mirror of
https://github.com/ZDoom/qzdoom-gpl.git
synced 2024-11-24 12:51:09 +00:00
Merge branch 'master' of https://github.com/rheit/zdoom
This commit is contained in:
commit
8bc7a0a24e
18 changed files with 269 additions and 222 deletions
|
@ -369,14 +369,6 @@ bool FCajunMaster::DoAddBot (BYTE *info, botskill_t skill)
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D_ReadUserInfoStrings (bnum, &info, false);
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if (!deathmatch && playerstarts[bnum].type == 0)
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{
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Printf ("%s tried to join, but there was no player %d start\n",
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players[bnum].userinfo.GetName(), bnum+1);
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ClearPlayer (bnum, false); // Make the bot inactive again
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return false;
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}
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multiplayer = true; //Prevents cheating and so on; emulates real netgame (almost).
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players[bnum].Bot = new DBot;
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players[bnum].Bot->player = &players[bnum];
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@ -60,7 +60,7 @@
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static FRandom pr_pickteam ("PickRandomTeam");
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CVAR (Float, autoaim, 5000.f, CVAR_USERINFO | CVAR_ARCHIVE);
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CVAR (Float, autoaim, 35.f, CVAR_USERINFO | CVAR_ARCHIVE);
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CVAR (String, name, "Player", CVAR_USERINFO | CVAR_ARCHIVE);
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CVAR (Color, color, 0x40cf00, CVAR_USERINFO | CVAR_ARCHIVE);
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CVAR (Int, colorset, 0, CVAR_USERINFO | CVAR_ARCHIVE);
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@ -518,9 +518,9 @@ void D_UserInfoChanged (FBaseCVar *cvar)
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autoaim = 0.0f;
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return;
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}
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else if (autoaim > 5000.0f)
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else if (autoaim > 35.0f)
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{
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autoaim = 5000.f;
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autoaim = 35.f;
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return;
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}
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}
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@ -492,6 +492,7 @@ public:
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crouchdir = 0;
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crouching = 0;
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crouchviewdelta = 0;
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viewheight = mo->ViewHeight;
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}
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bool CanCrouch() const
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@ -1422,6 +1422,8 @@ bool G_CheckSpot (int playernum, FPlayerStart *mthing)
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fixed_t z, oldz;
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int i;
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if (mthing->type == 0) return false;
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x = mthing->x;
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y = mthing->y;
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z = mthing->z;
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@ -1573,6 +1575,11 @@ void G_DeathMatchSpawnPlayer (int playernum)
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//
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FPlayerStart *G_PickPlayerStart(int playernum, int flags)
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{
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if (AllPlayerStarts.Size() == 0) // No starts to pick
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{
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return NULL;
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}
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if ((level.flags2 & LEVEL2_RANDOMPLAYERSTARTS) || (flags & PPS_FORCERANDOM) ||
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playerstarts[playernum].type == 0)
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{
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@ -1624,6 +1631,18 @@ static void G_QueueBody (AActor *body)
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translationtables[TRANSLATION_PlayerCorpses][modslot]->UpdateNative();
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}
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const int skinidx = body->player->userinfo.GetSkin();
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if (0 != skinidx && !(body->flags4 & MF4_NOSKIN))
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{
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// Apply skin's scale to actor's scale, it will be lost otherwise
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const AActor *const defaultActor = body->GetDefault();
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const FPlayerSkin &skin = skins[skinidx];
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body->scaleX = Scale(body->scaleX, skin.ScaleX, defaultActor->scaleX);
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body->scaleY = Scale(body->scaleY, skin.ScaleY, defaultActor->scaleY);
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}
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bodyqueslot++;
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}
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@ -2629,12 +2648,12 @@ bool G_ProcessIFFDemo (FString &mapname)
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if (uncompSize > 0)
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{
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BYTE *uncompressed = new BYTE[uncompSize];
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BYTE *uncompressed = (BYTE*)M_Malloc(uncompSize);
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int r = uncompress (uncompressed, &uncompSize, demo_p, uLong(zdembodyend - demo_p));
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if (r != Z_OK)
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{
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Printf ("Could not decompress demo! %s\n", M_ZLibError(r).GetChars());
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delete[] uncompressed;
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M_Free(uncompressed);
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return true;
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}
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M_Free (demobuffer);
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@ -1195,26 +1195,36 @@ void G_FinishTravel ()
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TThinkerIterator<APlayerPawn> it (STAT_TRAVELLING);
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APlayerPawn *pawn, *pawndup, *oldpawn, *next;
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AInventory *inv;
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FPlayerStart *start;
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int pnum;
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next = it.Next ();
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while ( (pawn = next) != NULL)
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{
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next = it.Next ();
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pnum = int(pawn->player - players);
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pawn->ChangeStatNum (STAT_PLAYER);
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pawndup = pawn->player->mo;
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start = NULL;
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assert (pawn != pawndup);
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if (pawndup == NULL)
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{ // Oh no! there was no start for this player!
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pawn->flags |= MF_NOSECTOR|MF_NOBLOCKMAP;
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pawn->Destroy ();
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}
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else
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start = G_PickPlayerStart(pnum, PPS_FORCERANDOM);
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if (start != NULL) pawndup = P_SpawnPlayer(start, pnum, (level.flags2 & LEVEL2_PRERAISEWEAPON) ? SPF_WEAPONFULLYUP : 0);
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if (pawndup == NULL)
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{
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pawn->flags |= MF_NOSECTOR | MF_NOBLOCKMAP;
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pawn->Destroy();
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continue;
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}
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}
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if (start == NULL) start = G_PickPlayerStart(pnum, 0);
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oldpawn = pawndup;
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// The player being spawned here is a short lived dummy and
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// must not start any ENTER script or big problems will happen.
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pawndup = P_SpawnPlayer (&playerstarts[pawn->player - players], int(pawn->player - players), SPF_TEMPPLAYER);
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pawndup = P_SpawnPlayer(start, pnum, SPF_TEMPPLAYER);
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if (!(changeflags & CHANGELEVEL_KEEPFACING))
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{
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pawn->angle = pawndup->angle;
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@ -1264,7 +1274,6 @@ void G_FinishTravel ()
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FBehavior::StaticStartTypedScripts (SCRIPT_Return, pawn, true);
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}
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}
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}
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bglobal.FinishTravel ();
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}
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@ -1500,6 +1500,8 @@ void APowerTimeFreezer::InitEffect()
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}
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else
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{
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// Compensate for skipped tic, but beware of overflow.
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if(EffectTics < INT_MAX)
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EffectTics++;
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}
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}
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@ -70,7 +70,7 @@ void AFastProjectile::Tick ()
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{
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if (--ripcount <= 0)
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{
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tm.LastRipped = NULL; // [RH] Do rip damage each step, like Hexen
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tm.LastRipped.Clear(); // [RH] Do rip damage each step, like Hexen
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}
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if (!P_TryMove (this, X() + xfrac,Y() + yfrac, true, NULL, tm))
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@ -591,6 +591,9 @@ void DIntermissionScreenCast::Drawer ()
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// draw the current frame in the middle of the screen
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if (caststate != NULL)
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{
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double castscalex = FIXED2DBL(mDefaults->scaleX);
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double castscaley = FIXED2DBL(mDefaults->scaleY);
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int castsprite = caststate->sprite;
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if (!(mDefaults->flags4 & MF4_NOSKIN) &&
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@ -604,7 +607,15 @@ void DIntermissionScreenCast::Drawer ()
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{
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if (PlayerClasses[i].Type == mClass)
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{
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castsprite = skins[players[consoleplayer].userinfo.GetSkin()].sprite;
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FPlayerSkin *skin = &skins[players[consoleplayer].userinfo.GetSkin()];
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castsprite = skin->sprite;
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if (!(mDefaults->flags4 & MF4_NOSKIN))
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{
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castscaley = FIXED2DBL(skin->ScaleY);
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castscalex = FIXED2DBL(skin->ScaleX);
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}
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}
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}
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}
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@ -615,6 +626,10 @@ void DIntermissionScreenCast::Drawer ()
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screen->DrawTexture (pic, 160, 170,
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DTA_320x200, true,
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DTA_FlipX, sprframe->Flip & 1,
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DTA_DestHeightF, pic->GetScaledHeightDouble() * castscaley,
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DTA_DestWidthF, pic->GetScaledWidthDouble() * castscalex,
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DTA_RenderStyle, mDefaults->RenderStyle,
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DTA_Alpha, mDefaults->alpha,
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DTA_Translation, casttranslation,
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TAG_DONE);
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}
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@ -479,7 +479,8 @@ void FSliderItem::Drawer(bool selected)
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screen->DrawText(mFont, selected? OptionSettings.mFontColorSelection : mFontColor, mXpos, mYpos, text, DTA_Clean, true, TAG_DONE);
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int x = SmallFont->StringWidth ("Green") + 8 + mXpos;
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DrawSlider (x, mYpos);
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int x2 = SmallFont->StringWidth (mText) + 8 + mXpos;
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DrawSlider (MAX(x2, x), mYpos);
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}
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@ -630,14 +631,7 @@ void DPlayerMenu::Init(DMenu *parent, FListMenuDescriptor *desc)
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li = GetItem(NAME_Autoaim);
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if (li != NULL)
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{
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int sel =
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autoaim == 0 ? 0 :
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autoaim <= 0.25 ? 1 :
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autoaim <= 0.5 ? 2 :
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autoaim <= 1 ? 3 :
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autoaim <= 2 ? 4 :
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autoaim <= 3 ? 5:6;
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li->SetValue(0, sel);
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li->SetValue(0, (int)autoaim);
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}
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li = GetItem(NAME_Switch);
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@ -966,13 +960,11 @@ void DPlayerMenu::SkinChanged (FListMenuItem *li)
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void DPlayerMenu::AutoaimChanged (FListMenuItem *li)
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{
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static const float ranges[] = { 0, 0.25, 0.5, 1, 2, 3, 5000 };
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int sel;
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if (li->GetValue(0, &sel))
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{
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autoaim = ranges[sel];
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autoaim = (float)sel;
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}
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}
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@ -132,7 +132,9 @@ CUSTOM_CVAR( Int, r_maxparticles, 4000, CVAR_ARCHIVE )
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{
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if ( self == 0 )
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self = 4000;
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else if ( self < 100 )
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else if (self > 65535)
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self = 65535;
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else if (self < 100)
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self = 100;
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if ( gamestate != GS_STARTUP )
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@ -445,13 +445,12 @@ struct FCheckPosition
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// [RH] These are used by PIT_CheckThing and P_XYMovement to apply
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// ripping damage once per tic instead of once per move.
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bool DoRipping;
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AActor *LastRipped;
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TMap<AActor*, bool> LastRipped;
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int PushTime;
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FCheckPosition(bool rip=false)
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{
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DoRipping = rip;
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LastRipped = NULL;
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PushTime = 0;
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FromPMove = false;
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}
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|
|
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@ -1286,9 +1286,10 @@ bool PIT_CheckThing(AActor *thing, FCheckPosition &tm)
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{
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if (!(tm.thing->flags6 & MF6_NOBOSSRIP) || !(thing->flags2 & MF2_BOSS))
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{
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if (tm.LastRipped != thing)
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bool *check = tm.LastRipped.CheckKey(thing);
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if (check == NULL || !*check)
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{
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tm.LastRipped = thing;
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tm.LastRipped[thing] = true;
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if (!(thing->flags & MF_NOBLOOD) &&
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!(thing->flags2 & MF2_REFLECTIVE) &&
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!(tm.thing->flags3 & MF3_BLOODLESSIMPACT) &&
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|
|
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@ -4431,6 +4431,7 @@ APlayerPawn *P_SpawnPlayer (FPlayerStart *mthing, int playernum, int flags)
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( gameaction != ga_worlddone ) &&
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( p->mo != NULL ) &&
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( !(p->mo->Sector->Flags & SECF_NORESPAWN) ) &&
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( NULL != p->attacker ) && // don't respawn on damaging floors
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( p->mo->Sector->damageamount < TELEFRAG_DAMAGE )) // this really should be a bit smarter...
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{
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spawn_x = p->mo->X();
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|
|
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@ -283,6 +283,7 @@ void I_InitSound ()
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if ((!GSnd || !GSnd->IsValid()) && IsOpenALPresent())
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{
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Printf (TEXTCOLOR_RED"FMod Ex Sound init failed. Trying OpenAL.\n");
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I_CloseSound();
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GSnd = new OpenALSoundRenderer;
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snd_backend = "openal";
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}
|
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|
@ -300,6 +301,7 @@ void I_InitSound ()
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if ((!GSnd || !GSnd->IsValid()) && IsFModExPresent())
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{
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Printf (TEXTCOLOR_RED"OpenAL Sound init failed. Trying FMod Ex.\n");
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I_CloseSound();
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GSnd = new FMODSoundRenderer;
|
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snd_backend = "fmod";
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}
|
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|
|
|
@ -4975,6 +4975,133 @@ enum RadiusGiveFlags
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|||
RGF_EITHER = 1 << 17,
|
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};
|
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|
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static bool DoRadiusGive(AActor *self, AActor *thing, const PClass *item, int amount, fixed_t distance, int flags, const PClass *filter, FName species, fixed_t mindist)
|
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{
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// [MC] We only want to make an exception for missiles here. Nothing else.
|
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bool missilePass = !!((flags & RGF_MISSILES) && thing->isMissile());
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if (thing == self)
|
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{
|
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if (!(flags & RGF_GIVESELF))
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return false;
|
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}
|
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else if (thing->isMissile())
|
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{
|
||||
if (!missilePass)
|
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return false;
|
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}
|
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|
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//[MC] Check for a filter, species, and the related exfilter/expecies/either flag(s).
|
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bool filterpass = DoCheckClass(thing, filter, !!(flags & RGF_EXFILTER)),
|
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speciespass = DoCheckSpecies(thing, species, !!(flags & RGF_EXSPECIES));
|
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|
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if ((flags & RGF_EITHER) ? (!(filterpass || speciespass)) : (!(filterpass && speciespass)))
|
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{
|
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if (thing != self) //Don't let filter and species obstruct RGF_GIVESELF.
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return false;
|
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}
|
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|
||||
//Check for target, master, and tracer flagging.
|
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bool targetPass = true;
|
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bool masterPass = true;
|
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bool tracerPass = true;
|
||||
bool ptrPass = false;
|
||||
if ((thing != self) && (flags & (RGF_NOTARGET | RGF_NOMASTER | RGF_NOTRACER)))
|
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{
|
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if ((thing == self->target) && (flags & RGF_NOTARGET))
|
||||
targetPass = false;
|
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if ((thing == self->master) && (flags & RGF_NOMASTER))
|
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masterPass = false;
|
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if ((thing == self->tracer) && (flags & RGF_NOTRACER))
|
||||
tracerPass = false;
|
||||
|
||||
ptrPass = (flags & RGF_INCLUSIVE) ? (targetPass || masterPass || tracerPass) : (targetPass && masterPass && tracerPass);
|
||||
|
||||
//We should not care about what the actor is here. It's safe to abort this actor.
|
||||
if (!ptrPass)
|
||||
return false;
|
||||
}
|
||||
|
||||
//Next, actor flag checking.
|
||||
bool selfPass = !!((flags & RGF_GIVESELF) && thing == self);
|
||||
bool corpsePass = !!((flags & RGF_CORPSES) && thing->flags & MF_CORPSE);
|
||||
bool killedPass = !!((flags & RGF_KILLED) && thing->flags6 & MF6_KILLED);
|
||||
bool monsterPass = !!((flags & RGF_MONSTERS) && thing->flags3 & MF3_ISMONSTER);
|
||||
bool objectPass = !!((flags & RGF_OBJECTS) && (thing->player == NULL) && (!(thing->flags3 & MF3_ISMONSTER))
|
||||
&& ((thing->flags & MF_SHOOTABLE) || (thing->flags6 & MF6_VULNERABLE)));
|
||||
bool playerPass = !!((flags & RGF_PLAYERS) && (thing->player != NULL) && (thing->player->mo == thing));
|
||||
bool voodooPass = !!((flags & RGF_VOODOO) && (thing->player != NULL) && (thing->player->mo != thing));
|
||||
//Self calls priority over the rest of this.
|
||||
if (!selfPass)
|
||||
{
|
||||
//If it's specifically a monster/object/player/voodoo... Can be either or...
|
||||
if (monsterPass || objectPass || playerPass || voodooPass)
|
||||
{
|
||||
//...and is dead, without desire to give to the dead...
|
||||
if (((thing->health <= 0) && !(corpsePass || killedPass)))
|
||||
{
|
||||
//Skip!
|
||||
return false;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
bool itemPass = !!((flags & RGF_ITEMS) && thing->IsKindOf(RUNTIME_CLASS(AInventory)));
|
||||
|
||||
if (selfPass || monsterPass || corpsePass || killedPass || itemPass || objectPass || missilePass || playerPass || voodooPass)
|
||||
{
|
||||
|
||||
fixedvec3 diff = self->Vec3To(thing);
|
||||
diff.z += (thing->height - self->height) / 2;
|
||||
if (flags & RGF_CUBE)
|
||||
{ // check if inside a cube
|
||||
double dx = fabs((double)(diff.x));
|
||||
double dy = fabs((double)(diff.y));
|
||||
double dz = fabs((double)(diff.z));
|
||||
double dist = (double)distance;
|
||||
double min = (double)mindist;
|
||||
if ((dx > dist || dy > dist || dz > dist) || (min && (dx < min && dy < min && dz < min)))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
}
|
||||
else
|
||||
{ // check if inside a sphere
|
||||
double distsquared = double(distance) * double(distance);
|
||||
double minsquared = double(mindist) * double(mindist);
|
||||
double lengthsquared = TVector3<double>(diff.x, diff.y, diff.z).LengthSquared();
|
||||
if (lengthsquared > distsquared || (minsquared && (lengthsquared < minsquared)))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
if ((flags & RGF_NOSIGHT) || P_CheckSight(thing, self, SF_IGNOREVISIBILITY | SF_IGNOREWATERBOUNDARY))
|
||||
{ // OK to give; target is in direct path, or the monster doesn't care about it being in line of sight.
|
||||
AInventory *gift = static_cast<AInventory *>(Spawn(item, 0, 0, 0, NO_REPLACE));
|
||||
if (gift->IsKindOf(RUNTIME_CLASS(AHealth)))
|
||||
{
|
||||
gift->Amount *= amount;
|
||||
}
|
||||
else
|
||||
{
|
||||
gift->Amount = amount;
|
||||
}
|
||||
gift->flags |= MF_DROPPED;
|
||||
gift->ClearCounters();
|
||||
if (!gift->CallTryPickup(thing))
|
||||
{
|
||||
gift->Destroy();
|
||||
return false;
|
||||
}
|
||||
else
|
||||
{
|
||||
return true;
|
||||
}
|
||||
}
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_RadiusGive)
|
||||
{
|
||||
ACTION_PARAM_START(7);
|
||||
|
@ -4997,126 +5124,22 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_RadiusGive)
|
|||
{
|
||||
amount = 1;
|
||||
}
|
||||
FBlockThingsIterator it(FBoundingBox(self->X(), self->Y(), distance));
|
||||
|
||||
AActor *thing;
|
||||
bool given = false;
|
||||
if (flags & RGF_MISSILES)
|
||||
{
|
||||
TThinkerIterator<AActor> it;
|
||||
while ((thing = it.Next()))
|
||||
{
|
||||
//[MC] Check for a filter, species, and the related exfilter/expecies/either flag(s).
|
||||
bool filterpass = DoCheckClass(thing, filter, !!(flags & RGF_EXFILTER)),
|
||||
speciespass = DoCheckSpecies(thing, species, !!(flags & RGF_EXSPECIES));
|
||||
|
||||
if ((flags & RGF_EITHER) ? (!(filterpass || speciespass)) : (!(filterpass && speciespass)))
|
||||
{
|
||||
if (thing != self) //Don't let filter and species obstruct RGF_GIVESELF.
|
||||
continue;
|
||||
}
|
||||
|
||||
if (thing == self)
|
||||
{
|
||||
if (!(flags & RGF_GIVESELF))
|
||||
continue;
|
||||
}
|
||||
|
||||
//Check for target, master, and tracer flagging.
|
||||
bool targetPass = true;
|
||||
bool masterPass = true;
|
||||
bool tracerPass = true;
|
||||
bool ptrPass = false;
|
||||
if ((thing != self) && (flags & (RGF_NOTARGET | RGF_NOMASTER | RGF_NOTRACER)))
|
||||
{
|
||||
if ((thing == self->target) && (flags & RGF_NOTARGET))
|
||||
targetPass = false;
|
||||
if ((thing == self->master) && (flags & RGF_NOMASTER))
|
||||
masterPass = false;
|
||||
if ((thing == self->tracer) && (flags & RGF_NOTRACER))
|
||||
tracerPass = false;
|
||||
|
||||
ptrPass = (flags & RGF_INCLUSIVE) ? (targetPass || masterPass || tracerPass) : (targetPass && masterPass && tracerPass);
|
||||
|
||||
//We should not care about what the actor is here. It's safe to abort this actor.
|
||||
if (!ptrPass)
|
||||
continue;
|
||||
}
|
||||
|
||||
//Next, actor flag checking.
|
||||
bool selfPass = !!((flags & RGF_GIVESELF) && thing == self);
|
||||
bool corpsePass = !!((flags & RGF_CORPSES) && thing->flags & MF_CORPSE);
|
||||
bool killedPass = !!((flags & RGF_KILLED) && thing->flags6 & MF6_KILLED);
|
||||
bool monsterPass = !!((flags & RGF_MONSTERS) && thing->flags3 & MF3_ISMONSTER);
|
||||
bool objectPass = !!((flags & RGF_OBJECTS) && (thing->player == NULL) && (!(thing->flags3 & MF3_ISMONSTER))
|
||||
&& ((thing->flags & MF_SHOOTABLE) || (thing->flags6 & MF6_VULNERABLE)));
|
||||
bool playerPass = !!((flags & RGF_PLAYERS) && (thing->player != NULL) && (thing->player->mo == thing));
|
||||
bool voodooPass = !!((flags & RGF_VOODOO) && (thing->player != NULL) && (thing->player->mo != thing));
|
||||
//Self calls priority over the rest of this.
|
||||
if (!selfPass)
|
||||
{
|
||||
//If it's specifically a monster/object/player/voodoo... Can be either or...
|
||||
if (monsterPass || objectPass || playerPass || voodooPass)
|
||||
{
|
||||
//...and is dead, without desire to give to the dead...
|
||||
if (((thing->health <= 0) && !(corpsePass || killedPass)))
|
||||
{
|
||||
//Skip!
|
||||
continue;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
bool itemPass = !!((flags & RGF_ITEMS) && thing->IsKindOf(RUNTIME_CLASS(AInventory)));
|
||||
bool missilePass = !!((flags & RGF_MISSILES) && thing->flags & MF_MISSILE);
|
||||
|
||||
if (selfPass || monsterPass || corpsePass || killedPass || itemPass || objectPass || missilePass || playerPass || voodooPass)
|
||||
{
|
||||
|
||||
fixedvec3 diff = self->Vec3To(thing);
|
||||
diff.z += (thing->height - self->height) / 2;
|
||||
if (flags & RGF_CUBE)
|
||||
{ // check if inside a cube
|
||||
double dx = fabs((double)(diff.x));
|
||||
double dy = fabs((double)(diff.y));
|
||||
double dz = fabs((double)(diff.z));
|
||||
double dist = (double)distance;
|
||||
double min = (double)mindist;
|
||||
if ((dx > dist || dy > dist || dz > dist) || (min && (dx < min && dy < min && dz < min)))
|
||||
{
|
||||
continue;
|
||||
if (DoRadiusGive(self, thing, item, amount, distance, flags, filter, species, mindist)) given = true;
|
||||
}
|
||||
}
|
||||
else
|
||||
{ // check if inside a sphere
|
||||
double distsquared = double(distance) * double(distance);
|
||||
double minsquared = double(mindist) * double(mindist);
|
||||
double lengthsquared = TVector3<double>(diff.x, diff.y, diff.z).LengthSquared();
|
||||
if (lengthsquared > distsquared || (minsquared && (lengthsquared < minsquared)))
|
||||
{
|
||||
continue;
|
||||
}
|
||||
}
|
||||
|
||||
if ((flags & RGF_NOSIGHT) || P_CheckSight(thing, self, SF_IGNOREVISIBILITY | SF_IGNOREWATERBOUNDARY))
|
||||
{ // OK to give; target is in direct path, or the monster doesn't care about it being in line of sight.
|
||||
AInventory *gift = static_cast<AInventory *>(Spawn(item, 0, 0, 0, NO_REPLACE));
|
||||
if (gift->IsKindOf(RUNTIME_CLASS(AHealth)))
|
||||
FBlockThingsIterator it(FBoundingBox(self->X(), self->Y(), distance));
|
||||
while ((thing = it.Next()))
|
||||
{
|
||||
gift->Amount *= amount;
|
||||
}
|
||||
else
|
||||
{
|
||||
gift->Amount = amount;
|
||||
}
|
||||
gift->flags |= MF_DROPPED;
|
||||
gift->ClearCounters();
|
||||
if (!gift->CallTryPickup(thing))
|
||||
{
|
||||
gift->Destroy();
|
||||
}
|
||||
else
|
||||
{
|
||||
given = true;
|
||||
}
|
||||
}
|
||||
if (DoRadiusGive(self, thing, item, amount, distance, flags, filter, species, mindist)) given = true;
|
||||
}
|
||||
}
|
||||
ACTION_SET_RESULT(given);
|
||||
|
|
|
@ -1424,13 +1424,11 @@ void V_CalcCleanFacs (int designwidth, int designheight, int realwidth, int real
|
|||
*cleany = cy2;
|
||||
}
|
||||
|
||||
if (*cleanx > 1 && *cleany > 1 && *cleanx != *cleany)
|
||||
{
|
||||
if (*cleanx < *cleany)
|
||||
*cleany = *cleanx;
|
||||
else
|
||||
*cleanx = *cleany;
|
||||
}
|
||||
|
||||
if (_cx1 != NULL) *_cx1 = cx1;
|
||||
if (_cx2 != NULL) *_cx2 = cx2;
|
||||
}
|
||||
|
|
|
@ -525,6 +525,7 @@ LRESULT CALLBACK WndProc (HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam)
|
|||
break;
|
||||
|
||||
case WM_DISPLAYCHANGE:
|
||||
case WM_STYLECHANGED:
|
||||
if (SpawnEAXWindow)
|
||||
{
|
||||
SpawnEAXWindow = false;
|
||||
|
|
|
@ -364,18 +364,6 @@ OptionValue "Gender"
|
|||
2, "Other"
|
||||
}
|
||||
|
||||
OptionValue "Autoaim"
|
||||
{
|
||||
0, "Never"
|
||||
1, "Very low"
|
||||
2, "Low"
|
||||
3, "Medium"
|
||||
4, "High"
|
||||
5, "Very high"
|
||||
6, "Always"
|
||||
}
|
||||
|
||||
|
||||
ListMenu "PlayerMenu"
|
||||
{
|
||||
StaticTextCentered 160, 6, "$MNU_PLAYERSETUP"
|
||||
|
@ -414,7 +402,7 @@ ListMenu "PlayerMenu"
|
|||
ValueText "Class", "Class"
|
||||
ValueText "Skin", "Skin"
|
||||
ValueText "Gender", "Gender", "Gender"
|
||||
ValueText "Autoaim", "Autoaim", "Autoaim"
|
||||
Slider "Autoaim", "Autoaim", 0, 35, 1
|
||||
ValueText "Switch on pickup", "Switch", "OffOn"
|
||||
ValueText "Always Run", "AlwaysRun", "OnOff"
|
||||
Class "PlayerMenu"
|
||||
|
@ -710,6 +698,8 @@ OptionMenu "VideoOptions"
|
|||
Option "Teleporter zoom", "telezoom", "OnOff"
|
||||
Slider "Earthquake shake intensity", "r_quakeintensity", 0.0, 1.0, 0.05, 2
|
||||
Option "Interpolate monster movement", "nomonsterinterpolation", "NoYes"
|
||||
Slider "Menu dim", "dimamount", 0, 1.0, 0.05, 2
|
||||
ColorPicker "Dim color", "dimcolor"
|
||||
}
|
||||
|
||||
//-------------------------------------------------------------------------------------------
|
||||
|
|
Loading…
Reference in a new issue