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https://github.com/ZDoom/qzdoom-gpl.git
synced 2024-11-15 16:51:31 +00:00
Merge branch 'maint'
This commit is contained in:
commit
21bce3b0c4
12 changed files with 77 additions and 6 deletions
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@ -186,6 +186,7 @@ Note: All <bool> fields default to false unless mentioned otherwise.
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soundsequence = <string>; // The sound sequence to play when this sector moves. Placing a
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soundsequence = <string>; // The sound sequence to play when this sector moves. Placing a
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// sound sequence thing in the sector will override this property.
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// sound sequence thing in the sector will override this property.
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hidden = <bool>; // if true this sector will not be drawn on the textured automap.
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hidden = <bool>; // if true this sector will not be drawn on the textured automap.
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waterzone = <bool>; // Sector is under water and swimmable
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* Note about dropactors
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* Note about dropactors
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@ -328,6 +329,9 @@ Added back locknumber property.
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1.20 25.02.2012
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1.20 25.02.2012
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Added arg0str thing property.
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Added arg0str thing property.
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1.21 09.08.2013
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Added waterzone sector property.
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===============================================================================
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===============================================================================
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EOF
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EOF
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===============================================================================
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===============================================================================
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@ -141,6 +141,7 @@ public:
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FNameNoInit MorphWeapon;
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FNameNoInit MorphWeapon;
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fixed_t AttackZOffset; // attack height, relative to player center
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fixed_t AttackZOffset; // attack height, relative to player center
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fixed_t UseRange; // [NS] Distance at which player can +use
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fixed_t UseRange; // [NS] Distance at which player can +use
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fixed_t AirCapacity; // Multiplier for air supply underwater.
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const PClass *FlechetteType;
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const PClass *FlechetteType;
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// [CW] Fades for when you are being damaged.
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// [CW] Fades for when you are being damaged.
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@ -101,15 +101,20 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_VileTarget)
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//
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//
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// A_VileAttack
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// A_VileAttack
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//
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//
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// A_VileAttack flags
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#define VAF_DMGTYPEAPPLYTODIRECT 1
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DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_VileAttack)
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DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_VileAttack)
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{
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{
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ACTION_PARAM_START(6);
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ACTION_PARAM_START(7);
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ACTION_PARAM_SOUND(snd,0);
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ACTION_PARAM_SOUND(snd,0);
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ACTION_PARAM_INT(dmg,1);
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ACTION_PARAM_INT(dmg,1);
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ACTION_PARAM_INT(blastdmg,2);
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ACTION_PARAM_INT(blastdmg,2);
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ACTION_PARAM_INT(blastrad,3);
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ACTION_PARAM_INT(blastrad,3);
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ACTION_PARAM_FIXED(thrust,4);
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ACTION_PARAM_FIXED(thrust,4);
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ACTION_PARAM_NAME(dmgtype,5);
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ACTION_PARAM_NAME(dmgtype,5);
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ACTION_PARAM_INT(flags,6);
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AActor *fire, *target;
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AActor *fire, *target;
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angle_t an;
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angle_t an;
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@ -123,7 +128,15 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_VileAttack)
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return;
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return;
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S_Sound (self, CHAN_WEAPON, snd, 1, ATTN_NORM);
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S_Sound (self, CHAN_WEAPON, snd, 1, ATTN_NORM);
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int newdam = P_DamageMobj (target, self, self, dmg, NAME_None);
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int newdam;
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if (flags & VAF_DMGTYPEAPPLYTODIRECT)
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newdam = P_DamageMobj (target, self, self, dmg, dmgtype);
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else
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newdam = P_DamageMobj (target, self, self, dmg, NAME_None);
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P_TraceBleed (newdam > 0 ? newdam : dmg, target);
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P_TraceBleed (newdam > 0 ? newdam : dmg, target);
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an = self->angle >> ANGLETOFINESHIFT;
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an = self->angle >> ANGLETOFINESHIFT;
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@ -442,6 +442,7 @@ xx(Alphafloor)
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xx(Alphaceiling)
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xx(Alphaceiling)
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xx(Renderstylefloor)
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xx(Renderstylefloor)
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xx(Renderstyleceiling)
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xx(Renderstyleceiling)
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xx(Waterzone)
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xx(offsetx_top)
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xx(offsetx_top)
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xx(offsety_top)
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xx(offsety_top)
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@ -3512,6 +3512,8 @@ enum
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APROP_Radius = 36,
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APROP_Radius = 36,
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APROP_ReactionTime = 37,
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APROP_ReactionTime = 37,
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APROP_MeleeRange = 38,
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APROP_MeleeRange = 38,
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APROP_ViewHeight = 39,
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APROP_AttackZOffset = 40
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};
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};
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// These are needed for ACS's APROP_RenderStyle
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// These are needed for ACS's APROP_RenderStyle
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@ -3727,6 +3729,16 @@ void DLevelScript::DoSetActorProperty (AActor *actor, int property, int value)
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actor->reactiontime = value;
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actor->reactiontime = value;
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break;
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break;
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case APROP_ViewHeight:
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if (actor->IsKindOf (RUNTIME_CLASS (APlayerPawn)))
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static_cast<APlayerPawn *>(actor)->ViewHeight = value;
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break;
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case APROP_AttackZOffset:
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if (actor->IsKindOf (RUNTIME_CLASS (APlayerPawn)))
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static_cast<APlayerPawn *>(actor)->AttackZOffset = value;
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break;
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default:
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default:
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// do nothing.
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// do nothing.
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break;
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break;
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@ -3799,6 +3811,23 @@ int DLevelScript::GetActorProperty (int tid, int property, const SDWORD *stack,
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case APROP_Radius: return actor->radius;
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case APROP_Radius: return actor->radius;
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case APROP_ReactionTime:return actor->reactiontime;
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case APROP_ReactionTime:return actor->reactiontime;
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case APROP_MeleeRange: return actor->meleerange;
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case APROP_MeleeRange: return actor->meleerange;
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case APROP_ViewHeight: if (actor->IsKindOf (RUNTIME_CLASS (APlayerPawn)))
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{
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return static_cast<APlayerPawn *>(actor)->ViewHeight;
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}
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else
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{
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return 0;
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}
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case APROP_AttackZOffset:
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if (actor->IsKindOf (RUNTIME_CLASS (APlayerPawn)))
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{
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return static_cast<APlayerPawn *>(actor)->AttackZOffset;
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}
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else
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{
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return 0;
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}
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case APROP_SeeSound: return GlobalACSStrings.AddString(actor->SeeSound, stack, stackdepth);
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case APROP_SeeSound: return GlobalACSStrings.AddString(actor->SeeSound, stack, stackdepth);
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case APROP_AttackSound: return GlobalACSStrings.AddString(actor->AttackSound, stack, stackdepth);
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case APROP_AttackSound: return GlobalACSStrings.AddString(actor->AttackSound, stack, stackdepth);
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@ -3851,6 +3880,8 @@ int DLevelScript::CheckActorProperty (int tid, int property, int value)
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case APROP_Radius:
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case APROP_Radius:
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case APROP_ReactionTime:
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case APROP_ReactionTime:
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case APROP_MeleeRange:
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case APROP_MeleeRange:
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case APROP_ViewHeight:
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case APROP_AttackZOffset:
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return (GetActorProperty(tid, property, NULL, 0) == value);
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return (GetActorProperty(tid, property, NULL, 0) == value);
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// Boolean values need to compare to a binary version of value
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// Boolean values need to compare to a binary version of value
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@ -1326,7 +1326,11 @@ public:
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continue;
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continue;
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case NAME_hidden:
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case NAME_hidden:
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sec->MoreFlags |= SECF_HIDDEN;
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Flag(sec->MoreFlags, SECF_HIDDEN, key);
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break;
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case NAME_Waterzone:
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Flag(sec->MoreFlags, SECF_UNDERWATER, key);
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break;
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break;
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default:
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default:
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@ -477,6 +477,10 @@ void APlayerPawn::Serialize (FArchive &arc)
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{
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{
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arc << UseRange;
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arc << UseRange;
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}
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}
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if (SaveVersion >= 4503)
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{
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arc << AirCapacity;
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}
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}
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}
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//===========================================================================
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//===========================================================================
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@ -1066,7 +1070,7 @@ bool APlayerPawn::ResetAirSupply (bool playgasp)
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{
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{
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S_Sound (this, CHAN_VOICE, "*gasp", 1, ATTN_NORM);
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S_Sound (this, CHAN_VOICE, "*gasp", 1, ATTN_NORM);
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}
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}
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if (level.airsupply> 0) player->air_finished = level.time + level.airsupply;
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if (level.airsupply> 0 && player->mo->AirCapacity > 0) player->air_finished = level.time + FixedMul(level.airsupply, player->mo->AirCapacity);
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else player->air_finished = INT_MAX;
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else player->air_finished = INT_MAX;
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return wasdrowning;
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return wasdrowning;
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}
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}
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@ -2419,6 +2419,15 @@ DEFINE_CLASS_PROPERTY_PREFIX(player, userange, F, PlayerPawn)
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defaults->UseRange = z;
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defaults->UseRange = z;
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}
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}
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//==========================================================================
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//
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//==========================================================================
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DEFINE_CLASS_PROPERTY_PREFIX(player, aircapacity, F, PlayerPawn)
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{
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PROP_FIXED_PARM(z, 0);
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defaults->AirCapacity = z;
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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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@ -76,7 +76,7 @@ const char *GetVersionString();
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// Use 4500 as the base git save version, since it's higher than the
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// Use 4500 as the base git save version, since it's higher than the
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// SVN revision ever got.
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// SVN revision ever got.
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#define SAVEVER 4502
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#define SAVEVER 4503
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#define SAVEVERSTRINGIFY2(x) #x
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#define SAVEVERSTRINGIFY2(x) #x
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#define SAVEVERSTRINGIFY(x) SAVEVERSTRINGIFY2(x)
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#define SAVEVERSTRINGIFY(x) SAVEVERSTRINGIFY2(x)
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@ -84,7 +84,7 @@ ACTOR Actor native //: Thinker
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action native A_VileChase();
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action native A_VileChase();
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action native A_VileStart();
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action native A_VileStart();
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action native A_VileTarget(class<Actor> fire = "ArchvileFire");
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action native A_VileTarget(class<Actor> fire = "ArchvileFire");
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action native A_VileAttack(sound snd = "vile/stop", int initialdmg = 20, int blastdmg = 70, int blastradius = 70, float thrustfac = 1.0, name damagetype = "Fire");
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action native A_VileAttack(sound snd = "vile/stop", int initialdmg = 20, int blastdmg = 70, int blastradius = 70, float thrustfac = 1.0, name damagetype = "Fire", int flags = 0);
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action native A_StartFire();
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action native A_StartFire();
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action native A_Fire(float spawnheight = 0);
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action native A_Fire(float spawnheight = 0);
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action native A_FireCrackle();
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action native A_FireCrackle();
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@ -4,6 +4,9 @@ const int PAF_NOSKULLATTACK = 1;
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const int PAF_AIMFACING = 2;
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const int PAF_AIMFACING = 2;
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const int PAF_NOTARGET = 4;
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const int PAF_NOTARGET = 4;
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// Flags for A_VileAttack
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const int VAF_DMGTYPEAPPLYTODIRECT = 1;
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// Flags for A_Saw
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// Flags for A_Saw
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const int SF_NORANDOM = 1;
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const int SF_NORANDOM = 1;
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const int SF_RANDOMLIGHTMISS = 2;
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const int SF_RANDOMLIGHTMISS = 2;
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@ -32,6 +32,7 @@ Actor PlayerPawn : Actor native
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Player.DamageScreenColor "ff 00 00"
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Player.DamageScreenColor "ff 00 00"
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Player.MugShotMaxHealth 0
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Player.MugShotMaxHealth 0
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Player.FlechetteType "ArtiPoisonBag3"
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Player.FlechetteType "ArtiPoisonBag3"
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Player.AirCapacity 1
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Obituary "$OB_MPDEFAULT"
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Obituary "$OB_MPDEFAULT"
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}
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}
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