- 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.

This commit is contained in:
Christoph Oelckers 2016-03-03 10:23:04 +01:00
parent 81a5273b58
commit d8c009bb41
2 changed files with 2 additions and 2 deletions

View file

@ -100,7 +100,7 @@ DEFINE_ACTION_FUNCTION_PARAMS (AActor, A_Blast)
PARAM_ACTION_PROLOGUE; PARAM_ACTION_PROLOGUE;
PARAM_INT_OPT (blastflags) { blastflags = 0; } PARAM_INT_OPT (blastflags) { blastflags = 0; }
PARAM_INT_OPT (strength) { strength = 255; } PARAM_INT_OPT (strength) { strength = 255; }
PARAM_INT_OPT (radius) { radius = 255; } PARAM_FIXED_OPT (radius) { radius = 255*FRACUNIT; }
PARAM_FIXED_OPT (speed) { speed = 20; } PARAM_FIXED_OPT (speed) { speed = 20; }
PARAM_CLASS_OPT (blasteffect, AActor) { blasteffect = PClass::FindActor("BlastEffect"); } PARAM_CLASS_OPT (blasteffect, AActor) { blasteffect = PClass::FindActor("BlastEffect"); }
PARAM_SOUND_OPT (blastsound) { blastsound = "BlastRadius"; } PARAM_SOUND_OPT (blastsound) { blastsound = "BlastRadius"; }

View file

@ -240,7 +240,7 @@ ACTOR Actor native //: Thinker
action native A_CustomMeleeAttack(int damage = 0, sound meleesound = "", sound misssound = "", name damagetype = "none", bool bleed = true); action native A_CustomMeleeAttack(int damage = 0, sound meleesound = "", sound misssound = "", name damagetype = "none", bool bleed = true);
action native A_CustomComboAttack(class<Actor> missiletype, float spawnheight, int damage, sound meleesound = "", name damagetype = "none", bool bleed = true); action native A_CustomComboAttack(class<Actor> missiletype, float spawnheight, int damage, sound meleesound = "", name damagetype = "none", bool bleed = true);
action native A_Burst(class<Actor> chunktype); action native A_Burst(class<Actor> chunktype);
action native A_Blast(int flags = 0, int strength = 255, int radius = 255, float speed = 20, class<Actor> blasteffect = "BlastEffect", sound blastsound = "BlastRadius"); action native A_Blast(int flags = 0, int strength = 255, float radius = 255, float speed = 20, class<Actor> blasteffect = "BlastEffect", sound blastsound = "BlastRadius");
action native A_RadiusThrust(int force = 128, int distance = -1, int flags = RTF_AFFECTSOURCE, int fullthrustdistance = 0); action native A_RadiusThrust(int force = 128, int distance = -1, int flags = RTF_AFFECTSOURCE, int fullthrustdistance = 0);
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"); 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");
action native A_Stop(); action native A_Stop();