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- Added DavidPH's AProp_ScaleX/Y / A_SetScale submission.
SVN r3000 (trunk)
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parent
2f06007ad4
commit
1f43f4e961
5 changed files with 41 additions and 3 deletions
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@ -312,6 +312,7 @@ static void ReadArrayVars (PNGHandle *png, FWorldGlobalArray *vars, size_t count
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{
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SDWORD key, val;
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key = arc.ReadCount();
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val = arc.ReadCount();
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vars[i].Insert (key, val);
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}
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@ -2537,7 +2538,9 @@ enum
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APROP_MasterTID = 25,
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APROP_TargetTID = 26,
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APROP_TracerTID = 27,
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APROP_WaterLevel = 28
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APROP_WaterLevel = 28,
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APROP_ScaleX = 29,
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APROP_ScaleY = 30,
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};
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// These are needed for ACS's APROP_RenderStyle
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@ -2718,6 +2721,14 @@ void DLevelScript::DoSetActorProperty (AActor *actor, int property, int value)
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DoSetMaster (actor, other);
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break;
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case APROP_ScaleX:
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actor->scaleX = value;
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break;
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case APROP_ScaleY:
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actor->scaleY = value;
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break;
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default:
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// do nothing.
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break;
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@ -2780,6 +2791,9 @@ int DLevelScript::GetActorProperty (int tid, int property)
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case APROP_TargetTID: return (actor->target != NULL)? actor->target->tid : 0;
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case APROP_TracerTID: return (actor->tracer != NULL)? actor->tracer->tid : 0;
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case APROP_WaterLevel: return actor->waterlevel;
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case APROP_ScaleX: return actor->scaleX;
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case APROP_ScaleY: return actor->scaleY;
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default: return 0;
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}
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}
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@ -2020,6 +2020,23 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_FadeTo)
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}
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}
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//===========================================================================
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//
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// A_Scale(float scalex, optional float scaley)
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//
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// Scales the actor's graphics. If scaley is 0, use scalex.
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//
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//===========================================================================
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DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SetScale)
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{
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ACTION_PARAM_START(2);
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ACTION_PARAM_FIXED(scalex, 0);
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ACTION_PARAM_FIXED(scaley, 1);
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self->scaleX = scalex;
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self->scaleY = scaley ? scaley : scalex;
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}
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//===========================================================================
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//
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// A_SpawnDebris
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@ -2632,6 +2649,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_JumpIfTargetInLOS)
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if (an > (fov / 2) && an < (ANGLE_MAX - (fov / 2)))
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{
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return; // [KS] Outside of FOV - return
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}
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@ -77,6 +77,8 @@ DEFINE_MEMBER_VARIABLE(velz, AActor)
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DEFINE_MEMBER_VARIABLE_ALIAS(momx, velx, AActor)
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DEFINE_MEMBER_VARIABLE_ALIAS(momy, vely, AActor)
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DEFINE_MEMBER_VARIABLE_ALIAS(momz, velz, AActor)
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DEFINE_MEMBER_VARIABLE(scaleX, AActor)
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DEFINE_MEMBER_VARIABLE(scaleY, AActor)
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DEFINE_MEMBER_VARIABLE(Damage, AActor)
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DEFINE_MEMBER_VARIABLE(Score, AActor)
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@ -675,6 +677,7 @@ FxExpression *FxUnaryNotBoolean::Resolve(FCompileContext& ctx)
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{
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CHECKRESOLVED();
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if (Operand)
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{
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Operand = Operand->ResolveAsBoolean(ctx);
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}
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@ -80,7 +80,7 @@
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#if SVN_REVISION_NUMBER < MINSAVEVER
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// If we don't know the current revision write something very high to ensure that
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// the reesulting executable can read its own savegames but no regular engine can.
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#define SAVEVER 9999
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#define SAVEVER 999999
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#define SAVESIG MakeSaveSig()
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static inline const char *MakeSaveSig()
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{
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@ -47,6 +47,8 @@ ACTOR Actor native //: Thinker
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native fixed_t momx; // alias for velx
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native fixed_t momy; // alias for vely
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native fixed_t momz; // alias for velz
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native fixed_t scaleX;
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native fixed_t scaleY;
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native int score;
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// Meh, MBF redundant functions. Only for DeHackEd support.
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@ -204,6 +206,7 @@ ACTOR Actor native //: Thinker
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action native A_FadeIn(float reduce = 0.1);
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action native A_FadeOut(float reduce = 0.1, bool remove = true);
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action native A_FadeTo(float target, float amount = 0.1, bool remove = false);
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action native A_SetScale(float scalex, float scaley = 0);
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action native A_SpawnDebris(class<Actor> spawntype, bool transfer_translation = false, float mult_h = 1, float mult_v = 1);
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action native A_CheckSight(state label);
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action native A_ExtChase(bool usemelee, bool usemissile, bool playactive = true, bool nightmarefast = false);
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