit = -1; // Aliases must use the original sound's limit.
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}
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break;
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@ -1233,6 +1234,7 @@ static void S_AddSNDINFO (int lump)
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if (list.Size() == 1)
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{ // Only one sound: treat as $alias
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S_sfx[random.SfxHead].link = list[0];
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S_sfx[random.SfxHead].NearLimit = -1;
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}
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else if (list.Size() > 1)
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{ // Only add non-empty random lists
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@ -1241,6 +1243,7 @@ static void S_AddSNDINFO (int lump)
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S_sfx[random.SfxHead].bRandomHeader = true;
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S_rnd[S_sfx[random.SfxHead].link].Sounds = new WORD[random.NumSounds];
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memcpy (S_rnd[S_sfx[random.SfxHead].link].Sounds, &list[0], sizeof(WORD)*random.NumSounds);
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S_sfx[random.SfxHead].NearLimit = -1;
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}
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}
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break;
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@ -95,7 +95,7 @@ extern float S_GetMusicVolume (const char *music);
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static fixed_t P_AproxDistance2(fixed_t *listener, fixed_t x, fixed_t y);
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static void S_StartSound(fixed_t *pt, AActor *mover, int channel,
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int sound_id, float volume, float attenuation);
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static bool S_CheckSoundLimit(sfxinfo_t *sfx, float pos[3]);
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static bool S_CheckSoundLimit(sfxinfo_t *sfx, float pos[3], int NearLimit);
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static void S_ActivatePlayList(bool goBack);
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static void CalcPosVel(fixed_t *pt, AActor *mover, int constz, float pos[3],
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float vel[3]);
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@ -684,20 +684,27 @@ static void S_StartSound (fixed_t *pt, AActor *mover, int channel,
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if (volume <= 0)
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return;
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// When resolving a link we do not want to get the NearLimit of
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// the referenced sound so some additional checks are required
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int NearLimit = sfx->NearLimit;
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// Resolve player sounds, random sounds, and aliases
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while (sfx->link != sfxinfo_t::NO_LINK)
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{
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if (sfx->bPlayerReserve)
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{
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sound_id = S_FindSkinnedSound (mover, sound_id);
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NearLimit = sfx[sound_id].NearLimit;
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}
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else if (sfx->bRandomHeader)
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{
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sound_id = S_PickReplacement (sound_id);
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if (NearLimit < 0) NearLimit = sfx[sound_id].NearLimit;
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}
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else
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{
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sound_id = sfx->link;
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if (NearLimit < 0) NearLimit = sfx[sound_id].NearLimit;
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}
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sfx = &S_sfx[sound_id];
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}
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// If this sound doesn't like playing near itself, don't play it if
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// that's what would happen.
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if (sfx->NearLimit && pt != NULL && S_CheckSoundLimit(sfx, pos))
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if (NearLimit > 0 && pt != NULL && S_CheckSoundLimit(sfx, pos, NearLimit))
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return;
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// Make sure the sound is loaded.
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@ -935,12 +942,12 @@ bool S_CheckSingular(int sound_id)
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//
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//==========================================================================
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bool S_CheckSoundLimit(sfxinfo_t *sfx, float pos[3])
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bool S_CheckSoundLimit(sfxinfo_t *sfx, float pos[3], int NearLimit)
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{
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FSoundChan *chan;
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int count;
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for (chan = Channels, count = 0; chan != NULL && count < sfx->NearLimit; chan = chan->NextChan)
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for (chan = Channels, count = 0; chan != NULL && count < NearLimit; chan = chan->NextChan)
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{
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if (chan->SfxInfo == sfx)
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{
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@ -953,7 +960,7 @@ bool S_CheckSoundLimit(sfxinfo_t *sfx, float pos[3])
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}
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}
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}
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return count >= sfx->NearLimit;
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return count >= NearLimit;
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}
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//==========================================================================
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@ -1315,13 +1322,10 @@ bool S_ChangeMusic (const char *musicname, int order, bool looping, bool force)
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if (!FileExists (musicname))
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{
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if ((lumpnum = Wads.CheckNumForName (musicname, ns_music)) == -1)
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if ((lumpnum = Wads.CheckNumForFullName (musicname, true, ns_music)) == -1)
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{
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if ((lumpnum = Wads.CheckNumForFullName (musicname)) == -1)
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{
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Printf ("Music \"%s\" not found\n", musicname);
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return false;
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}
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Printf ("Music \"%s\" not found\n", musicname);
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return false;
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}
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if (!Wads.IsUncompressedFile(lumpnum))
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{
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@ -164,10 +164,10 @@ FScanner &FScanner::operator=(const FScanner &other)
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void FScanner::Open (const char *name)
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{
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int lump = Wads.CheckNumForFullName(name);
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int lump = Wads.CheckNumForFullName(name, true);
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if (lump == -1)
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{
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lump = Wads.GetNumForName(name);
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I_Error("Could not find script lump '%s'\n", name);
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}
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OpenLumpNum(lump, name);
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}
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@ -530,8 +530,7 @@ void FTextureManager::LoadHiresTex(int wadnum)
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FName texname = sc.String;
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sc.MustGetString();
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int lumpnum = Wads.CheckNumForFullName(sc.String);
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if (lumpnum < 0) lumpnum = Wads.CheckNumForName(sc.String, ns_graphics);
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int lumpnum = Wads.CheckNumForFullName(sc.String, true, ns_graphics);
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if (tlist.Size() == 0)
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{
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@ -572,7 +571,7 @@ void FTextureManager::LoadHiresTex(int wadnum)
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sc.GetString();
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memcpy(src, sc.String, 8);
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int lumpnum = Wads.CheckNumForFullName(sc.String);
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int lumpnum = Wads.CheckNumForFullName(sc.String, true, ns_graphics);
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if (lumpnum < 0) lumpnum = Wads.CheckNumForName(sc.String, ns_graphics);
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sc.GetString();
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|
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@ -1477,7 +1477,9 @@ enum SIX_Flags
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SIXF_ABSOLUTEMOMENTUM=8,
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SIXF_SETMASTER=16,
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SIXF_NOCHECKPOSITION=32,
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SIXF_TELEFRAG=64
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SIXF_TELEFRAG=64,
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// 128 is used by Skulltag!
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SIXF_TRANSFERAMBUSHFLAG=256,
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};
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void A_SpawnItemEx(AActor * self)
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@ -1547,6 +1549,7 @@ void A_SpawnItemEx(AActor * self)
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mo->momz=zmom;
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mo->angle=Angle;
|
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if (flags & SIXF_TELEFRAG) P_TeleportMove(mo, mo->x, mo->y, mo->z, true);
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if (flags & SIXF_TRANSFERAMBUSHFLAG) mo->flags = (mo->flags&~MF_AMBUSH) | (self->flags & MF_AMBUSH);
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}
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}
|
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@ -2171,4 +2174,66 @@ void A_JumpIfTargetInLOS(AActor * self)
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DoJump(self, CallingState, StateParameters[index]);
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}
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//===========================================================================
|
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//
|
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// A_DamageMaster (int amount)
|
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// Damages the master of this child by the specified amount. Negative values heal.
|
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//
|
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//===========================================================================
|
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void A_DamageMaster(AActor * self)
|
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{
|
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int index = CheckIndex(2);
|
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if (index<0) return;
|
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|
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int amount = EvalExpressionI (StateParameters[index], self);
|
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ENamedName DamageType = (ENamedName)StateParameters[index+1];
|
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|
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if (self->master != NULL)
|
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{
|
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if (amount > 0)
|
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{
|
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P_DamageMobj(self->master, self, self, amount, DamageType, DMG_NO_ARMOR);
|
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}
|
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else if (amount < 0)
|
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{
|
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amount = -amount;
|
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P_GiveBody(self->master, amount);
|
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}
|
||||
}
|
||||
}
|
||||
|
||||
//===========================================================================
|
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//
|
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// A_DamageChildren (amount)
|
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// Damages the children of this master by the specified amount. Negative values heal.
|
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//
|
||||
//===========================================================================
|
||||
void A_DamageChildren(AActor * self)
|
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{
|
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TThinkerIterator<AActor> it;
|
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AActor * mo;
|
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|
||||
int index = CheckIndex(2);
|
||||
if (index<0) return;
|
||||
|
||||
int amount = EvalExpressionI (StateParameters[index], self);
|
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ENamedName DamageType = (ENamedName)StateParameters[index+3];
|
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|
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while ( (mo = it.Next()) )
|
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{
|
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if (mo->master == self)
|
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{
|
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if (amount > 0)
|
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{
|
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P_DamageMobj(mo, self, self, amount, DamageType, DMG_NO_ARMOR);
|
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}
|
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else if (amount < 0)
|
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{
|
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amount = -amount;
|
||||
P_GiveBody(mo, amount);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
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// [KS] *** End of my modifications ***
|
||||
|
|
|
@ -66,8 +66,6 @@ void ParseOldDecoration(FScanner &sc, EDefinitionType def);
|
|||
|
||||
static void ParseDecorate (FScanner &sc)
|
||||
{
|
||||
int lump;
|
||||
|
||||
// Get actor class name.
|
||||
for(;;)
|
||||
{
|
||||
|
@ -79,26 +77,13 @@ static void ParseDecorate (FScanner &sc)
|
|||
switch (sc.TokenType)
|
||||
{
|
||||
case TK_Include:
|
||||
{
|
||||
sc.MustGetString();
|
||||
// This is not using SC_Open because it can print a more useful error message when done here
|
||||
lump = Wads.CheckNumForFullName(sc.String);
|
||||
|
||||
// Try a normal WAD name lookup only if it's a proper name without path separator and
|
||||
// not longer than 8 characters.
|
||||
if (lump == -1 && sc.StringLen <= 8 && !strchr(sc.String, '/'))
|
||||
{
|
||||
lump = Wads.CheckNumForName(sc.String);
|
||||
}
|
||||
if (lump == -1)
|
||||
{
|
||||
sc.ScriptError("Lump '%s' not found", sc.String);
|
||||
}
|
||||
else
|
||||
{
|
||||
FScanner newscanner(lump, sc.String);
|
||||
ParseDecorate(newscanner);
|
||||
}
|
||||
FScanner newscanner;
|
||||
newscanner.Open(sc.String);
|
||||
ParseDecorate(newscanner);
|
||||
break;
|
||||
}
|
||||
|
||||
case TK_Class:
|
||||
ParseClass (sc);
|
||||
|
|
|
@ -216,17 +216,14 @@ FFont *V_GetFont(const char *name)
|
|||
if (font == NULL)
|
||||
{
|
||||
int lump = -1;
|
||||
FString fullname;
|
||||
|
||||
if (strlen(name) > 8)
|
||||
|
||||
lump = Wads.CheckNumForFullName(name, true);
|
||||
if (lump < 0 && strlen(name) > 8)
|
||||
{
|
||||
FString fullname;
|
||||
fullname.Format("%s.fon", name);
|
||||
lump = Wads.CheckNumForFullName(fullname);
|
||||
}
|
||||
else
|
||||
{
|
||||
lump = Wads.CheckNumForName (name);
|
||||
}
|
||||
|
||||
if (lump != -1)
|
||||
{
|
||||
|
|
|
@ -916,7 +916,7 @@ int FWadCollection::GetNumForName (const char *name, int space)
|
|||
//
|
||||
//==========================================================================
|
||||
|
||||
int FWadCollection::CheckNumForFullName (const char *name, bool trynormal)
|
||||
int FWadCollection::CheckNumForFullName (const char *name, bool trynormal, int namespc)
|
||||
{
|
||||
WORD i;
|
||||
|
||||
|
@ -936,7 +936,7 @@ int FWadCollection::CheckNumForFullName (const char *name, bool trynormal)
|
|||
|
||||
if (trynormal && strlen(name) <= 8 && !strpbrk(name, "./"))
|
||||
{
|
||||
return CheckNumForName(name, ns_global);
|
||||
return CheckNumForName(name, namespc);
|
||||
}
|
||||
return -1;
|
||||
}
|
||||
|
|
|
@ -181,7 +181,7 @@ public:
|
|||
inline int GetNumForName (const BYTE *name) { return GetNumForName ((const char *)name); }
|
||||
inline int GetNumForName (const BYTE *name, int ns) { return GetNumForName ((const char *)name, ns); }
|
||||
|
||||
int CheckNumForFullName (const char *name, bool trynormal = false);
|
||||
int CheckNumForFullName (const char *name, bool trynormal = false, int namespc = ns_global);
|
||||
int CheckNumForFullName (const char *name, int wadfile);
|
||||
int GetNumForFullName (const char *name);
|
||||
|
||||
|
|
|
@ -13,6 +13,7 @@ const int SXF_ABSOLUTEMOMENTUM=8;
|
|||
const int SXF_SETMASTER=16;
|
||||
const int SXF_NOCHECKPOSITION = 32;
|
||||
const int SXF_TELEFRAG=64;
|
||||
const int SXF_TRANSFERAMBUSHFLAG=128;
|
||||
|
||||
// Flags for A_Chase
|
||||
const int CHF_FASTCHASE = 1;
|
||||
|
|
|
@ -174,6 +174,8 @@ class Actor extends Thinker
|
|||
action native A_LookEx(optional eval int flags, optional eval float minseedist, optional eval float maxseedist, optional eval float maxheardist, optional eval float fov, optional state label);
|
||||
action native A_ClearTarget();
|
||||
action native A_JumpIfTargetInLOS (state label, optional eval float fov);
|
||||
action native A_DamageMaster(int amount, optional name damagetype);
|
||||
action native A_DamageChildren(int amount, optional name damagetype);
|
||||
action native A_SelectWeapon(class<Weapon> whichweapon);
|
||||
action native A_Punch();
|
||||
}
|
||||
|
|
Loading…
Reference in a new issue