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https://github.com/ZDoom/qzdoom-gpl.git
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Merge branch 'master' of https://github.com/rheit/zdoom into zdoom-rgb666-take3
This commit is contained in:
commit
4e100fc9a1
15 changed files with 33 additions and 20 deletions
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@ -1454,10 +1454,11 @@ enum CM_Flags
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CMF_OFFSETPITCH = 32,
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CMF_OFFSETPITCH = 32,
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CMF_SAVEPITCH = 64,
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CMF_SAVEPITCH = 64,
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CMF_ABSOLUTEANGLE = 128
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CMF_ABSOLUTEANGLE = 128,
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CMF_BADPITCH = 256
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};
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};
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DEFINE_ACTION_FUNCTION(AActor, A_CustomMissile)
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DEFINE_ACTION_FUNCTION(AActor, A_SpawnProjectile)
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{
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{
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PARAM_SELF_PROLOGUE(AActor);
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PARAM_SELF_PROLOGUE(AActor);
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PARAM_CLASS (ti, AActor);
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PARAM_CLASS (ti, AActor);
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@ -1525,6 +1526,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_CustomMissile)
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}
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}
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missilespeed = fabs(Pitch.Cos() * missile->Speed);
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missilespeed = fabs(Pitch.Cos() * missile->Speed);
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missile->Vel.Z = Pitch.Sin() * missile->Speed;
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missile->Vel.Z = Pitch.Sin() * missile->Speed;
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if (!(flags & CMF_BADPITCH)) missile->Vel.Z *= -1;
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}
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}
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else
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else
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{
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{
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@ -1831,7 +1833,7 @@ static void AimBulletMissile(AActor *proj, AActor *puff, int flags, bool temp, b
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// Aim for the base of the puff as that's where blood puffs will spawn... roughly.
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// Aim for the base of the puff as that's where blood puffs will spawn... roughly.
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A_Face(proj, puff, 0., 0., 0., 0., 1);
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A_Face(proj, puff, 0., 0., 0., 0., 1);
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proj->Vel3DFromAngle(-proj->Angles.Pitch, proj->Speed);
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proj->Vel3DFromAngle(proj->Angles.Pitch, proj->Speed);
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if (!temp)
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if (!temp)
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{
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{
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@ -6321,7 +6321,7 @@ bool P_CheckMissileSpawn (AActor* th, double maxdist)
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// [RH] Don't explode ripping missiles that spawn inside something
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// [RH] Don't explode ripping missiles that spawn inside something
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if (th->BlockingMobj == NULL || !(th->flags2 & MF2_RIP) || (th->BlockingMobj->flags5 & MF5_DONTRIP))
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if (th->BlockingMobj == NULL || !(th->flags2 & MF2_RIP) || (th->BlockingMobj->flags5 & MF5_DONTRIP))
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{
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{
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// If this is a monster spawned by A_CustomMissile subtract it from the counter.
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// If this is a monster spawned by A_SpawnProjectile subtract it from the counter.
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th->ClearCounters();
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th->ClearCounters();
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// [RH] Don't explode missiles that spawn on top of horizon lines
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// [RH] Don't explode missiles that spawn on top of horizon lines
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if (th->BlockingLine != NULL && th->BlockingLine->special == Line_Horizon)
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if (th->BlockingLine != NULL && th->BlockingLine->special == Line_Horizon)
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@ -2,6 +2,7 @@
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#include "zscript/constants.txt"
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#include "zscript/constants.txt"
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#include "zscript/actor.txt"
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#include "zscript/actor.txt"
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#include "zscript/actor_checks.txt"
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#include "zscript/actor_checks.txt"
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#include "zscript/compatibility.txt"
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#include "zscript/shared/inventory.txt"
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#include "zscript/shared/inventory.txt"
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#include "zscript/shared/inv_misc.txt"
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#include "zscript/shared/inv_misc.txt"
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@ -691,7 +691,7 @@ class Actor : Thinker native
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deprecated native void A_StopSoundEx(name slot);
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deprecated native void A_StopSoundEx(name slot);
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native void A_SeekerMissile(int threshold, int turnmax, int flags = 0, int chance = 50, int distance = 10);
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native void A_SeekerMissile(int threshold, int turnmax, int flags = 0, int chance = 50, int distance = 10);
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native action state A_Jump(int chance, statelabel label, ...);
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native action state A_Jump(int chance, statelabel label, ...);
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native void A_CustomMissile(class<Actor> missiletype, double spawnheight = 32, double spawnofs_xy = 0, double angle = 0, int flags = 0, double pitch = 0, int ptr = AAPTR_TARGET);
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native void A_SpawnProjectile(class<Actor> missiletype, double spawnheight = 32, double spawnofs_xy = 0, double angle = 0, int flags = 0, double pitch = 0, int ptr = AAPTR_TARGET);
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native void A_CustomBulletAttack(double spread_xy, double spread_z, int numbullets, int damageperbullet, class<Actor> pufftype = "BulletPuff", double range = 0, int flags = 0, int ptr = AAPTR_TARGET, class<Actor> missile = null, double Spawnheight = 32, double Spawnofs_xy = 0);
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native void A_CustomBulletAttack(double spread_xy, double spread_z, int numbullets, int damageperbullet, class<Actor> pufftype = "BulletPuff", double range = 0, int flags = 0, int ptr = AAPTR_TARGET, class<Actor> missile = null, double Spawnheight = 32, double Spawnofs_xy = 0);
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native void A_CustomRailgun(int damage, int spawnofs_xy = 0, color color1 = 0, color color2 = 0, int flags = 0, int aim = 0, double maxdiff = 0, class<Actor> pufftype = "BulletPuff", double spread_xy = 0, double spread_z = 0, double range = 0, int duration = 0, double sparsity = 1.0, double driftspeed = 1.0, class<Actor> spawnclass = null, double spawnofs_z = 0, int spiraloffset = 270, int limit = 0);
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native void A_CustomRailgun(int damage, int spawnofs_xy = 0, color color1 = 0, color color2 = 0, int flags = 0, int aim = 0, double maxdiff = 0, class<Actor> pufftype = "BulletPuff", double spread_xy = 0, double spread_z = 0, double range = 0, int duration = 0, double sparsity = 1.0, double driftspeed = 1.0, class<Actor> spawnclass = null, double spawnofs_z = 0, int spiraloffset = 270, int limit = 0);
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native bool A_SetInventory(class<Inventory> itemtype, int amount, int ptr = AAPTR_DEFAULT, bool beyondMax = false);
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native bool A_SetInventory(class<Inventory> itemtype, int amount, int ptr = AAPTR_DEFAULT, bool beyondMax = false);
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9
wadsrc/static/zscript/compatibility.txt
Normal file
9
wadsrc/static/zscript/compatibility.txt
Normal file
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@ -0,0 +1,9 @@
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// This file contains compatibility wrappers for DECORATE functions with bad parameters.
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extend class Actor
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{
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deprecated void A_CustomMissile(class<Actor> missiletype, double spawnheight = 32, double spawnofs_xy = 0, double angle = 0, int flags = 0, double pitch = 0, int ptr = AAPTR_TARGET)
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{
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A_SpawnProjectile(missiletype, spawnheight, spawnofs_xy, angle, flags|CMF_BADPITCH, pitch, ptr);
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}
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}
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@ -45,7 +45,7 @@ enum EBFGSprayFlags
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BFGF_MISSILEORIGIN = 2,
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BFGF_MISSILEORIGIN = 2,
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};
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};
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// Flags for A_CustomMissile
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// Flags for A_SpawnProjectile
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enum ECustomMissileFlags
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enum ECustomMissileFlags
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{
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{
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CMF_AIMOFFSET = 1,
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CMF_AIMOFFSET = 1,
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@ -56,6 +56,7 @@ enum ECustomMissileFlags
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CMF_OFFSETPITCH = 32,
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CMF_OFFSETPITCH = 32,
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CMF_SAVEPITCH = 64,
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CMF_SAVEPITCH = 64,
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CMF_ABSOLUTEANGLE = 128,
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CMF_ABSOLUTEANGLE = 128,
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CMF_BADPITCH = 256, // for compatibility handling only - avoid!
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};
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};
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// Flags for A_CustomBulletAttack
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// Flags for A_CustomBulletAttack
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@ -28,9 +28,9 @@ class Snake : Actor
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Loop;
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Loop;
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Missile:
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Missile:
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SNKE FF 5 A_FaceTarget;
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SNKE FF 5 A_FaceTarget;
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SNKE FFF 4 A_CustomMissile("SnakeProjA", 32, 0, 0, CMF_CHECKTARGETDEAD);
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SNKE FFF 4 A_SpawnProjectile("SnakeProjA", 32, 0, 0, CMF_CHECKTARGETDEAD);
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SNKE FFF 5 A_FaceTarget;
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SNKE FFF 5 A_FaceTarget;
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SNKE F 4 A_CustomMissile("SnakeProjB", 32, 0, 0, CMF_CHECKTARGETDEAD);
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SNKE F 4 A_SpawnProjectile("SnakeProjB", 32, 0, 0, CMF_CHECKTARGETDEAD);
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Goto See;
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Goto See;
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Pain:
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Pain:
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SNKE E 3;
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SNKE E 3;
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@ -112,9 +112,9 @@ class CentaurLeader : Centaur
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{
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{
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Missile:
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Missile:
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CENT E 10 A_FaceTarget;
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CENT E 10 A_FaceTarget;
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CENT F 8 Bright A_CustomMissile("CentaurFX", 45, 0, 0, CMF_AIMOFFSET);
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CENT F 8 Bright A_SpawnProjectile("CentaurFX", 45, 0, 0, CMF_AIMOFFSET);
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CENT E 10 A_FaceTarget;
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CENT E 10 A_FaceTarget;
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CENT F 8 Bright A_CustomMissile("CentaurFX", 45, 0, 0, CMF_AIMOFFSET);
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CENT F 8 Bright A_SpawnProjectile("CentaurFX", 45, 0, 0, CMF_AIMOFFSET);
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Goto See;
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Goto See;
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}
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}
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}
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}
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@ -44,7 +44,7 @@ class Demon1 : Actor
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Missile:
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Missile:
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DEMN E 5 A_FaceTarget;
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DEMN E 5 A_FaceTarget;
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DEMN F 6 A_FaceTarget;
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DEMN F 6 A_FaceTarget;
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DEMN G 5 A_CustomMissile("Demon1FX1", 62, 0);
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DEMN G 5 A_SpawnProjectile("Demon1FX1", 62, 0);
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Goto See;
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Goto See;
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Death:
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Death:
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DEMN HI 6;
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DEMN HI 6;
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@ -250,7 +250,7 @@ class Demon2 : Demon1
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Missile:
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Missile:
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DEM2 E 5 A_FaceTarget;
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DEM2 E 5 A_FaceTarget;
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DEM2 F 6 A_FaceTarget;
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DEM2 F 6 A_FaceTarget;
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DEM2 G 5 A_CustomMissile("Demon2FX1", 62, 0);
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DEM2 G 5 A_SpawnProjectile("Demon2FX1", 62, 0);
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Goto See;
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Goto See;
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Death:
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Death:
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DEM2 HI 6;
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DEM2 HI 6;
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@ -300,7 +300,7 @@ class SerpentLeader : Serpent
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States
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States
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{
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{
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Missile:
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Missile:
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SSPT N 5 A_CustomMissile("SerpentFX", 32, 0);
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SSPT N 5 A_SpawnProjectile("SerpentFX", 32, 0);
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Goto Dive;
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Goto Dive;
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}
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}
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}
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}
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@ -47,7 +47,7 @@ class Wraith : Actor
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Missile:
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Missile:
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WRTH E 6 A_FaceTarget;
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WRTH E 6 A_FaceTarget;
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WRTH F 6;
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WRTH F 6;
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WRTH G 6 A_CustomMissile("WraithFX1");
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WRTH G 6 A_SpawnProjectile("WraithFX1");
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Goto See;
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Goto See;
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Death:
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Death:
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WRTH I 4;
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WRTH I 4;
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@ -202,7 +202,7 @@ class AlienSpectre2 : AlienSpectre1
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{
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{
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Missile:
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Missile:
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ALN1 F 4 A_FaceTarget;
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ALN1 F 4 A_FaceTarget;
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ALN1 I 4 A_CustomMissile("SpectralLightningH3", 32, 0);
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ALN1 I 4 A_SpawnProjectile("SpectralLightningH3", 32, 0);
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ALN1 E 4;
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ALN1 E 4;
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Goto See+10;
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Goto See+10;
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}
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}
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@ -267,7 +267,7 @@ class AlienSpectre4 : AlienSpectre1
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{
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{
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Missile:
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Missile:
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ALN1 F 4 A_FaceTarget;
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ALN1 F 4 A_FaceTarget;
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ALN1 I 4 A_CustomMissile("SpectralLightningBigV2", 32, 0);
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ALN1 I 4 A_SpawnProjectile("SpectralLightningBigV2", 32, 0);
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ALN1 E 4;
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ALN1 E 4;
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Goto See+10;
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Goto See+10;
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}
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}
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@ -289,7 +289,7 @@ class AlienSpectre5 : AlienSpectre1
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{
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{
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Missile:
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Missile:
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ALN1 F 4 A_FaceTarget;
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ALN1 F 4 A_FaceTarget;
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ALN1 I 4 A_CustomMissile("SpectralLightningBigBall2", 32, 0);
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ALN1 I 4 A_SpawnProjectile("SpectralLightningBigBall2", 32, 0);
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ALN1 E 4;
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ALN1 E 4;
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Goto See+10;
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Goto See+10;
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}
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}
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@ -265,7 +265,7 @@ class EntitySecond : SpectralMonster
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Goto See+1;
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Goto See+1;
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Missile:
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Missile:
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MNAL W 4 Bright A_FaceTarget;
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MNAL W 4 Bright A_FaceTarget;
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MNAL U 4 Bright A_CustomMissile("SpectralLightningH3",32,0);
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MNAL U 4 Bright A_SpawnProjectile("SpectralLightningH3",32,0);
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MNAL V 4 Bright A_SentinelBob;
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MNAL V 4 Bright A_SentinelBob;
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Goto See+4;
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Goto See+4;
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Pain:
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Pain:
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@ -55,7 +55,7 @@ class Loremaster : Actor
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Goto See;
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Goto See;
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Missile:
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Missile:
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PRST E 4 A_FaceTarget;
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PRST E 4 A_FaceTarget;
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PRST F 4 A_CustomMissile("LoreShot", 32, 0);
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PRST F 4 A_SpawnProjectile("LoreShot", 32, 0);
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PRST E 4 A_SentinelBob;
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PRST E 4 A_SentinelBob;
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Goto See;
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Goto See;
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Death:
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Death:
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@ -38,7 +38,7 @@ class StrifeBishop : Actor
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Loop;
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Loop;
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Missile:
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Missile:
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MLDR E 3 A_FaceTarget;
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MLDR E 3 A_FaceTarget;
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MLDR F 2 Bright A_CustomMissile("BishopMissile", 64, 0, 0, CMF_AIMOFFSET);
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MLDR F 2 Bright A_SpawnProjectile("BishopMissile", 64, 0, 0, CMF_AIMOFFSET);
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Goto See;
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Goto See;
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Pain:
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Pain:
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MLDR D 1 A_Pain;
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MLDR D 1 A_Pain;
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