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- Fixed: Changed initialization of Weapon.Kickback so that it is only done
for direct descendants of AWeapon and not for every weapon being defined. - Changed parsing of actor names back to not use C-mode. This change breaks any definition that contain periods in their name and apparently there's more than anyone could expect. Also altered the parser to manually check for colons inside the parsed string so that placing spaces around them is no longer necessary. - Fixed: Weapons could be picked up for ammo even if they gave none. - Fixed: A_Beacon was missing a NULL pointer check for the beacon's owner. - Fixed: The status bar tried to access CPlayer->camera without checking its validity. In spy mode there is a possibility that it is NULL. SVN r237 (trunk)
This commit is contained in:
parent
9e6d5c8fd9
commit
43c1ec4a74
8 changed files with 65 additions and 22 deletions
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@ -1,3 +1,16 @@
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July 3, 2006 (Changes by Graf Zahl)
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- Fixed: Changed initialization of Weapon.Kickback so that it is only done
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for direct descendants of AWeapon and not for every weapon being defined.
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- Changed parsing of actor names back to not use C-mode. This change breaks
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any definition that contains periods in their name and apparently there's
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more than anyone could expect. Also altered the parser to manually check
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for colons inside the parsed string so that placing spaces around them
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is no longer necessary.
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- Fixed: Weapons could be picked up for ammo even if they gave none.
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- Fixed: A_Beacon was missing a NULL pointer check for the beacon's owner.
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- Fixed: The status bar tried to access CPlayer->camera without checking
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its validity. In spy mode there is a possibility that it is NULL.
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July 2, 2006 (Changes by Graf Zahl)
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- Fixed: G_NewInit destroyed the players' userinfo data.
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- Changed the special radius damage handling for the barrel and boss brain
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@ -186,7 +186,9 @@ void AClericPlayer::SpecialInvulnerabilityHandling (EInvulState state, fixed_t *
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// Cleric Weapon Base Class -------------------------------------------------
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IMPLEMENT_ABSTRACT_ACTOR (AClericWeapon)
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IMPLEMENT_STATELESS_ACTOR (AClericWeapon, Hexen, -1, 0)
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PROP_Weapon_Kickback (150)
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END_DEFAULTS
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bool AClericWeapon::TryPickup (AActor *toucher)
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{
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@ -395,7 +395,9 @@ bool AFighterPlayer::DoHealingRadius (APlayerPawn *other)
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// Fighter Weapon Base Class ------------------------------------------------
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IMPLEMENT_ABSTRACT_ACTOR (AFighterWeapon)
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IMPLEMENT_STATELESS_ACTOR (AFighterWeapon, Hexen, -1, 0)
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PROP_Weapon_Kickback (150)
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END_DEFAULTS
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bool AFighterWeapon::TryPickup (AActor *toucher)
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{
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@ -192,7 +192,9 @@ void AMagePlayer::SpecialInvulnerabilityHandling (EInvulState state, fixed_t * p
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// Mage Weapon Base Class ---------------------------------------------------
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IMPLEMENT_ABSTRACT_ACTOR (AMageWeapon)
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IMPLEMENT_STATELESS_ACTOR (AMageWeapon, Hexen, -1, 0)
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PROP_Weapon_Kickback (150)
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END_DEFAULTS
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bool AMageWeapon::TryPickup (AActor *toucher)
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{
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@ -149,8 +149,8 @@ bool AWeapon::PickupForAmmo (AWeapon *ownedWeapon)
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// Don't take ammo if the weapon sticks around.
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if (!ShouldStay ())
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{
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gotstuff = AddExistingAmmo (ownedWeapon->Ammo1, AmmoGive1);
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gotstuff |= AddExistingAmmo (ownedWeapon->Ammo2, AmmoGive2);
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if (AmmoGive1 > 0) gotstuff = AddExistingAmmo (ownedWeapon->Ammo1, AmmoGive1);
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if (AmmoGive2 > 0) gotstuff |= AddExistingAmmo (ownedWeapon->Ammo2, AmmoGive2);
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}
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return gotstuff;
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}
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@ -1115,7 +1115,7 @@ void FBaseStatusBar::Draw (EHudState state)
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if (viewactive)
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{
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if (CPlayer && CPlayer->camera->player)
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if (CPlayer && CPlayer->camera && CPlayer->camera->player)
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{
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DrawCrosshair ();
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}
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@ -277,7 +277,6 @@ void A_Beacon (AActor *self)
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{
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AActor *owner = self->target;
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ARebel *rebel;
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int friendNum;
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angle_t an;
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rebel = Spawn<ARebel1> (self->x, self->y, ONFLOORZ);
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@ -290,8 +289,6 @@ void A_Beacon (AActor *self)
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self->flags &= ~MF_SPECIAL;
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static_cast<AInventory *>(self)->DropTime = 0;
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// Set up the new rebel.
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friendNum = owner->player != NULL ? int(owner->player - players + 1) : 0;
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rebel->FriendPlayer = friendNum;
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rebel->threshold = 100;
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rebel->target = NULL;
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rebel->flags4 |= MF4_INCOMBAT;
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@ -304,16 +301,15 @@ void A_Beacon (AActor *self)
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{
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// Rebels are the same color as their owner
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rebel->Translation = owner->Translation;
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rebel->FriendPlayer = owner->player != NULL ? int(owner->player - players + 1) : 0;
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// Set the rebel's target to whatever last hurt the player, so long as it's not
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// one of the player's other rebels.
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if (owner->target != NULL &&
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(!(owner->target->flags & MF_FRIENDLY) ||
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owner->target->FriendPlayer == 0 ||
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owner->target->FriendPlayer != friendNum))
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if (owner->target != NULL && !rebel->IsFriend (owner->target))
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{
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rebel->target = owner->target;
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}
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}
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rebel->SetState (rebel->SeeState);
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rebel->angle = self->angle;
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an = self->angle >> ANGLETOFINESHIFT;
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@ -1214,6 +1214,12 @@ static FActorInfo * CreateNewActor(FActorInfo ** parentc, Baggage *bag)
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FName typeName;
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SC_MustGetString();
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char * colon = strchr(sc_String, ':');
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if (colon != NULL)
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{
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*colon++ = 0;
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}
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if (PClass::FindClass (sc_String) != NULL)
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{
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@ -1226,19 +1232,38 @@ static FActorInfo * CreateNewActor(FActorInfo ** parentc, Baggage *bag)
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if (parentc)
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{
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*parentc = NULL;
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SC_MustGetString();
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if (SC_Compare(":"))
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// Do some tweaking so that a definition like 'Actor:Parent' which is read as a single token is recognized as well
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// without having resort to C-mode (which disallows periods in actor names.)
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if (colon == NULL)
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{
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SC_MustGetString();
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parent = const_cast<PClass *> (PClass::FindClass (sc_String));
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SC_MustGetString ();
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if (sc_String[0]==':')
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{
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colon = sc_String + 1;
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}
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}
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if (colon != NULL)
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{
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if (colon[0] == 0)
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{
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SC_MustGetString ();
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colon = sc_String;
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}
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}
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if (colon != NULL)
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{
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parent = const_cast<PClass *> (PClass::FindClass (colon));
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if (parent == NULL)
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{
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SC_ScriptError ("Parent type '%s' not found", sc_String);
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SC_ScriptError ("Parent type '%s' not found", colon);
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}
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else if (parent->ActorInfo == NULL)
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{
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SC_ScriptError ("Parent type '%s' is not an actor", sc_String);
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SC_ScriptError ("Parent type '%s' is not an actor", colon);
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}
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else
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{
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bag->Info = info;
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info->DoomEdNum=-1;
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// Now, after the actor names have been parsed, it is time to switch to C-mode
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// for the rest of the actor definition.
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SC_SetCMode (true);
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if (SC_CheckNumber())
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{
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if (sc_Number>=-1 && sc_Number<32768) info->DoomEdNum=sc_Number;
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if (sc_Number>=-1 && sc_Number<32768) info->DoomEdNum = sc_Number;
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else SC_ScriptError ("DoomEdNum must be in the range [-1,32767]");
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}
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if (ti->IsDescendantOf(RUNTIME_CLASS(AWeapon)))
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if (parent == RUNTIME_CLASS(AWeapon))
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{
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// preinitialize kickback to the default for the game
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((AWeapon*)(info->Class->Defaults))->Kickback=gameinfo.defKickback;
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@ -2148,7 +2177,6 @@ void ProcessActor(void (*process)(FState *, int))
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{
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FActorInfo * parent;
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SC_SetCMode (true);
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info=CreateNewActor(&parent, &bag);
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defaults=(AActor*)info->Class->Defaults;
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