mirror of
https://github.com/ZDoom/gzdoom.git
synced 2024-11-22 20:21:26 +00:00
Added offsetforward to A_CheckLOF.
- offsetforward is to A_SpawnItemEx's x offset property, just like offsetwidth is to y offset.
This commit is contained in:
parent
90cad80422
commit
fb3769a730
2 changed files with 11 additions and 5 deletions
|
@ -3734,6 +3734,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CheckLOF)
|
|||
PARAM_FIXED_OPT (offsetheight) { offsetheight = 0; }
|
||||
PARAM_FIXED_OPT (offsetwidth) { offsetwidth = 0; }
|
||||
PARAM_INT_OPT (ptr_target) { ptr_target = AAPTR_DEFAULT; }
|
||||
PARAM_FIXED_OPT (offsetforward) { offsetforward = 0; }
|
||||
|
||||
target = COPY_AAPTR(self, ptr_target == AAPTR_DEFAULT ? AAPTR_TARGET|AAPTR_PLAYER_GETTARGET|AAPTR_NULL : ptr_target); // no player-support by default
|
||||
|
||||
|
@ -3751,6 +3752,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CheckLOF)
|
|||
}
|
||||
if (flags & CLOFF_MUL_WIDTH)
|
||||
{
|
||||
offsetforward = FixedMul(self->radius, offsetforward);
|
||||
offsetwidth = FixedMul(self->radius, offsetwidth);
|
||||
}
|
||||
|
||||
|
@ -3797,9 +3799,13 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CheckLOF)
|
|||
|
||||
ang >>= ANGLETOFINESHIFT;
|
||||
|
||||
//pos = self->Vec2Offset(
|
||||
//FixedMul(xofs, finecosine[ang]) + FixedMul(yofs, finesine[ang]),
|
||||
//FixedMul(xofs, finesine[ang]) - FixedMul(yofs, finecosine[ang]));
|
||||
|
||||
fixedvec2 xy = self->Vec2Offset(
|
||||
FixedMul(offsetwidth, finesine[ang]),
|
||||
-FixedMul(offsetwidth, finecosine[ang]));
|
||||
FixedMul(offsetforward, finecosine[ang]) + FixedMul(offsetwidth, finesine[ang]),
|
||||
FixedMul(offsetforward, finesine[ang]) - FixedMul(offsetwidth, finecosine[ang]));
|
||||
|
||||
pos.x = xy.x;
|
||||
pos.y = xy.y;
|
||||
|
@ -3826,8 +3832,8 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CheckLOF)
|
|||
angle_t ang = self->angle >> ANGLETOFINESHIFT;
|
||||
|
||||
fixedvec2 xy = self->Vec2Offset(
|
||||
FixedMul(offsetwidth, finesine[ang]),
|
||||
-FixedMul(offsetwidth, finecosine[ang]));
|
||||
FixedMul(offsetforward, finecosine[ang]) + FixedMul(offsetwidth, finesine[ang]),
|
||||
FixedMul(offsetforward, finesine[ang]) - FixedMul(offsetwidth, finecosine[ang]));
|
||||
|
||||
pos.x = xy.x;
|
||||
pos.y = xy.y;
|
||||
|
|
|
@ -251,7 +251,7 @@ ACTOR Actor native //: Thinker
|
|||
action native A_LookEx(int flags = 0, float minseedist = 0, float maxseedist = 0, float maxheardist = 0, float fov = 0, state label = "");
|
||||
action native A_ClearLastHeard();
|
||||
action native A_ClearTarget();
|
||||
action native state A_CheckLOF(state jump, int flags = 0, float range = 0, float minrange = 0, float angle = 0, float pitch = 0, float offsetheight = 0, float offsetwidth = 0, int ptr_target = AAPTR_DEFAULT);
|
||||
action native state A_CheckLOF(state jump, int flags = 0, float range = 0, float minrange = 0, float angle = 0, float pitch = 0, float offsetheight = 0, float offsetwidth = 0, int ptr_target = AAPTR_DEFAULT, float offsetforward = 0);
|
||||
action native state A_JumpIfTargetInLOS (state label, float/*angle*/ fov = 0, int flags = 0, float dist_max = 0, float dist_close = 0);
|
||||
action native state A_JumpIfInTargetLOS (state label, float/*angle*/ fov = 0, int flags = 0, float dist_max = 0, float dist_close = 0);
|
||||
action native bool A_SelectWeapon(class<Weapon> whichweapon);
|
||||
|
|
Loading…
Reference in a new issue