Merge pull request #1 from rheit/master

Keeping up
This commit is contained in:
fdari 2014-09-28 11:15:48 +02:00
commit 42c1ff2310
4 changed files with 5248 additions and 5111 deletions

View file

@ -546,6 +546,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_FireBFG)
P_SpawnPlayerMissile (self, 0, 0, 0, PClass::FindClass("BFGBall"), self->angle, NULL, NULL, !!(dmflags2 & DF2_NO_FREEAIMBFG));
}
//
// A_BFGSpray
// Spawn a BFG explosion on every monster in view
@ -559,14 +560,21 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_BFGSpray)
AActor *thingToHit;
AActor *linetarget;
ACTION_PARAM_START(3);
ACTION_PARAM_START(7);
ACTION_PARAM_CLASS(spraytype, 0);
ACTION_PARAM_INT(numrays, 1);
ACTION_PARAM_INT(damagecnt, 2);
ACTION_PARAM_ANGLE(angle, 3);
ACTION_PARAM_FIXED(distance, 4);
ACTION_PARAM_ANGLE(vrange, 5);
ACTION_PARAM_INT(defdamage, 6);
if (spraytype == NULL) spraytype = PClass::FindClass("BFGExtra");
if (numrays <= 0) numrays = 40;
if (damagecnt <= 0) damagecnt = 15;
if (angle == 0) angle = ANG90;
if (distance <= 0) distance = 16 * 64 * FRACUNIT;
if (vrange == 0) vrange = ANGLE_1 * 32;
// [RH] Don't crash if no target
if (!self->target)
@ -575,10 +583,10 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_BFGSpray)
// offset angles from its attack angle
for (i = 0; i < numrays; i++)
{
an = self->angle - ANG90/2 + ANG90/numrays*i;
an = self->angle - angle/2 + angle/numrays*i;
// self->target is the originator (player) of the missile
P_AimLineAttack (self->target, an, 16*64*FRACUNIT, &linetarget, ANGLE_1*32);
P_AimLineAttack (self->target, an, distance, &linetarget, vrange);
if (!linetarget)
continue;
@ -589,10 +597,17 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_BFGSpray)
if (spray && (spray->flags5 & MF5_PUFFGETSOWNER))
spray->target = self->target;
if (defdamage == 0)
{
damage = 0;
for (j = 0; j < damagecnt; ++j)
damage += (pr_bfgspray() & 7) + 1;
}
else
{
// if this is used, damagecnt will be ignored
damage = defdamage;
}
thingToHit = linetarget;
int newdam = P_DamageMobj (thingToHit, self->target, self->target, damage, spray != NULL? FName(spray->DamageType) : FName(NAME_BFGSplash),

View file

@ -601,11 +601,19 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Jump)
//==========================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_JumpIfHealthLower)
{
ACTION_PARAM_START(2);
ACTION_PARAM_START(3);
ACTION_PARAM_INT(health, 0);
ACTION_PARAM_STATE(jump, 1);
ACTION_PARAM_INT(ptr_selector, 2);
if (self->health < health) ACTION_JUMP(jump);
AActor *measured;
measured = COPY_AAPTR(self, ptr_selector);
if (measured && measured->health < health)
{
ACTION_JUMP(jump);
}
ACTION_SET_RESULT(false); // Jumps should never set the result for inventory state chains!
}
@ -1757,6 +1765,9 @@ enum SIX_Flags
SIXF_TRANSFERSTENCILCOL = 1 << 17,
SIXF_TRANSFERALPHA = 1 << 18,
SIXF_TRANSFERRENDERSTYLE = 1 << 19,
SIXF_SETTARGET = 1 << 20,
SIXF_SETTRACER = 1 << 21,
SIXF_NOPOINTERS = 1 << 22,
};
static bool InitSpawnedItem(AActor *self, AActor *mo, int flags)
@ -1813,13 +1824,12 @@ static bool InitSpawnedItem(AActor *self, AActor *mo, int flags)
mo->Destroy();
return false;
}
else if (originator)
else if (originator && !(flags & SIXF_NOPOINTERS))
{
if (originator->flags3 & MF3_ISMONSTER)
{
// If this is a monster transfer all friendliness information
mo->CopyFriendliness(originator, true);
if (flags & SIXF_SETMASTER) mo->master = originator; // don't let it attack you (optional)!
}
else if (originator->player)
{
@ -1845,10 +1855,26 @@ static bool InitSpawnedItem(AActor *self, AActor *mo, int flags)
// If this is a missile or something else set the target to the originator
mo->target = originator ? originator : self;
}
if (flags & SIXF_NOPOINTERS)
{
//[MC]Intentionally eliminate pointers. Overrides TRANSFERPOINTERS, but is overridden by SETMASTER/TARGET/TRACER.
mo->LastHeard = NULL; //Sanity check.
mo->target = NULL;
mo->master = NULL;
mo->tracer = NULL;
}
if (flags & SIXF_SETMASTER)
{
mo->master = originator;
}
if (flags & SIXF_SETTARGET)
{
mo->target = originator;
}
if (flags & SIXF_SETTRACER)
{
mo->tracer = originator;
}
if (flags & SIXF_TRANSFERSCALE)
{
mo->scaleX = self->scaleX;
@ -2658,69 +2684,6 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_JumpIf)
}
//===========================================================================
//
// A_KillMaster
//
//===========================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_KillMaster)
{
ACTION_PARAM_START(1);
ACTION_PARAM_NAME(damagetype, 0);
if (self->master != NULL)
{
P_DamageMobj(self->master, self, self, self->master->health, damagetype, DMG_NO_ARMOR | DMG_NO_FACTOR);
}
}
//===========================================================================
//
// A_KillChildren
//
//===========================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_KillChildren)
{
ACTION_PARAM_START(1);
ACTION_PARAM_NAME(damagetype, 0);
TThinkerIterator<AActor> it;
AActor *mo;
while ( (mo = it.Next()) )
{
if (mo->master == self)
{
P_DamageMobj(mo, self, self, mo->health, damagetype, DMG_NO_ARMOR | DMG_NO_FACTOR);
}
}
}
//===========================================================================
//
// A_KillSiblings
//
//===========================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_KillSiblings)
{
ACTION_PARAM_START(1);
ACTION_PARAM_NAME(damagetype, 0);
TThinkerIterator<AActor> it;
AActor *mo;
if (self->master != NULL)
{
while ( (mo = it.Next()) )
{
if (mo->master == self->master && mo != self)
{
P_DamageMobj(mo, self, self, mo->health, damagetype, DMG_NO_ARMOR | DMG_NO_FACTOR);
}
}
}
}
//===========================================================================
//
// A_CountdownArg
@ -3529,103 +3492,6 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_JumpIfInTargetLOS)
ACTION_JUMP(jump);
}
//===========================================================================
//
// A_DamageMaster (int amount, str damagetype)
// Damages the master of this child by the specified amount. Negative values heal.
//
//===========================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_DamageMaster)
{
ACTION_PARAM_START(2);
ACTION_PARAM_INT(amount, 0);
ACTION_PARAM_NAME(DamageType, 1);
if (self->master != NULL)
{
if (amount > 0)
{
P_DamageMobj(self->master, self, self, amount, DamageType, DMG_NO_ARMOR);
}
else if (amount < 0)
{
amount = -amount;
P_GiveBody(self->master, amount);
}
}
}
//===========================================================================
//
// A_DamageChildren (amount, str damagetype)
// Damages the children of this master by the specified amount. Negative values heal.
//
//===========================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_DamageChildren)
{
TThinkerIterator<AActor> it;
AActor * mo;
ACTION_PARAM_START(2);
ACTION_PARAM_INT(amount, 0);
ACTION_PARAM_NAME(DamageType, 1);
while ( (mo = it.Next()) )
{
if (mo->master == self)
{
if (amount > 0)
{
P_DamageMobj(mo, self, self, amount, DamageType, DMG_NO_ARMOR);
}
else if (amount < 0)
{
amount = -amount;
P_GiveBody(mo, amount);
}
}
}
}
// [KS] *** End of my modifications ***
//===========================================================================
//
// A_DamageSiblings (int amount, str damagetype)
// Damages the siblings of this master by the specified amount. Negative values heal.
//
//===========================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_DamageSiblings)
{
TThinkerIterator<AActor> it;
AActor * mo;
ACTION_PARAM_START(2);
ACTION_PARAM_INT(amount, 0);
ACTION_PARAM_NAME(DamageType, 1);
if (self->master != NULL)
{
while ( (mo = it.Next()) )
{
if (mo->master == self->master && mo != self)
{
if (amount > 0)
{
P_DamageMobj(mo, self, self, amount, DamageType, DMG_NO_ARMOR);
}
else if (amount < 0)
{
amount = -amount;
P_GiveBody(mo, amount);
}
}
}
}
}
//===========================================================================
//
// Modified code pointer from Skulltag
@ -4521,7 +4387,8 @@ enum WARPF
WARPF_STOP = 0x80,
WARPF_TOFLOOR = 0x100,
WARPF_TESTONLY = 0x200
WARPF_TESTONLY = 0x200,
WARPF_ABSOLUTEPOSITION = 0x400,
};
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Warp)
@ -4554,7 +4421,8 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Warp)
{
angle += (flags & WARPF_USECALLERANGLE) ? self->angle : reference->angle;
}
if (!(flags & WARPF_ABSOLUTEPOSITION))
{
if (!(flags & WARPF_ABSOLUTEOFFSET))
{
angle_t fineangle = angle >> ANGLETOFINESHIFT;
@ -4608,6 +4476,18 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Warp)
reference->y + yofs,
reference->z + zofs);
}
}
else //[MC] The idea behind "absolute" is meant to be "absolute". Override everything, just like A_SpawnItemEx's.
{
if (flags & WARPF_TOFLOOR)
{
self->SetOrigin(xofs, yofs, self->floorz + zofs);
}
else
{
self->SetOrigin(xofs, yofs, zofs);
}
}
if ((flags & WARPF_NOCHECKPOSITION) || P_TestMobjLocation(self))
{
@ -4997,77 +4877,301 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SetSpeed)
//===========================================================================
//
// A_DamageSelf (int amount, str damagetype)
// Damages the calling actor by the specified amount. Negative values heal.
// Common A_Damage handler
//
// A_Damage* (int amount, str damagetype, int flags)
// Damages the specified actor by the specified amount. Negative values heal.
//
//===========================================================================
enum DMSS
{
DMSS_FOILINVUL = 1,
DMSS_AFFECTARMOR = 2,
DMSS_KILL = 4,
};
static void DoDamage(AActor *dmgtarget, AActor *self, int amount, FName DamageType, int flags)
{
if ((amount > 0) || (flags & DMSS_KILL))
{
if (!(dmgtarget->flags2 & MF2_INVULNERABLE) || (flags & DMSS_FOILINVUL))
{
if (flags & DMSS_KILL)
{
P_DamageMobj(dmgtarget, self, self, dmgtarget->health, DamageType, DMG_NO_FACTOR | DMG_NO_ARMOR | DMG_FOILINVUL);
}
if (flags & DMSS_AFFECTARMOR)
{
P_DamageMobj(dmgtarget, self, self, amount, DamageType, DMG_FOILINVUL);
}
else
{
//[MC] DMG_FOILINVUL is needed for making the damage occur on the actor.
P_DamageMobj(dmgtarget, self, self, amount, DamageType, DMG_FOILINVUL | DMG_NO_ARMOR);
}
}
}
else if (amount < 0)
{
amount = -amount;
P_GiveBody(dmgtarget, amount);
}
}
//===========================================================================
//
//
//
//===========================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_DamageSelf)
{
ACTION_PARAM_START(2);
ACTION_PARAM_START(3);
ACTION_PARAM_INT(amount, 0);
ACTION_PARAM_NAME(DamageType, 1);
ACTION_PARAM_INT(flags, 2);
if (amount > 0)
{
P_DamageMobj(self, self, self, amount, DamageType, DMG_NO_ARMOR);
}
else if (amount < 0)
{
amount = -amount;
P_GiveBody(self, amount);
}
DoDamage(self, self, amount, DamageType, flags);
}
//===========================================================================
//
// A_DamageTarget (int amount, str damagetype)
// Damages the target of the actor by the specified amount. Negative values heal.
//
//
//===========================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_DamageTarget)
{
ACTION_PARAM_START(2);
ACTION_PARAM_START(3);
ACTION_PARAM_INT(amount, 0);
ACTION_PARAM_NAME(DamageType, 1);
ACTION_PARAM_INT(flags, 2);
if (self->target != NULL)
{
if (amount > 0)
{
P_DamageMobj(self->target, self, self, amount, DamageType, DMG_NO_ARMOR);
}
else if (amount < 0)
{
amount = -amount;
P_GiveBody(self->target, amount);
}
}
if (self->target != NULL) DoDamage(self->target, self, amount, DamageType, flags);
}
//===========================================================================
//
// A_DamageTracer (int amount, str damagetype)
// Damages the tracer of the actor by the specified amount. Negative values heal.
//
//
//===========================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_DamageTracer)
{
ACTION_PARAM_START(2);
ACTION_PARAM_START(3);
ACTION_PARAM_INT(amount, 0);
ACTION_PARAM_NAME(DamageType, 1);
ACTION_PARAM_INT(flags, 2);
if (self->tracer != NULL) DoDamage(self->tracer, self, amount, DamageType, flags);
}
//===========================================================================
//
//
//
//===========================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_DamageMaster)
{
ACTION_PARAM_START(3);
ACTION_PARAM_INT(amount, 0);
ACTION_PARAM_NAME(DamageType, 1);
ACTION_PARAM_INT(flags, 2);
if (self->master != NULL) DoDamage(self->master, self, amount, DamageType, flags);
}
//===========================================================================
//
//
//
//===========================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_DamageChildren)
{
ACTION_PARAM_START(3);
ACTION_PARAM_INT(amount, 0);
ACTION_PARAM_NAME(DamageType, 1);
ACTION_PARAM_INT(flags, 2);
TThinkerIterator<AActor> it;
AActor * mo;
while ( (mo = it.Next()) )
{
if (mo->master == self) DoDamage(mo, self, amount, DamageType, flags);
}
}
//===========================================================================
//
//
//
//===========================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_DamageSiblings)
{
ACTION_PARAM_START(3);
ACTION_PARAM_INT(amount, 0);
ACTION_PARAM_NAME(DamageType, 1);
ACTION_PARAM_INT(flags, 2);
TThinkerIterator<AActor> it;
AActor * mo;
if (self->master != NULL)
{
while ((mo = it.Next()))
{
if (mo->master == self->master && mo != self) DoDamage(mo, self, amount, DamageType, flags);
}
}
}
//===========================================================================
//
// A_Kill*(damagetype, int flags)
//
//===========================================================================
enum KILS
{
KILS_FOILINVUL = 1 << 0,
KILS_KILLMISSILES = 1 << 1,
KILS_NOMONSTERS = 1 << 2,
};
static void DoKill(AActor *killtarget, AActor *self, FName damagetype, int flags)
{
if ((killtarget->flags & MF_MISSILE) && (flags & KILS_KILLMISSILES))
{
//[MC] Now that missiles can set masters, lets put in a check to properly destroy projectiles. BUT FIRST! New feature~!
//Check to see if it's invulnerable. Disregarded if foilinvul is on, but never works on a missile with NODAMAGE
//since that's the whole point of it.
if ((!(killtarget->flags2 & MF2_INVULNERABLE) || (flags & KILS_FOILINVUL)) && !(killtarget->flags5 & MF5_NODAMAGE))
{
P_ExplodeMissile(self->target, NULL, NULL);
}
}
if (!(flags & KILS_NOMONSTERS))
{
if (flags & KILS_FOILINVUL)
{
P_DamageMobj(killtarget, self, self, killtarget->health, damagetype, DMG_NO_ARMOR | DMG_NO_FACTOR | DMG_FOILINVUL);
}
else
{
P_DamageMobj(killtarget, self, self, killtarget->health, damagetype, DMG_NO_ARMOR | DMG_NO_FACTOR);
}
}
}
//===========================================================================
//
// A_KillTarget(damagetype, int flags)
//
//===========================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_KillTarget)
{
ACTION_PARAM_START(2);
ACTION_PARAM_NAME(damagetype, 0);
ACTION_PARAM_INT(flags, 1);
if (self->target != NULL) DoKill(self->target, self, damagetype, flags);
}
//===========================================================================
//
// A_KillTracer(damagetype, int flags)
//
//===========================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_KillTracer)
{
ACTION_PARAM_START(2);
ACTION_PARAM_NAME(damagetype, 0);
ACTION_PARAM_INT(flags, 1);
if (self->tracer != NULL) DoKill(self->tracer, self, damagetype, flags);
}
//===========================================================================
//
// A_KillMaster(damagetype, int flags)
//
//===========================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_KillMaster)
{
ACTION_PARAM_START(2);
ACTION_PARAM_NAME(damagetype, 0);
ACTION_PARAM_INT(flags, 1);
if (self->master != NULL) DoKill(self->master, self, damagetype, flags);
}
//===========================================================================
//
// A_KillChildren(damagetype, int flags)
//
//===========================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_KillChildren)
{
ACTION_PARAM_START(2);
ACTION_PARAM_NAME(damagetype, 0);
ACTION_PARAM_INT(flags, 1);
TThinkerIterator<AActor> it;
AActor *mo;
while ( (mo = it.Next()) )
{
if (mo->master == self) DoKill(mo, self, damagetype, flags);
}
}
//===========================================================================
//
// A_KillSiblings(damagetype, int flags)
//
//===========================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_KillSiblings)
{
ACTION_PARAM_START(2);
ACTION_PARAM_NAME(damagetype, 0);
ACTION_PARAM_INT(flags, 1);
TThinkerIterator<AActor> it;
AActor *mo;
if (self->master != NULL)
{
while ( (mo = it.Next()) )
{
if (mo->master == self->master && mo != self) DoKill(mo, self, damagetype, flags);
}
}
}
//===========================================================================
//
// A_RemoveTarget
//
//===========================================================================
DEFINE_ACTION_FUNCTION(AActor, A_RemoveTarget)
{
if (self->target != NULL)
{
P_RemoveThing(self->target);
}
}
if (amount > 0)
//===========================================================================
//
// A_RemoveTracer
//
//===========================================================================
DEFINE_ACTION_FUNCTION(AActor, A_RemoveTracer)
{
P_DamageMobj(self->tracer, self, self, amount, DamageType, DMG_NO_ARMOR);
}
else if (amount < 0)
if (self->tracer != NULL)
{
amount = -amount;
P_GiveBody(self->tracer, amount);
}
P_RemoveThing(self->tracer);
}
}

View file

@ -70,7 +70,7 @@ ACTOR Actor native //: Thinker
// End of MBF redundant functions.
action native A_MonsterRail();
action native A_BFGSpray(class<Actor> spraytype = "BFGExtra", int numrays = 40, int damagecount = 15);
action native A_BFGSpray(class<Actor> spraytype = "BFGExtra", int numrays = 40, int damagecount = 15, float angle = 90, float distance = 16*64, float vrange = 32, int damage = 0);
action native A_Pain();
action native A_NoBlocking();
action native A_XScream();
@ -204,7 +204,7 @@ ACTOR Actor native //: Thinker
action native A_CustomMissile(class<Actor> missiletype, float spawnheight = 32, int spawnofs_xy = 0, float angle = 0, int flags = 0, float pitch = 0);
action native A_CustomBulletAttack(float spread_xy, float spread_z, int numbullets, int damageperbullet, class<Actor> pufftype = "BulletPuff", float range = 0, int flags = 0);
action native A_CustomRailgun(int damage, int spawnofs_xy = 0, color color1 = "", color color2 = "", int flags = 0, bool aim = false, float maxdiff = 0, class<Actor> pufftype = "BulletPuff", float spread_xy = 0, float spread_z = 0, float range = 0, int duration = 0, float sparsity = 1.0, float driftspeed = 1.0, class<Actor> spawnclass = "none", float spawnofs_z = 0);
action native A_JumpIfHealthLower(int health, state label);
action native A_JumpIfHealthLower(int health, state label, int ptr_selector = AAPTR_DEFAULT);
action native A_JumpIfCloser(float distance, state label);
action native A_JumpIfTracerCloser(float distance, state label);
action native A_JumpIfMasterCloser(float distance, state label);
@ -237,9 +237,9 @@ ACTOR Actor native //: Thinker
action native A_RemoveMaster();
action native A_RemoveChildren(bool removeall = false);
action native A_RemoveSiblings(bool removeall = false);
action native A_KillMaster(name damagetype = "none");
action native A_KillChildren(name damagetype = "none");
action native A_KillSiblings(name damagetype = "none");
action native A_KillMaster(name damagetype = "none", int flags = 0);
action native A_KillChildren(name damagetype = "none", int flags = 0);
action native A_KillSiblings(name damagetype = "none", int flags = 0);
action native A_RaiseMaster();
action native A_RaiseChildren();
action native A_RaiseSiblings();
@ -275,9 +275,9 @@ ACTOR Actor native //: Thinker
action native 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 A_JumpIfTargetInLOS (state label, float fov = 0, int flags = 0, float dist_max = 0, float dist_close = 0);
action native A_JumpIfInTargetLOS (state label, float fov = 0, int flags = 0, float dist_max = 0, float dist_close = 0);
action native A_DamageMaster(int amount, name damagetype = "none");
action native A_DamageChildren(int amount, name damagetype = "none");
action native A_DamageSiblings(int amount, name damagetype = "none");
action native A_DamageMaster(int amount, name damagetype = "none", int flags = 0);
action native A_DamageChildren(int amount, name damagetype = "none", int flags = 0);
action native A_DamageSiblings(int amount, name damagetype = "none", int flags = 0);
action native A_SelectWeapon(class<Weapon> whichweapon);
action native A_Punch();
action native A_Feathers();
@ -304,9 +304,13 @@ ACTOR Actor native //: Thinker
action native A_SetDamageType(name damagetype);
action native A_DropItem(class<Actor> item, int dropamount = -1, int chance = 256);
action native A_SetSpeed(float speed);
action native A_DamageSelf(int amount, name damagetype = "none");
action native A_DamageTarget(int amount, name damagetype = "none");
action native A_DamageTracer(int amount, name damagetype = "none");
action native A_DamageSelf(int amount, name damagetype = "none", int flags = 0);
action native A_DamageTarget(int amount, name damagetype = "none", int flags = 0);
action native A_DamageTracer(int amount, name damagetype = "none", int flags = 0);
action native A_KillTarget(name damagetype = "none", int flags = 0);
action native A_KillTracer(name damagetype = "none", int flags = 0);
action native A_RemoveTarget();
action native A_RemoveTracer();
action native A_CheckSightOrRange(float distance, state label);
action native A_CheckRange(float distance, state label);

View file

@ -46,27 +46,30 @@ const int FBF_NOFLASH = 16;
const int FBF_NORANDOMPUFFZ = 32;
// Flags for A_SpawnItemEx
const int SXF_TRANSFERTRANSLATION = 1;
const int SXF_ABSOLUTEPOSITION = 2;
const int SXF_ABSOLUTEANGLE = 4;
const int SXF_ABSOLUTEMOMENTUM = 8;
const int SXF_ABSOLUTEVELOCITY = 8;
const int SXF_SETMASTER = 16;
const int SXF_NOCHECKPOSITION = 32;
const int SXF_TELEFRAG = 64;
const int SXF_CLIENTSIDE = 128; // only used by Skulltag
const int SXF_TRANSFERAMBUSHFLAG = 256;
const int SXF_TRANSFERPITCH = 512;
const int SXF_TRANSFERPOINTERS = 1024;
const int SXF_USEBLOODCOLOR = 2048;
const int SXF_CLEARCALLERTID = 4096;
const int SXF_MULTIPLYSPEED = 8192;
const int SXF_TRANSFERSCALE = 16384;
const int SXF_TRANSFERSPECIAL = 32768;
const int SXF_CLEARCALLERSPECIAL = 65536;
const int SXF_TRANSFERSTENCILCOL = 131072;
const int SXF_TRANSFERALPHA = 262144;
const int SXF_TRANSFERRENDERSTYLE = 524288;
const int SXF_TRANSFERTRANSLATION = 1 << 0;
const int SXF_ABSOLUTEPOSITION = 1 << 1;
const int SXF_ABSOLUTEANGLE = 1 << 2;
const int SXF_ABSOLUTEMOMENTUM = 1 << 3; //Since "momentum" is declared to be deprecated in the expressions, for compatibility
const int SXF_ABSOLUTEVELOCITY = 1 << 3; //purposes, this was made. It does the same thing though. Do not change the value.
const int SXF_SETMASTER = 1 << 4;
const int SXF_NOCHECKPOSITION = 1 << 5;
const int SXF_TELEFRAG = 1 << 6;
const int SXF_CLIENTSIDE = 1 << 7; // only used by Skulltag
const int SXF_TRANSFERAMBUSHFLAG = 1 << 8;
const int SXF_TRANSFERPITCH = 1 << 9;
const int SXF_TRANSFERPOINTERS = 1 << 10;
const int SXF_USEBLOODCOLOR = 1 << 11;
const int SXF_CLEARCALLERTID = 1 << 12;
const int SXF_MULTIPLYSPEED = 1 << 13;
const int SXF_TRANSFERSCALE = 1 << 14;
const int SXF_TRANSFERSPECIAL = 1 << 15;
const int SXF_CLEARCALLERSPECIAL = 1 << 16;
const int SXF_TRANSFERSTENCILCOL = 1 << 17;
const int SXF_TRANSFERALPHA = 1 << 18;
const int SXF_TRANSFERRENDERSTYLE = 1 << 19;
const int SXF_SETTARGET = 1 << 20;
const int SXF_SETTRACER = 1 << 21;
const int SXF_NOPOINTERS = 1 << 22;
// Flags for A_Chase
const int CHF_FASTCHASE = 1;
@ -314,6 +317,7 @@ Const Int WARPF_COPYINTERPOLATION = 0x40;
Const Int WARPF_STOP = 0x80;
Const Int WARPF_TOFLOOR = 0x100;
Const Int WARPF_TESTONLY = 0x200;
Const Int WAPRF_ABSOLUTEPOSITION = 0x400;
// flags for A_SetPitch/SetAngle
const int SPF_FORCECLAMP = 1;
@ -360,6 +364,16 @@ enum
CLOFF_NOAIM = CLOFF_NOAIM_VERT|CLOFF_NOAIM_HORZ
};
// Flags for A_Kill (Master/Target/Tracer/Children/Siblings) series
const int KILS_FOILINVUL = 1;
const int KILS_KILLMISSILES = 2;
const int KILS_NOMONSTERS = 4;
// Flags for A_Damage (Master/Target/Tracer/Children/Siblings/Self) series
const int DMSS_FOILINVUL = 1;
const int DMSS_AFFECTARMOR = 2;
const int DMSS_KILL = 4;
// Flags for A_AlertMonsters
const int AMF_TARGETEMITTER = 1;