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- scriptified A_FireBullets and A_CustomBulletAttack.
This commit is contained in:
parent
4440bff83a
commit
e071be8371
5 changed files with 234 additions and 280 deletions
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@ -75,7 +75,6 @@ AActor *SingleActorFromTID(int tid, AActor *defactor);
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static FRandom pr_camissile ("CustomActorfire");
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static FRandom pr_cabullet ("CustomBullet");
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static FRandom pr_cwbullet ("CustomWpBullet");
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static FRandom pr_cwjump ("CustomWpJump");
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static FRandom pr_cwpunch ("CustomWpPunch");
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static FRandom pr_grenade ("ThrowGrenade");
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@ -1516,112 +1515,6 @@ DEFINE_ACTION_FUNCTION(AActor, A_SpawnProjectile)
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ACTION_RETURN_OBJECT(missile);
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}
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//==========================================================================
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//
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// An even more customizable hitscan attack
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//
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//==========================================================================
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enum CBA_Flags
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{
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CBAF_AIMFACING = 1,
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CBAF_NORANDOM = 2,
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CBAF_EXPLICITANGLE = 4,
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CBAF_NOPITCH = 8,
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CBAF_NORANDOMPUFFZ = 16,
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CBAF_PUFFTARGET = 32,
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CBAF_PUFFMASTER = 64,
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CBAF_PUFFTRACER = 128,
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};
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static void AimBulletMissile(AActor *proj, AActor *puff, int flags, bool temp, bool cba);
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DEFINE_ACTION_FUNCTION(AActor, A_CustomBulletAttack)
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{
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PARAM_SELF_PROLOGUE(AActor);
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PARAM_ANGLE (spread_xy);
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PARAM_ANGLE (spread_z);
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PARAM_INT (numbullets);
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PARAM_INT (damageperbullet);
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PARAM_CLASS (pufftype, AActor);
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PARAM_FLOAT (range);
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PARAM_INT (flags);
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PARAM_INT (ptr);
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PARAM_CLASS (missile, AActor);
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PARAM_FLOAT (Spawnheight);
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PARAM_FLOAT (Spawnofs_xy);
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AActor *ref = COPY_AAPTR(self, ptr);
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if (range == 0)
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range = MISSILERANGE;
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int i;
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DAngle bangle;
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DAngle bslope = 0.;
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int laflags = (flags & CBAF_NORANDOMPUFFZ)? LAF_NORANDOMPUFFZ : 0;
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if (ref != NULL || (flags & CBAF_AIMFACING))
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{
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if (!(flags & CBAF_AIMFACING))
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{
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A_Face(self, ref);
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}
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bangle = self->Angles.Yaw;
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if (!(flags & CBAF_NOPITCH)) bslope = P_AimLineAttack (self, bangle, MISSILERANGE);
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if (pufftype == nullptr) pufftype = PClass::FindActor(NAME_BulletPuff);
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S_Sound (self, CHAN_WEAPON, self->AttackSound, 1, ATTN_NORM);
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for (i = 0; i < numbullets; i++)
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{
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DAngle angle = bangle;
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DAngle slope = bslope;
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if (flags & CBAF_EXPLICITANGLE)
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{
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angle += spread_xy;
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slope += spread_z;
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}
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else
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{
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angle += spread_xy * (pr_cwbullet.Random2() / 255.);
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slope += spread_z * (pr_cwbullet.Random2() / 255.);
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}
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int damage = damageperbullet;
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if (!(flags & CBAF_NORANDOM))
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damage *= ((pr_cabullet()%3)+1);
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AActor *puff = P_LineAttack(self, angle, range, slope, damage, NAME_Hitscan, pufftype, laflags);
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if (missile != nullptr && pufftype != nullptr)
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{
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double x = Spawnofs_xy * angle.Cos();
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double y = Spawnofs_xy * angle.Sin();
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DVector3 pos = self->Pos();
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self->SetXYZ(self->Vec3Offset(x, y, 0.));
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AActor *proj = P_SpawnMissileAngleZSpeed(self, self->Z() + self->GetBobOffset() + Spawnheight, missile, self->Angles.Yaw, 0, GetDefaultByType(missile)->Speed, self, false);
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self->SetXYZ(pos);
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if (proj)
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{
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bool temp = (puff == nullptr);
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if (!puff)
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{
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puff = P_LineAttack(self, angle, range, slope, 0, NAME_Hitscan, pufftype, laflags | LAF_NOINTERACT);
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}
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if (puff)
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{
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AimBulletMissile(proj, puff, flags, temp, true);
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}
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}
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}
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}
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}
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return 0;
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}
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//==========================================================================
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//
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// A fully customizable melee attack
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@ -1732,177 +1625,6 @@ DEFINE_ACTION_FUNCTION(AStateProvider, A_JumpIfNoAmmo)
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}
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//==========================================================================
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//
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// An even more customizable hitscan attack
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//
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//==========================================================================
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enum FB_Flags
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{
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FBF_USEAMMO = 1,
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FBF_NORANDOM = 2,
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FBF_EXPLICITANGLE = 4,
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FBF_NOPITCH = 8,
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FBF_NOFLASH = 16,
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FBF_NORANDOMPUFFZ = 32,
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FBF_PUFFTARGET = 64,
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FBF_PUFFMASTER = 128,
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FBF_PUFFTRACER = 256,
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};
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static void AimBulletMissile(AActor *proj, AActor *puff, int flags, bool temp, bool cba)
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{
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if (proj && puff)
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{
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if (proj)
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{
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// FAF_BOTTOM = 1
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// Aim for the base of the puff as that's where blood puffs will spawn... roughly.
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A_Face(proj, puff, 0., 0., 0., 0., 1);
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proj->Vel3DFromAngle(proj->Angles.Pitch, proj->Speed);
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if (!temp)
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{
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if (cba)
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{
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if (flags & CBAF_PUFFTARGET) proj->target = puff;
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if (flags & CBAF_PUFFMASTER) proj->master = puff;
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if (flags & CBAF_PUFFTRACER) proj->tracer = puff;
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}
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else
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{
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if (flags & FBF_PUFFTARGET) proj->target = puff;
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if (flags & FBF_PUFFMASTER) proj->master = puff;
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if (flags & FBF_PUFFTRACER) proj->tracer = puff;
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}
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}
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}
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}
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if (puff && temp)
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{
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puff->Destroy();
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}
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}
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DEFINE_ACTION_FUNCTION(AStateProvider, A_FireBullets)
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{
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PARAM_ACTION_PROLOGUE(AStateProvider);
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PARAM_ANGLE (spread_xy);
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PARAM_ANGLE (spread_z);
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PARAM_INT (numbullets);
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PARAM_INT (damageperbullet);
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PARAM_CLASS (pufftype, AActor);
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PARAM_INT (flags);
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PARAM_FLOAT (range);
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PARAM_CLASS (missile, AActor);
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PARAM_FLOAT (Spawnheight);
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PARAM_FLOAT (Spawnofs_xy);
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if (!self->player) return 0;
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player_t *player = self->player;
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AWeapon *weapon = player->ReadyWeapon;
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int i;
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DAngle bangle;
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DAngle bslope = 0.;
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int laflags = (flags & FBF_NORANDOMPUFFZ)? LAF_NORANDOMPUFFZ : 0;
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if ((flags & FBF_USEAMMO) && weapon && ACTION_CALL_FROM_PSPRITE())
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{
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if (!weapon->DepleteAmmo(weapon->bAltFire, true))
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return 0; // out of ammo
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}
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if (range == 0) range = PLAYERMISSILERANGE;
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if (!(flags & FBF_NOFLASH)) static_cast<APlayerPawn *>(self)->PlayAttacking2 ();
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if (!(flags & FBF_NOPITCH)) bslope = P_BulletSlope(self);
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bangle = self->Angles.Yaw;
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if (pufftype == NULL) pufftype = PClass::FindActor(NAME_BulletPuff);
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if (weapon != NULL)
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{
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S_Sound(self, CHAN_WEAPON, weapon->AttackSound, 1, ATTN_NORM);
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}
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if ((numbullets == 1 && !player->refire) || numbullets == 0)
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{
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int damage = damageperbullet;
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if (!(flags & FBF_NORANDOM))
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damage *= ((pr_cwbullet()%3)+1);
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AActor *puff = P_LineAttack(self, bangle, range, bslope, damage, NAME_Hitscan, pufftype, laflags);
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if (missile != nullptr)
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{
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bool temp = false;
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DAngle ang = self->Angles.Yaw - 90;
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DVector2 ofs = ang.ToVector(Spawnofs_xy);
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AActor *proj = P_SpawnPlayerMissile(self, ofs.X, ofs.Y, Spawnheight, missile, bangle, nullptr, nullptr, false, true);
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if (proj)
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{
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if (!puff)
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{
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temp = true;
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puff = P_LineAttack(self, bangle, range, bslope, 0, NAME_Hitscan, pufftype, laflags | LAF_NOINTERACT);
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}
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AimBulletMissile(proj, puff, flags, temp, false);
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}
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}
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}
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else
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{
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if (numbullets < 0)
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numbullets = 1;
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for (i = 0; i < numbullets; i++)
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{
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DAngle angle = bangle;
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DAngle slope = bslope;
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if (flags & FBF_EXPLICITANGLE)
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{
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angle += spread_xy;
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slope += spread_z;
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}
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else
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{
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angle += spread_xy * (pr_cwbullet.Random2() / 255.);
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slope += spread_z * (pr_cwbullet.Random2() / 255.);
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}
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int damage = damageperbullet;
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if (!(flags & FBF_NORANDOM))
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damage *= ((pr_cwbullet()%3)+1);
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AActor *puff = P_LineAttack(self, angle, range, slope, damage, NAME_Hitscan, pufftype, laflags);
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if (missile != nullptr)
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{
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bool temp = false;
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DAngle ang = self->Angles.Yaw - 90;
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DVector2 ofs = ang.ToVector(Spawnofs_xy);
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AActor *proj = P_SpawnPlayerMissile(self, ofs.X, ofs.Y, Spawnheight, missile, angle, nullptr, nullptr, false, true);
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if (proj)
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{
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if (!puff)
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{
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temp = true;
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puff = P_LineAttack(self, angle, range, slope, 0, NAME_Hitscan, pufftype, laflags | LAF_NOINTERACT);
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}
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AimBulletMissile(proj, puff, flags, temp, false);
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}
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}
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}
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}
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return 0;
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}
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//==========================================================================
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//
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@ -5,6 +5,7 @@ version "3.7"
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#include "zscript/dynarrays.txt"
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#include "zscript/constants.txt"
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#include "zscript/actor.txt"
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#include "zscript/actor_attacks.txt"
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#include "zscript/actor_checks.txt"
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#include "zscript/events.txt"
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#include "zscript/destructible.txt"
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@ -1067,7 +1067,6 @@ class Actor : Thinker native
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native void A_SeekerMissile(int threshold, int turnmax, int flags = 0, int chance = 50, int distance = 10);
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native action state A_Jump(int chance, statelabel label, ...);
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native Actor A_SpawnProjectile(class<Actor> missiletype, double spawnheight = 32, double spawnofs_xy = 0, double angle = 0, int flags = 0, double pitch = 0, int ptr = AAPTR_TARGET);
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native void A_CustomBulletAttack(double spread_xy, double spread_z, int numbullets, int damageperbullet, class<Actor> pufftype = "BulletPuff", double range = 0, int flags = 0, int ptr = AAPTR_TARGET, class<Actor> missile = null, double Spawnheight = 32, double Spawnofs_xy = 0);
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native void A_CustomRailgun(int damage, int spawnofs_xy = 0, color color1 = 0, color color2 = 0, int flags = 0, int aim = 0, double maxdiff = 0, class<Actor> pufftype = "BulletPuff", double spread_xy = 0, double spread_z = 0, double range = 0, int duration = 0, double sparsity = 1.0, double driftspeed = 1.0, class<Actor> spawnclass = null, double spawnofs_z = 0, int spiraloffset = 270, int limit = 0, double veleffect = 3);
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native bool A_SetInventory(class<Inventory> itemtype, int amount, int ptr = AAPTR_DEFAULT, bool beyondMax = false);
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native bool A_GiveInventory(class<Inventory> itemtype, int amount = 0, int giveto = AAPTR_DEFAULT);
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120
wadsrc/static/zscript/actor_attacks.txt
Normal file
120
wadsrc/static/zscript/actor_attacks.txt
Normal file
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@ -0,0 +1,120 @@
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extend class Actor
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{
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//---------------------------------------------------------------------------
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//
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// Used by A_CustomBulletAttack and A_FireBullets
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//
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//---------------------------------------------------------------------------
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static void AimBulletMissile(Actor proj, Actor puff, int flags, bool temp, bool cba)
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{
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if (proj && puff)
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{
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// FAF_BOTTOM = 1
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// Aim for the base of the puff as that's where blood puffs will spawn... roughly.
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proj.A_Face(puff, 0., 0., 0., 0., 1);
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proj.Vel3DFromAngle(proj.Speed, proj.Angle, proj.Pitch);
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if (!temp)
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{
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if (cba)
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{
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if (flags & CBAF_PUFFTARGET) proj.target = puff;
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if (flags & CBAF_PUFFMASTER) proj.master = puff;
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if (flags & CBAF_PUFFTRACER) proj.tracer = puff;
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}
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else
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{
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if (flags & FBF_PUFFTARGET) proj.target = puff;
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if (flags & FBF_PUFFMASTER) proj.master = puff;
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if (flags & FBF_PUFFTRACER) proj.tracer = puff;
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}
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}
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}
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if (puff && temp)
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{
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puff.Destroy();
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}
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}
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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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void A_CustomBulletAttack(double spread_xy, double spread_z, int numbullets, int damageperbullet, class<Actor> pufftype = "BulletPuff", double range = 0, int flags = 0, int ptr = AAPTR_TARGET, class<Actor> missile = null, double Spawnheight = 32, double Spawnofs_xy = 0)
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{
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let ref = GetPointer(ptr);
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if (range == 0)
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range = MISSILERANGE;
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int i;
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double bangle;
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double bslope = 0.;
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int laflags = (flags & CBAF_NORANDOMPUFFZ)? LAF_NORANDOMPUFFZ : 0;
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if (ref != NULL || (flags & CBAF_AIMFACING))
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{
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if (!(flags & CBAF_AIMFACING))
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{
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A_Face(ref);
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}
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bangle = self.Angle;
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if (!(flags & CBAF_NOPITCH)) bslope = AimLineAttack (bangle, MISSILERANGE);
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if (pufftype == null) pufftype = 'BulletPuff';
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A_PlaySound(AttackSound, CHAN_WEAPON);
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for (i = 0; i < numbullets; i++)
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{
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double pangle = bangle;
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double slope = bslope;
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if (flags & CBAF_EXPLICITANGLE)
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{
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pangle += spread_xy;
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slope += spread_z;
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}
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else
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{
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pangle += spread_xy * Random2[cwbullet]() / 255.;
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slope += spread_z * Random2[cwbullet]() / 255.;
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}
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int damage = damageperbullet;
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if (!(flags & CBAF_NORANDOM))
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damage *= random[cwbullet](1, 3);
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let puff = LineAttack(pangle, range, slope, damage, 'Hitscan', pufftype, laflags);
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if (missile != null && pufftype != null)
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{
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double x = Spawnofs_xy * cos(pangle);
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double y = Spawnofs_xy * sin(pangle);
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SetXYZ(Vec3Offset(x, y, 0.));
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let proj = SpawnMissileAngleZSpeed(Pos.Z + GetBobOffset() + Spawnheight, missile, self.Angle, 0, GetDefaultByType(missile).Speed, self, false);
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SetXYZ(pos);
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if (proj)
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{
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bool temp = (puff == null);
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if (!puff)
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{
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puff = LineAttack(pangle, range, slope, 0, 'Hitscan', pufftype, laflags | LAF_NOINTERACT);
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}
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if (puff)
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{
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AimBulletMissile(proj, puff, flags, temp, true);
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}
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}
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}
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}
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}
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}
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}
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@ -3,11 +3,123 @@ class StateProvider : Inventory native
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{
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action native state A_JumpIfNoAmmo(statelabel label);
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action native void A_CustomPunch(int damage, bool norandom = false, int flags = CPF_USEAMMO, class<Actor> pufftype = "BulletPuff", double range = 0, double lifesteal = 0, int lifestealmax = 0, class<BasicArmorBonus> armorbonustype = "ArmorBonus", sound MeleeSound = 0, sound MissSound = "");
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action native void A_FireBullets(double spread_xy, double spread_z, int numbullets, int damageperbullet, class<Actor> pufftype = "BulletPuff", int flags = 1, double range = 0, class<Actor> missile = null, double Spawnheight = 32, double Spawnofs_xy = 0);
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action native Actor A_FireProjectile(class<Actor> missiletype, double angle = 0, bool useammo = true, double spawnofs_xy = 0, double spawnheight = 0, int flags = 0, double pitch = 0);
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action native void A_RailAttack(int damage, int spawnofs_xy = 0, bool useammo = true, color color1 = 0, color color2 = 0, int flags = 0, double maxdiff = 0, class<Actor> pufftype = "BulletPuff", double spread_xy = 0, double spread_z = 0, double range = 0, int duration = 0, double sparsity = 1.0, double driftspeed = 1.0, class<Actor> spawnclass = "none", double spawnofs_z = 0, int spiraloffset = 270, int limit = 0);
|
||||
action native void A_WeaponReady(int flags = 0);
|
||||
|
||||
//---------------------------------------------------------------------------
|
||||
//
|
||||
//
|
||||
//
|
||||
//---------------------------------------------------------------------------
|
||||
|
||||
action void A_FireBullets(double spread_xy, double spread_z, int numbullets, int damageperbullet, class<Actor> pufftype = "BulletPuff", int flags = 1, double range = 0, class<Actor> missile = null, double Spawnheight = 32, double Spawnofs_xy = 0)
|
||||
{
|
||||
let player = self.player;
|
||||
if (!player) return;
|
||||
|
||||
let pawn = PlayerPawn(self);
|
||||
let weapon = player.ReadyWeapon;
|
||||
|
||||
int i;
|
||||
double bangle;
|
||||
double bslope = 0.;
|
||||
int laflags = (flags & FBF_NORANDOMPUFFZ)? LAF_NORANDOMPUFFZ : 0;
|
||||
|
||||
if ((flags & FBF_USEAMMO) && weapon && stateinfo != null && stateinfo.mStateType == STATE_Psprite)
|
||||
{
|
||||
if (!weapon.DepleteAmmo(weapon.bAltFire, true))
|
||||
return; // out of ammo
|
||||
}
|
||||
|
||||
if (range == 0) range = PLAYERMISSILERANGE;
|
||||
|
||||
if (!(flags & FBF_NOFLASH)) pawn.PlayAttacking2 ();
|
||||
|
||||
if (!(flags & FBF_NOPITCH)) bslope = BulletSlope();
|
||||
bangle = self.Angle;
|
||||
|
||||
if (pufftype == NULL) pufftype = 'BulletPuff';
|
||||
|
||||
if (weapon != NULL)
|
||||
{
|
||||
A_PlaySound(weapon.AttackSound, CHAN_WEAPON);
|
||||
}
|
||||
|
||||
if ((numbullets == 1 && !player.refire) || numbullets == 0)
|
||||
{
|
||||
int damage = damageperbullet;
|
||||
|
||||
if (!(flags & FBF_NORANDOM))
|
||||
damage *= random[cabullet](1, 3);
|
||||
|
||||
let puff = LineAttack(bangle, range, bslope, damage, 'Hitscan', pufftype, laflags);
|
||||
|
||||
if (missile != null)
|
||||
{
|
||||
bool temp = false;
|
||||
double ang = self.Angle - 90;
|
||||
Vector2 ofs = AngleToVector(Spawnofs_xy);
|
||||
Actor proj = SpawnPlayerMissile(missile, bangle, ofs.X, ofs.Y, Spawnheight);
|
||||
if (proj)
|
||||
{
|
||||
if (!puff)
|
||||
{
|
||||
temp = true;
|
||||
puff = LineAttack(bangle, range, bslope, 0, 'Hitscan', pufftype, laflags | LAF_NOINTERACT);
|
||||
}
|
||||
AimBulletMissile(proj, puff, flags, temp, false);
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
if (numbullets < 0)
|
||||
numbullets = 1;
|
||||
for (i = 0; i < numbullets; i++)
|
||||
{
|
||||
double pangle = bangle;
|
||||
double slope = bslope;
|
||||
|
||||
if (flags & FBF_EXPLICITANGLE)
|
||||
{
|
||||
pangle += spread_xy;
|
||||
slope += spread_z;
|
||||
}
|
||||
else
|
||||
{
|
||||
pangle += spread_xy * Random2[cabullet]() / 255.;
|
||||
slope += spread_z * Random2[cabullet]() / 255.;
|
||||
}
|
||||
|
||||
int damage = damageperbullet;
|
||||
|
||||
if (!(flags & FBF_NORANDOM))
|
||||
damage *= random[cabullet](1, 3);
|
||||
|
||||
let puff = LineAttack(pangle, range, slope, damage, 'Hitscan', pufftype, laflags);
|
||||
|
||||
if (missile != null)
|
||||
{
|
||||
bool temp = false;
|
||||
double ang = self.Angle - 90;
|
||||
Vector2 ofs = AngleToVector(Spawnofs_xy);
|
||||
Actor proj = SpawnPlayerMissile(missile, bangle, ofs.X, ofs.Y, Spawnheight);
|
||||
if (proj)
|
||||
{
|
||||
if (!puff)
|
||||
{
|
||||
temp = true;
|
||||
puff = LineAttack(bangle, range, bslope, 0, 'Hitscan', pufftype, laflags | LAF_NOINTERACT);
|
||||
}
|
||||
AimBulletMissile(proj, puff, flags, temp, false);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
//---------------------------------------------------------------------------
|
||||
//
|
||||
// PROC A_ReFire
|
||||
|
|
Loading…
Reference in a new issue