mirror of
https://github.com/ZDoom/qzdoom-gpl.git
synced 2024-11-27 14:12:28 +00:00
Merge branch 'master' of https://github.com/rheit/zdoom
This commit is contained in:
commit
475077f1de
18 changed files with 115 additions and 207 deletions
23
src/actor.h
23
src/actor.h
|
@ -111,6 +111,8 @@ struct FPortalGroupArray;
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// Any questions?
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//
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||||
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// --- mobj.flags ---
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enum ActorFlag
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{
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@ -1014,7 +1016,9 @@ public:
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SDWORD tics; // state tic counter
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FState *state;
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VMFunction *Damage; // For missiles and monster railgun
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//VMFunction *Damage; // For missiles and monster railgun
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int DamageVal;
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VMFunction *DamageFunc;
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int projectileKickback;
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ActorFlags flags;
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ActorFlags2 flags2; // Heretic flags
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@ -1201,6 +1205,23 @@ public:
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FState *GetRaiseState();
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void Revive();
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void SetDamage(int dmg)
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{
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DamageVal = dmg;
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DamageFunc = nullptr;
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}
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bool IsZeroDamage() const
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{
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return DamageVal == 0 && DamageFunc == nullptr;
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}
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void RestoreDamage()
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{
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DamageVal = GetDefault()->DamageVal;
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DamageFunc = GetDefault()->DamageFunc;
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}
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FState *FindState (FName label) const
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{
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return GetClass()->FindState(1, &label);
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|
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@ -915,7 +915,7 @@ static int PatchThing (int thingy)
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}
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else if (linelen == 14 && stricmp (Line1, "Missile damage") == 0)
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{
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info->Damage = CreateDamageFunction(val);
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info->SetDamage(val);
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}
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else if (linelen == 5)
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{
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|
|
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@ -47,7 +47,7 @@ static void BrainishExplosion (const DVector3 &pos)
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boom->SetState (state);
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}
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boom->effects = 0;
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boom->Damage = NULL; // disables collision detection which is not wanted here
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boom->SetDamage(0); // disables collision detection which is not wanted here
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boom->tics -= pr_brainscream() & 7;
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if (boom->tics < 1)
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boom->tics = 1;
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@ -115,7 +115,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_LichAttack)
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fire->target = baseFire->target;
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fire->Angles.Yaw = baseFire->Angles.Yaw;
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fire->Vel = baseFire->Vel;
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fire->Damage = NULL;
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fire->SetDamage(0);
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fire->health = (i+1) * 2;
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P_CheckMissileSpawn (fire, self->radius);
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}
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@ -205,7 +205,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_LichFireGrow)
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self->AddZ(9.);
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if (self->health == 0)
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{
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self->Damage = self->GetDefault()->Damage;
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self->RestoreDamage();
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self->SetState (self->FindState("NoGrow"));
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}
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return 0;
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|
|
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@ -340,7 +340,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_LastZap)
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{
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mo->SetState (mo->FindState (NAME_Death));
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mo->Vel.Z = 40;
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mo->Damage = NULL;
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mo->SetDamage(0);
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}
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return 0;
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}
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|
|
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@ -344,7 +344,7 @@ size_t PClassActor::PropagateMark()
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// Mark damage function
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if (Defaults != NULL)
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{
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GC::Mark(((AActor *)Defaults)->Damage);
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GC::Mark(((AActor *)Defaults)->DamageFunc);
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}
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// marked += ActorInfo->NumOwnedStates * sizeof(FState);
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|
|
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@ -3791,7 +3791,7 @@ void DLevelScript::DoSetActorProperty (AActor *actor, int property, int value)
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break;
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case APROP_Damage:
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actor->Damage = CreateDamageFunction(value);
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actor->SetDamage(value);
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break;
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case APROP_Alpha:
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|
|
|
@ -1320,7 +1320,7 @@ bool PIT_CheckThing(FMultiBlockThingsIterator &it, FMultiBlockThingsIterator::Ch
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// [RH] What is the point of this check, again? In Hexen, it is unconditional,
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// but here we only do it if the missile's damage is 0.
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// MBF bouncer might have a non-0 damage value, but they must not deal damage on impact either.
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if ((tm.thing->BounceFlags & BOUNCE_Actors) && (tm.thing->Damage == 0 || !(tm.thing->flags & MF_MISSILE)))
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if ((tm.thing->BounceFlags & BOUNCE_Actors) && (tm.thing->IsZeroDamage() || !(tm.thing->flags & MF_MISSILE)))
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{
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return (tm.thing->target == thing || !(thing->flags & MF_SOLID));
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}
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|
|
116
src/p_mobj.cpp
116
src/p_mobj.cpp
|
@ -139,7 +139,8 @@ IMPLEMENT_POINTY_CLASS (AActor)
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DECLARE_POINTER (LastHeard)
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DECLARE_POINTER (master)
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DECLARE_POINTER (Poisoner)
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DECLARE_POINTER (Damage)
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DECLARE_POINTER (DamageFunc)
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DECLARE_POINTER (alternative)
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END_POINTERS
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AActor::~AActor ()
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@ -148,73 +149,6 @@ AActor::~AActor ()
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// Use Destroy() instead.
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}
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//==========================================================================
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//
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// CalcDamageValue
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//
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// Given a script function, returns an integer to represent it in a
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// savegame. This encoding is compatible with previous incarnations
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// where damage was an integer.
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//
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// 0 : use null function
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// 0x40000000 : use default function
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// anything else : use function that returns this number
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//
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//==========================================================================
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static int CalcDamageValue(VMFunction *func)
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{
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if (func == NULL)
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{
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return 0;
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}
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VMScriptFunction *sfunc = dyn_cast<VMScriptFunction>(func);
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if (sfunc == NULL)
|
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{
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return 0x40000000;
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}
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VMOP *op = sfunc->Code;
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// If the function was created by CreateDamageFunction(), extract
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// the value used to create it and return that. Otherwise, return
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// indicating to use the default function.
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if (op->op == OP_RETI && op->a == 0)
|
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{
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return op->i16;
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}
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if (op->op == OP_RET && op->a == 0 && op->b == (REGT_INT | REGT_KONST))
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{
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return sfunc->KonstD[op->c];
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}
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return 0x40000000;
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}
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//==========================================================================
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//
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// UncalcDamageValue
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//
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// Given a damage integer, returns a script function for it.
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//
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//==========================================================================
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static VMFunction *UncalcDamageValue(int dmg, VMFunction *def)
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{
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if (dmg == 0)
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{
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return NULL;
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}
|
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if ((dmg & 0xC0000000) == 0x40000000)
|
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{
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return def;
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}
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// Does the default version return this? If so, use it. Otherwise,
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// create a new function.
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if (CalcDamageValue(def) == dmg)
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{
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return def;
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}
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return CreateDamageFunction(dmg);
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}
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//==========================================================================
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//
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// AActor :: Serialize
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|
@ -262,18 +196,16 @@ void AActor::Serialize(FArchive &arc)
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<< projectilepassheight
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<< Vel
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<< tics
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<< state;
|
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if (arc.IsStoring())
|
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<< state
|
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<< DamageVal;
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if (DamageVal == 0x40000000 || DamageVal == -1)
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{
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int dmg;
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dmg = CalcDamageValue(Damage);
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arc << dmg;
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DamageVal = -1;
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DamageFunc = GetDefault()->DamageFunc;
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}
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else
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{
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int dmg;
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arc << dmg;
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Damage = UncalcDamageValue(dmg, GetDefault()->Damage);
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DamageFunc = nullptr;
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}
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P_SerializeTerrain(arc, floorterrain);
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arc << projectileKickback
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@ -2974,8 +2906,21 @@ CCMD(utid)
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int AActor::GetMissileDamage (int mask, int add)
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{
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if (Damage == NULL)
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if (DamageVal >= 0)
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{
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if (mask == 0)
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{
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return add * DamageVal;
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}
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else
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{
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return ((pr_missiledamage() & mask) + add) * DamageVal;
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}
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}
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if (DamageFunc == nullptr)
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{
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// This should never happen
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assert(false && "No damage function found");
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return 0;
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}
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VMFrameStack stack;
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@ -2987,22 +2932,11 @@ int AActor::GetMissileDamage (int mask, int add)
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results[0].IntAt(&amount);
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results[1].IntAt(&calculated);
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if (stack.Call(Damage, ¶m, 1, results, 2) < 1)
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if (stack.Call(DamageFunc, ¶m, 1, results, 2) < 1)
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{ // No results
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return 0;
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}
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if (calculated)
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{
|
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return amount;
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}
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else if (mask == 0)
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{
|
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return add * amount;
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}
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else
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{
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return ((pr_missiledamage() & mask) + add) * amount;
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}
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return amount;
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}
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void AActor::Howl ()
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|
@ -3694,7 +3628,7 @@ void AActor::Tick ()
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// still have missiles that go straight up and down through actors without
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// damaging anything.
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// (for backwards compatibility this must check for lack of damage function, not for zero damage!)
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if ((flags & MF_MISSILE) && Vel.X == 0 && Vel.Y == 0 && Damage != NULL)
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if ((flags & MF_MISSILE) && Vel.X == 0 && Vel.Y == 0 && !IsZeroDamage())
|
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{
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Vel.X = MinVel;
|
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}
|
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|
|
|
@ -496,8 +496,7 @@ static void ParseInsideDecoration (Baggage &bag, AActor *defaults,
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else if (def == DEF_Projectile && sc.Compare ("Damage"))
|
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{
|
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sc.MustGetNumber ();
|
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FxDamageValue *x = new FxDamageValue(new FxConstant(sc.Number, sc), false);
|
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defaults->Damage = (VMFunction *)(uintptr_t)(ActorDamageFuncs.Push(x) + 1);
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defaults->SetDamage(sc.Number);
|
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}
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else if (def == DEF_Projectile && sc.Compare ("DamageType"))
|
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{
|
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|
|
|
@ -348,12 +348,12 @@ static void FinishThingdef()
|
|||
continue;
|
||||
}
|
||||
|
||||
if (def->Damage != NULL)
|
||||
if (def->DamageFunc != nullptr)
|
||||
{
|
||||
FxDamageValue *dmg = (FxDamageValue *)ActorDamageFuncs[(uintptr_t)def->Damage - 1];
|
||||
FxDamageValue *dmg = (FxDamageValue *)ActorDamageFuncs[(uintptr_t)def->DamageFunc - 1];
|
||||
VMScriptFunction *sfunc;
|
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sfunc = dmg->GetFunction();
|
||||
if (sfunc == NULL)
|
||||
if (sfunc == nullptr)
|
||||
{
|
||||
FCompileContext ctx(ti);
|
||||
dmg = static_cast<FxDamageValue *>(dmg->Resolve(ctx));
|
||||
|
@ -365,15 +365,15 @@ static void FinishThingdef()
|
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dmg->Emit(&buildit);
|
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sfunc = buildit.MakeFunction();
|
||||
sfunc->NumArgs = 1;
|
||||
sfunc->Proto = NULL; ///FIXME: Need a proper prototype here
|
||||
sfunc->Proto = nullptr; ///FIXME: Need a proper prototype here
|
||||
// Save this function in case this damage value was reused
|
||||
// (which happens quite easily with inheritance).
|
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dmg->SetFunction(sfunc);
|
||||
}
|
||||
}
|
||||
def->Damage = sfunc;
|
||||
def->DamageFunc = sfunc;
|
||||
|
||||
if (dump != NULL && sfunc != NULL)
|
||||
if (dump != nullptr && sfunc != nullptr)
|
||||
{
|
||||
char label[64];
|
||||
int labellen = mysnprintf(label, countof(label), "Function %s.Damage",
|
||||
|
|
|
@ -231,6 +231,38 @@ DEFINE_ACTION_FUNCTION(AActor, CheckClass)
|
|||
return 0;
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
// CheckClass
|
||||
//
|
||||
// NON-ACTION function to calculate missile damage for the given actor
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
DEFINE_ACTION_FUNCTION(AActor, GetMissileDamage)
|
||||
{
|
||||
if (numret > 0)
|
||||
{
|
||||
assert(ret != NULL);
|
||||
PARAM_SELF_PROLOGUE(AActor);
|
||||
PARAM_INT(mask);
|
||||
PARAM_INT(add)
|
||||
PARAM_INT_OPT(pick_pointer) { pick_pointer = AAPTR_DEFAULT; }
|
||||
|
||||
self = COPY_AAPTR(self, pick_pointer);
|
||||
if (self == NULL)
|
||||
{
|
||||
ret->SetInt(0);
|
||||
}
|
||||
else
|
||||
{
|
||||
ret->SetInt(self->GetMissileDamage(mask, add));
|
||||
}
|
||||
return 1;
|
||||
}
|
||||
return 0;
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
// IsPointerEqual
|
||||
|
|
|
@ -666,4 +666,5 @@ void InitThingdef()
|
|||
symt.AddSymbol(new PField(NAME_Speed, TypeFloat64, VARF_Native, myoffsetof(AActor, Speed)));
|
||||
symt.AddSymbol(new PField(NAME_Threshold, TypeSInt32, VARF_Native|VARF_ReadOnly, myoffsetof(AActor, threshold)));
|
||||
symt.AddSymbol(new PField(NAME_DefThreshold, TypeSInt32, VARF_Native|VARF_ReadOnly, myoffsetof(AActor, DefThreshold)));
|
||||
symt.AddSymbol(new PField(NAME_Damage, TypeSInt32, VARF_Native|VARF_ReadOnly, myoffsetof(AActor, DamageVal)));
|
||||
}
|
||||
|
|
|
@ -854,20 +854,6 @@ public:
|
|||
ExpEmit Emit(VMFunctionBuilder *build);
|
||||
};
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
// FxDamage
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
class FxDamage : public FxExpression
|
||||
{
|
||||
public:
|
||||
FxDamage(const FScriptPosition&);
|
||||
FxExpression *Resolve(FCompileContext&);
|
||||
ExpEmit Emit(VMFunctionBuilder *build);
|
||||
};
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
// FxArrayElement
|
||||
|
@ -1188,12 +1174,11 @@ public:
|
|||
class FxDamageValue : public FxExpression
|
||||
{
|
||||
FxExpression *val;
|
||||
bool Calculated;
|
||||
VMScriptFunction *MyFunction;
|
||||
|
||||
public:
|
||||
|
||||
FxDamageValue(FxExpression *v, bool calc);
|
||||
FxDamageValue(FxExpression *v);
|
||||
~FxDamageValue();
|
||||
FxExpression *Resolve(FCompileContext&);
|
||||
|
||||
|
|
|
@ -3218,11 +3218,6 @@ FxExpression *FxIdentifier::Resolve(FCompileContext& ctx)
|
|||
ScriptPosition.Message(MSG_ERROR, "Invalid member identifier '%s'\n", Identifier.GetChars());
|
||||
}
|
||||
}
|
||||
// the damage property needs special handling
|
||||
else if (Identifier == NAME_Damage)
|
||||
{
|
||||
newex = new FxDamage(ScriptPosition);
|
||||
}
|
||||
// now check the global identifiers.
|
||||
else if ((sym = ctx.FindGlobal(Identifier)) != NULL)
|
||||
{
|
||||
|
@ -3316,65 +3311,6 @@ ExpEmit FxSelf::Emit(VMFunctionBuilder *build)
|
|||
}
|
||||
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
//
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
FxDamage::FxDamage(const FScriptPosition &pos)
|
||||
: FxExpression(pos)
|
||||
{
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
// FxDamage :: Resolve
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
FxExpression *FxDamage::Resolve(FCompileContext& ctx)
|
||||
{
|
||||
CHECKRESOLVED();
|
||||
ValueType = TypeSInt32;
|
||||
return this;
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
// FxDamage :: Emit
|
||||
//
|
||||
// Call this actor's damage function, if it has one
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
ExpEmit FxDamage::Emit(VMFunctionBuilder *build)
|
||||
{
|
||||
ExpEmit dmgval(build, REGT_INT);
|
||||
|
||||
// Get damage function
|
||||
ExpEmit dmgfunc(build, REGT_POINTER);
|
||||
build->Emit(OP_LO, dmgfunc.RegNum, 0/*self*/, build->GetConstantInt(myoffsetof(AActor, Damage)));
|
||||
|
||||
// If it's non-null...
|
||||
build->Emit(OP_EQA_K, 1, dmgfunc.RegNum, build->GetConstantAddress(nullptr, ATAG_GENERIC));
|
||||
size_t nulljump = build->Emit(OP_JMP, 0);
|
||||
|
||||
// ...call it
|
||||
build->Emit(OP_PARAM, 0, REGT_POINTER, 0/*self*/);
|
||||
build->Emit(OP_CALL, dmgfunc.RegNum, 1, 1);
|
||||
build->Emit(OP_RESULT, 0, REGT_INT, dmgval.RegNum);
|
||||
size_t notnulljump = build->Emit(OP_JMP, 0);
|
||||
|
||||
// Otherwise, use 0
|
||||
build->BackpatchToHere(nulljump);
|
||||
build->EmitLoadInt(dmgval.RegNum, 0);
|
||||
build->BackpatchToHere(notnulljump);
|
||||
|
||||
return dmgval;
|
||||
}
|
||||
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
//
|
||||
|
@ -5225,18 +5161,12 @@ ExpEmit FxMultiNameState::Emit(VMFunctionBuilder *build)
|
|||
//
|
||||
//==========================================================================
|
||||
|
||||
FxDamageValue::FxDamageValue(FxExpression *v, bool calc)
|
||||
FxDamageValue::FxDamageValue(FxExpression *v)
|
||||
: FxExpression(v->ScriptPosition)
|
||||
{
|
||||
val = v;
|
||||
ValueType = TypeVoid;
|
||||
Calculated = calc;
|
||||
MyFunction = NULL;
|
||||
|
||||
if (!calc)
|
||||
{
|
||||
assert(v->isConstant() && "Non-calculated damage must be constant");
|
||||
}
|
||||
}
|
||||
|
||||
FxDamageValue::~FxDamageValue()
|
||||
|
@ -5272,7 +5202,7 @@ ExpEmit FxDamageValue::Emit(VMFunctionBuilder *build)
|
|||
assert(emitval.RegType == REGT_INT);
|
||||
build->Emit(OP_RET, 0, REGT_INT | (emitval.Konst ? REGT_KONST : 0), emitval.RegNum);
|
||||
}
|
||||
build->Emit(OP_RETI, 1 | RET_FINAL, Calculated);
|
||||
build->Emit(OP_RETI, 1 | RET_FINAL, true);
|
||||
|
||||
return ExpEmit();
|
||||
}
|
||||
|
|
|
@ -865,19 +865,21 @@ static bool ParsePropertyParams(FScanner &sc, FPropertyInfo *prop, AActor *defau
|
|||
|
||||
if (sc.CheckString ("("))
|
||||
{
|
||||
x = new FxDamageValue(new FxIntCast(ParseExpression(sc, bag.Info)), true);
|
||||
conv.i = -1;
|
||||
params.Push(conv);
|
||||
x = new FxDamageValue(new FxIntCast(ParseExpression(sc, bag.Info)));
|
||||
sc.MustGetStringName(")");
|
||||
conv.exp = x;
|
||||
params.Push(conv);
|
||||
|
||||
}
|
||||
else
|
||||
{
|
||||
sc.MustGetNumber();
|
||||
if (sc.Number != 0)
|
||||
{
|
||||
x = new FxDamageValue(new FxConstant(sc.Number, bag.ScriptPosition), false);
|
||||
}
|
||||
conv.i = sc.Number;
|
||||
params.Push(conv);
|
||||
conv.exp = nullptr;
|
||||
}
|
||||
conv.exp = x;
|
||||
params.Push(conv);
|
||||
}
|
||||
break;
|
||||
|
||||
|
|
|
@ -636,7 +636,8 @@ DEFINE_PROPERTY(threshold, I, Actor)
|
|||
//==========================================================================
|
||||
DEFINE_PROPERTY(damage, X, Actor)
|
||||
{
|
||||
PROP_EXP_PARM(id, 0);
|
||||
PROP_INT_PARM(dmgval, 0);
|
||||
PROP_EXP_PARM(id, 1);
|
||||
|
||||
// Damage can either be a single number, in which case it is subject
|
||||
// to the original damage calculation rules. Or, it can be an expression
|
||||
|
@ -646,13 +647,15 @@ DEFINE_PROPERTY(damage, X, Actor)
|
|||
|
||||
// Store this expression here for now. It will be converted to a function
|
||||
// later once all actors have been processed.
|
||||
if (id == NULL)
|
||||
defaults->DamageVal = dmgval;
|
||||
|
||||
if (id == nullptr)
|
||||
{
|
||||
defaults->Damage = NULL;
|
||||
defaults->DamageFunc = nullptr;
|
||||
}
|
||||
else
|
||||
{
|
||||
defaults->Damage = (VMFunction *)(uintptr_t)(ActorDamageFuncs.Push(id) + 1);
|
||||
defaults->DamageFunc = (VMFunction *)(uintptr_t)(ActorDamageFuncs.Push(id) + 1);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -53,6 +53,7 @@ ACTOR Actor native //: Thinker
|
|||
native int CountProximity(class<Actor> classname, float distance, int flags = 0, int ptr = AAPTR_DEFAULT);
|
||||
native float GetSpriteAngle(int ptr = AAPTR_DEFAULT);
|
||||
native float GetSpriteRotation(int ptr = AAPTR_DEFAULT);
|
||||
native int GetMissileDamage(int mask, int add, int ptr = AAPTR_DEFAULT);
|
||||
|
||||
// Action functions
|
||||
// Meh, MBF redundant functions. Only for DeHackEd support.
|
||||
|
|
Loading…
Reference in a new issue