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- fixed: A_Blast read the blast radius as an int, but used it as fixed_t. Also changed the definition of this parameter to float.
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2 changed files with 2 additions and 2 deletions
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@ -100,7 +100,7 @@ DEFINE_ACTION_FUNCTION_PARAMS (AActor, A_Blast)
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PARAM_ACTION_PROLOGUE;
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PARAM_ACTION_PROLOGUE;
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PARAM_INT_OPT (blastflags) { blastflags = 0; }
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PARAM_INT_OPT (blastflags) { blastflags = 0; }
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PARAM_INT_OPT (strength) { strength = 255; }
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PARAM_INT_OPT (strength) { strength = 255; }
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PARAM_INT_OPT (radius) { radius = 255; }
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PARAM_FIXED_OPT (radius) { radius = 255*FRACUNIT; }
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PARAM_FIXED_OPT (speed) { speed = 20; }
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PARAM_FIXED_OPT (speed) { speed = 20; }
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PARAM_CLASS_OPT (blasteffect, AActor) { blasteffect = PClass::FindActor("BlastEffect"); }
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PARAM_CLASS_OPT (blasteffect, AActor) { blasteffect = PClass::FindActor("BlastEffect"); }
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PARAM_SOUND_OPT (blastsound) { blastsound = "BlastRadius"; }
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PARAM_SOUND_OPT (blastsound) { blastsound = "BlastRadius"; }
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@ -240,7 +240,7 @@ ACTOR Actor native //: Thinker
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action native A_CustomMeleeAttack(int damage = 0, sound meleesound = "", sound misssound = "", name damagetype = "none", bool bleed = true);
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action native A_CustomMeleeAttack(int damage = 0, sound meleesound = "", sound misssound = "", name damagetype = "none", bool bleed = true);
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action native A_CustomComboAttack(class<Actor> missiletype, float spawnheight, int damage, sound meleesound = "", name damagetype = "none", bool bleed = true);
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action native A_CustomComboAttack(class<Actor> missiletype, float spawnheight, int damage, sound meleesound = "", name damagetype = "none", bool bleed = true);
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action native A_Burst(class<Actor> chunktype);
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action native A_Burst(class<Actor> chunktype);
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action native A_Blast(int flags = 0, int strength = 255, int radius = 255, float speed = 20, class<Actor> blasteffect = "BlastEffect", sound blastsound = "BlastRadius");
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action native A_Blast(int flags = 0, int strength = 255, float radius = 255, float speed = 20, class<Actor> blasteffect = "BlastEffect", sound blastsound = "BlastRadius");
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action native A_RadiusThrust(int force = 128, int distance = -1, int flags = RTF_AFFECTSOURCE, int fullthrustdistance = 0);
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action native A_RadiusThrust(int force = 128, int distance = -1, int flags = RTF_AFFECTSOURCE, int fullthrustdistance = 0);
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action native A_Explode(int damage = -1, int distance = -1, int flags = XF_HURTSOURCE, bool alert = false, int fulldamagedistance = 0, int nails = 0, int naildamage = 10, class<Actor> pufftype = "BulletPuff");
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action native A_Explode(int damage = -1, int distance = -1, int flags = XF_HURTSOURCE, bool alert = false, int fulldamagedistance = 0, int nails = 0, int naildamage = 10, class<Actor> pufftype = "BulletPuff");
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action native A_Stop();
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action native A_Stop();
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