mirror of
https://github.com/ZDoom/qzdoom-gpl.git
synced 2024-11-15 16:51:31 +00:00
- Added bounce states. Set the BOUNCE_UseBounceState flag to use them (+USEBOUNCESTATE via
DECORATE). Then you can use: * Bounce * Bounce.Floor * Bounce.Ceiling * Bounce.Wall * Bounce.Actor * Bounce.Actor.Creature Partial matches work just like Pain states, so if an actor bounces off a floor and you don't have a Bounce.Floor state, but you do have a Bounce state, it will use the Bounce state. Conversely, if you only have a Bounce.Floor state but no Bounce state, then the actor will only enter the Bounce.Floor state when it bounces on a floor; bouncing off anything else will not cause it to change state. SVN r4250 (trunk)
This commit is contained in:
parent
8830d3a07a
commit
40f7abb8e9
5 changed files with 54 additions and 0 deletions
|
@ -414,6 +414,7 @@ enum EBounceFlags
|
|||
// for them that are not present in ZDoom, so it is necessary to identify it properly.
|
||||
BOUNCE_MBF = 1<<12, // This in itself is not a valid mode, but replaces MBF's MF_BOUNCE flag.
|
||||
BOUNCE_AutoOffFloorOnly = 1<<13, // like BOUNCE_AutoOff, but only on floors
|
||||
BOUNCE_UseBounceState = 1<<14, // Use Bounce[.*] states
|
||||
|
||||
BOUNCE_TypeMask = BOUNCE_Walls | BOUNCE_Floors | BOUNCE_Ceilings | BOUNCE_Actors | BOUNCE_AutoOff | BOUNCE_HereticType | BOUNCE_MBF,
|
||||
|
||||
|
@ -1006,6 +1007,11 @@ public:
|
|||
return GetClass()->ActorInfo->FindState(2, names, exact);
|
||||
}
|
||||
|
||||
FState *FindState(int numnames, FName *names, bool exact = false) const
|
||||
{
|
||||
return GetClass()->ActorInfo->FindState(numnames, names, exact);
|
||||
}
|
||||
|
||||
bool HasSpecialDeathStates () const;
|
||||
};
|
||||
|
||||
|
|
|
@ -181,6 +181,13 @@ xx(Idle)
|
|||
xx(GenericFreezeDeath)
|
||||
xx(GenericCrush)
|
||||
|
||||
// Bounce state names
|
||||
xx(Bounce)
|
||||
xx(Wall)
|
||||
xx(Floor)
|
||||
xx(Ceiling)
|
||||
xx(Creature)
|
||||
|
||||
// Compatible death names for the decorate parser.
|
||||
xx(XDeath)
|
||||
xx(Burn)
|
||||
|
|
|
@ -2869,6 +2869,14 @@ bool FSlide::BounceWall (AActor *mo)
|
|||
}
|
||||
mo->velx = FixedMul(movelen, finecosine[deltaangle]);
|
||||
mo->vely = FixedMul(movelen, finesine[deltaangle]);
|
||||
if (mo->BounceFlags & BOUNCE_UseBounceState)
|
||||
{
|
||||
FState *bouncestate = mo->FindState(NAME_Bounce, NAME_Wall);
|
||||
if (bouncestate != NULL)
|
||||
{
|
||||
mo->SetState(bouncestate);
|
||||
}
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
|
@ -2906,6 +2914,22 @@ bool P_BounceActor (AActor *mo, AActor *BlockingMobj, bool ontop)
|
|||
mo->velx = FixedMul (speed, finecosine[angle]);
|
||||
mo->vely = FixedMul (speed, finesine[angle]);
|
||||
mo->PlayBounceSound(true);
|
||||
if (mo->BounceFlags & BOUNCE_UseBounceState)
|
||||
{
|
||||
FName names[] = { NAME_Bounce, NAME_Actor, NAME_Creature };
|
||||
FState *bouncestate;
|
||||
int count = 2;
|
||||
|
||||
if ((BlockingMobj->flags & MF_SHOOTABLE) && !(BlockingMobj->flags & MF_NOBLOOD))
|
||||
{
|
||||
count = 3;
|
||||
}
|
||||
bouncestate = mo->FindState(count, names);
|
||||
if (bouncestate != NULL)
|
||||
{
|
||||
mo->SetState(bouncestate);
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
|
|
|
@ -1383,6 +1383,22 @@ bool AActor::FloorBounceMissile (secplane_t &plane)
|
|||
}
|
||||
|
||||
PlayBounceSound(true);
|
||||
|
||||
// Set bounce state
|
||||
if (BounceFlags & BOUNCE_UseBounceState)
|
||||
{
|
||||
FName names[2];
|
||||
FState *bouncestate;
|
||||
|
||||
names[0] = NAME_Bounce;
|
||||
names[1] = plane.c < 0 ? NAME_Ceiling : NAME_Floor;
|
||||
bouncestate = FindState(2, names);
|
||||
if (bouncestate != NULL)
|
||||
{
|
||||
SetState(bouncestate);
|
||||
}
|
||||
}
|
||||
|
||||
if (BounceFlags & BOUNCE_MBF) // Bring it to rest below a certain speed
|
||||
{
|
||||
if (abs(velz) < (fixed_t)(Mass * GetGravity() / 64))
|
||||
|
|
|
@ -255,6 +255,7 @@ static FFlagDef ActorFlags[]=
|
|||
DEFINE_FLAG2(BOUNCE_ExplodeOnWater, EXPLODEONWATER, AActor, BounceFlags),
|
||||
DEFINE_FLAG2(BOUNCE_MBF, MBFBOUNCER, AActor, BounceFlags),
|
||||
DEFINE_FLAG2(BOUNCE_AutoOffFloorOnly, BOUNCEAUTOOFFFLOORONLY, AActor, BounceFlags),
|
||||
DEFINE_FLAG2(BOUNCE_UseBounceState, USEBOUNCESTATE, AActor, BounceFlags),
|
||||
|
||||
// Deprecated flags. Handling must be performed in HandleDeprecatedFlags
|
||||
DEFINE_DEPRECATED_FLAG(FIREDAMAGE),
|
||||
|
|
Loading…
Reference in a new issue