mirror of
https://github.com/ZDoom/qzdoom-gpl.git
synced 2024-11-24 04:41:53 +00:00
Merge branch 'master' of https://github.com/rheit/zdoom
This commit is contained in:
commit
af20f31b94
12 changed files with 263 additions and 74 deletions
|
@ -556,7 +556,7 @@ CUSTOM_CVAR(Int, compatmode, 0, CVAR_ARCHIVE|CVAR_NOINITCALL)
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case 1: // Doom2.exe compatible with a few relaxed settings
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case 1: // Doom2.exe compatible with a few relaxed settings
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||||||
v = COMPATF_SHORTTEX|COMPATF_STAIRINDEX|COMPATF_USEBLOCKING|COMPATF_NODOORLIGHT|COMPATF_SPRITESORT|
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v = COMPATF_SHORTTEX|COMPATF_STAIRINDEX|COMPATF_USEBLOCKING|COMPATF_NODOORLIGHT|COMPATF_SPRITESORT|
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||||||
COMPATF_TRACE|COMPATF_MISSILECLIP|COMPATF_SOUNDTARGET|COMPATF_DEHHEALTH|COMPATF_CROSSDROPOFF|
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COMPATF_TRACE|COMPATF_MISSILECLIP|COMPATF_SOUNDTARGET|COMPATF_DEHHEALTH|COMPATF_CROSSDROPOFF|
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COMPATF_LIGHT;
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COMPATF_LIGHT|COMPATF_MASKEDMIDTEX;
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w= COMPATF2_FLOORMOVE;
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w= COMPATF2_FLOORMOVE;
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break;
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break;
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@ -569,7 +569,7 @@ CUSTOM_CVAR(Int, compatmode, 0, CVAR_ARCHIVE|CVAR_NOINITCALL)
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break;
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break;
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case 3: // Boom compat mode
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case 3: // Boom compat mode
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v = COMPATF_TRACE|COMPATF_SOUNDTARGET|COMPATF_BOOMSCROLL|COMPATF_MISSILECLIP;
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v = COMPATF_TRACE|COMPATF_SOUNDTARGET|COMPATF_BOOMSCROLL|COMPATF_MISSILECLIP|COMPATF_MASKEDMIDTEX;
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break;
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break;
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case 4: // Old ZDoom compat mode
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case 4: // Old ZDoom compat mode
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@ -579,12 +579,12 @@ CUSTOM_CVAR(Int, compatmode, 0, CVAR_ARCHIVE|CVAR_NOINITCALL)
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case 5: // MBF compat mode
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case 5: // MBF compat mode
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v = COMPATF_TRACE|COMPATF_SOUNDTARGET|COMPATF_BOOMSCROLL|COMPATF_MISSILECLIP|COMPATF_MUSHROOM|
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v = COMPATF_TRACE|COMPATF_SOUNDTARGET|COMPATF_BOOMSCROLL|COMPATF_MISSILECLIP|COMPATF_MUSHROOM|
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COMPATF_MBFMONSTERMOVE|COMPATF_NOBLOCKFRIENDS;
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COMPATF_MBFMONSTERMOVE|COMPATF_NOBLOCKFRIENDS|COMPATF_MASKEDMIDTEX;
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break;
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break;
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case 6: // Boom with some added settings to reenable some 'broken' behavior
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case 6: // Boom with some added settings to reenable some 'broken' behavior
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v = COMPATF_TRACE|COMPATF_SOUNDTARGET|COMPATF_BOOMSCROLL|COMPATF_MISSILECLIP|COMPATF_NO_PASSMOBJ|
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v = COMPATF_TRACE|COMPATF_SOUNDTARGET|COMPATF_BOOMSCROLL|COMPATF_MISSILECLIP|COMPATF_NO_PASSMOBJ|
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COMPATF_INVISIBILITY|COMPATF_CORPSEGIBS|COMPATF_HITSCAN|COMPATF_WALLRUN|COMPATF_NOTOSSDROPS;
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COMPATF_INVISIBILITY|COMPATF_CORPSEGIBS|COMPATF_HITSCAN|COMPATF_WALLRUN|COMPATF_NOTOSSDROPS|COMPATF_MASKEDMIDTEX;
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w = COMPATF2_POINTONLINE;
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w = COMPATF2_POINTONLINE;
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break;
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break;
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@ -4190,31 +4190,6 @@ bool DLevelScript::DoCheckActorTexture(int tid, AActor *activator, int string, b
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return tex == TexMan[secpic];
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return tex == TexMan[secpic];
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}
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}
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enum
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{
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// These are the original inputs sent by the player.
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INPUT_OLDBUTTONS,
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INPUT_BUTTONS,
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INPUT_PITCH,
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INPUT_YAW,
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INPUT_ROLL,
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INPUT_FORWARDMOVE,
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INPUT_SIDEMOVE,
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INPUT_UPMOVE,
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||||||
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||||||
// These are the inputs, as modified by P_PlayerThink().
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// Most of the time, these will match the original inputs, but
|
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// they can be different if a player is frozen or using a
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// chainsaw.
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MODINPUT_OLDBUTTONS,
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MODINPUT_BUTTONS,
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MODINPUT_PITCH,
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MODINPUT_YAW,
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MODINPUT_ROLL,
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MODINPUT_FORWARDMOVE,
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MODINPUT_SIDEMOVE,
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MODINPUT_UPMOVE
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||||||
};
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||||||
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||||||
int DLevelScript::GetPlayerInput(int playernum, int inputnum)
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int DLevelScript::GetPlayerInput(int playernum, int inputnum)
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{
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{
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||||||
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@ -4241,28 +4216,7 @@ int DLevelScript::GetPlayerInput(int playernum, int inputnum)
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return 0;
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return 0;
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}
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}
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switch (inputnum)
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return P_Thing_CheckInputNum(p, inputnum);
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{
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case INPUT_OLDBUTTONS: return p->original_oldbuttons; break;
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case INPUT_BUTTONS: return p->original_cmd.buttons; break;
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case INPUT_PITCH: return p->original_cmd.pitch; break;
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case INPUT_YAW: return p->original_cmd.yaw; break;
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case INPUT_ROLL: return p->original_cmd.roll; break;
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case INPUT_FORWARDMOVE: return p->original_cmd.forwardmove; break;
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case INPUT_SIDEMOVE: return p->original_cmd.sidemove; break;
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case INPUT_UPMOVE: return p->original_cmd.upmove; break;
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|
||||||
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|
||||||
case MODINPUT_OLDBUTTONS: return p->oldbuttons; break;
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case MODINPUT_BUTTONS: return p->cmd.ucmd.buttons; break;
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case MODINPUT_PITCH: return p->cmd.ucmd.pitch; break;
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case MODINPUT_YAW: return p->cmd.ucmd.yaw; break;
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case MODINPUT_ROLL: return p->cmd.ucmd.roll; break;
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case MODINPUT_FORWARDMOVE: return p->cmd.ucmd.forwardmove; break;
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case MODINPUT_SIDEMOVE: return p->cmd.ucmd.sidemove; break;
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case MODINPUT_UPMOVE: return p->cmd.ucmd.upmove; break;
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|
||||||
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|
||||||
default: return 0; break;
|
|
||||||
}
|
|
||||||
}
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}
|
||||||
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|
||||||
enum
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enum
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||||||
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@ -8094,6 +8048,17 @@ scriptwait:
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break;
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break;
|
||||||
|
|
||||||
// [BC] Start ST PCD's
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// [BC] Start ST PCD's
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||||||
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case PCD_ISNETWORKGAME:
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PushToStack(netgame);
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||||||
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break;
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||||||
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||||||
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case PCD_PLAYERTEAM:
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||||||
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if ( activator && activator->player )
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PushToStack( activator->player->userinfo.GetTeam() );
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||||||
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else
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||||||
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PushToStack( 0 );
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||||||
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break;
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||||||
|
|
||||||
case PCD_PLAYERHEALTH:
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case PCD_PLAYERHEALTH:
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||||||
if (activator)
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if (activator)
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PushToStack (activator->health);
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PushToStack (activator->health);
|
||||||
|
@ -8130,7 +8095,7 @@ scriptwait:
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||||||
break;
|
break;
|
||||||
|
|
||||||
case PCD_SINGLEPLAYER:
|
case PCD_SINGLEPLAYER:
|
||||||
PushToStack (!netgame);
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PushToStack (!multiplayer);
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||||||
break;
|
break;
|
||||||
// [BC] End ST PCD's
|
// [BC] End ST PCD's
|
||||||
|
|
||||||
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@ -9574,8 +9539,12 @@ scriptwait:
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||||||
break;
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break;
|
||||||
|
|
||||||
case PCD_CONSOLECOMMAND:
|
case PCD_CONSOLECOMMAND:
|
||||||
|
case PCD_CONSOLECOMMANDDIRECT:
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||||||
Printf (TEXTCOLOR_RED GAMENAME " doesn't support execution of console commands from scripts\n");
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Printf (TEXTCOLOR_RED GAMENAME " doesn't support execution of console commands from scripts\n");
|
||||||
|
if (pcd == PCD_CONSOLECOMMAND)
|
||||||
sp -= 3;
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sp -= 3;
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||||||
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else
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||||||
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pc += 3;
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||||||
break;
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break;
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||||||
}
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}
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||||||
}
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}
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||||||
|
|
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@ -504,7 +504,7 @@ public:
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PCD_PLAYERGOLDSKULL,
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PCD_PLAYERGOLDSKULL,
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||||||
PCD_PLAYERBLACKCARD,
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PCD_PLAYERBLACKCARD,
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||||||
PCD_PLAYERSILVERCARD,
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PCD_PLAYERSILVERCARD,
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||||||
PCD_PLAYERONTEAM,
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PCD_ISNETWORKGAME,
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||||||
PCD_PLAYERTEAM,
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PCD_PLAYERTEAM,
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||||||
/*120*/ PCD_PLAYERHEALTH,
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/*120*/ PCD_PLAYERHEALTH,
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||||||
PCD_PLAYERARMORPOINTS,
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PCD_PLAYERARMORPOINTS,
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||||||
|
@ -519,7 +519,7 @@ public:
|
||||||
/*130*/ PCD_LSPEC6DIRECT, // be given names like PCD_DUMMY.
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/*130*/ PCD_LSPEC6DIRECT, // be given names like PCD_DUMMY.
|
||||||
PCD_PRINTNAME,
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PCD_PRINTNAME,
|
||||||
PCD_MUSICCHANGE,
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PCD_MUSICCHANGE,
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||||||
PCD_TEAM2FRAGPOINTS,
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PCD_CONSOLECOMMANDDIRECT,
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||||||
PCD_CONSOLECOMMAND,
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PCD_CONSOLECOMMAND,
|
||||||
PCD_SINGLEPLAYER, // [RH] End of Skull Tag p-codes
|
PCD_SINGLEPLAYER, // [RH] End of Skull Tag p-codes
|
||||||
PCD_FIXEDMUL,
|
PCD_FIXEDMUL,
|
||||||
|
|
|
@ -159,9 +159,35 @@ bool P_Thing_Raise(AActor *thing, AActor *raiser);
|
||||||
bool P_Thing_CanRaise(AActor *thing);
|
bool P_Thing_CanRaise(AActor *thing);
|
||||||
PClassActor *P_GetSpawnableType(int spawnnum);
|
PClassActor *P_GetSpawnableType(int spawnnum);
|
||||||
void InitSpawnablesFromMapinfo();
|
void InitSpawnablesFromMapinfo();
|
||||||
|
int P_Thing_CheckInputNum(player_t *p, int inputnum);
|
||||||
int P_Thing_Warp(AActor *caller, AActor *reference, double xofs, double yofs, double zofs, DAngle angle, int flags, double heightoffset, double radiusoffset, DAngle pitch);
|
int P_Thing_Warp(AActor *caller, AActor *reference, double xofs, double yofs, double zofs, DAngle angle, int flags, double heightoffset, double radiusoffset, DAngle pitch);
|
||||||
bool P_Thing_CheckProximity(AActor *self, PClass *classname, double distance, int count, int flags, int ptr);
|
bool P_Thing_CheckProximity(AActor *self, PClass *classname, double distance, int count, int flags, int ptr);
|
||||||
|
|
||||||
|
enum
|
||||||
|
{
|
||||||
|
// These are the original inputs sent by the player.
|
||||||
|
INPUT_OLDBUTTONS,
|
||||||
|
INPUT_BUTTONS,
|
||||||
|
INPUT_PITCH,
|
||||||
|
INPUT_YAW,
|
||||||
|
INPUT_ROLL,
|
||||||
|
INPUT_FORWARDMOVE,
|
||||||
|
INPUT_SIDEMOVE,
|
||||||
|
INPUT_UPMOVE,
|
||||||
|
|
||||||
|
// These are the inputs, as modified by P_PlayerThink().
|
||||||
|
// Most of the time, these will match the original inputs, but
|
||||||
|
// they can be different if a player is frozen or using a
|
||||||
|
// chainsaw.
|
||||||
|
MODINPUT_OLDBUTTONS,
|
||||||
|
MODINPUT_BUTTONS,
|
||||||
|
MODINPUT_PITCH,
|
||||||
|
MODINPUT_YAW,
|
||||||
|
MODINPUT_ROLL,
|
||||||
|
MODINPUT_FORWARDMOVE,
|
||||||
|
MODINPUT_SIDEMOVE,
|
||||||
|
MODINPUT_UPMOVE
|
||||||
|
};
|
||||||
enum CPXF
|
enum CPXF
|
||||||
{
|
{
|
||||||
CPXF_ANCESTOR = 1 << 0,
|
CPXF_ANCESTOR = 1 << 0,
|
||||||
|
|
|
@ -1135,16 +1135,64 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Overlay)
|
||||||
PARAM_ACTION_PROLOGUE;
|
PARAM_ACTION_PROLOGUE;
|
||||||
PARAM_INT (layer);
|
PARAM_INT (layer);
|
||||||
PARAM_STATE_OPT (state) { state = nullptr; }
|
PARAM_STATE_OPT (state) { state = nullptr; }
|
||||||
|
PARAM_BOOL_OPT (dontoverride) { dontoverride = false; }
|
||||||
|
|
||||||
player_t *player = self->player;
|
player_t *player = self->player;
|
||||||
|
|
||||||
if (player == nullptr)
|
if (player == nullptr || (dontoverride && (player->FindPSprite(layer) != nullptr)))
|
||||||
return 0;
|
{
|
||||||
|
ACTION_RETURN_BOOL(false);
|
||||||
|
}
|
||||||
|
|
||||||
DPSprite *pspr;
|
DPSprite *pspr;
|
||||||
pspr = new DPSprite(player, stateowner, layer);
|
pspr = new DPSprite(player, stateowner, layer);
|
||||||
pspr->SetState(state);
|
pspr->SetState(state);
|
||||||
return 0;
|
ACTION_RETURN_BOOL(true);
|
||||||
|
}
|
||||||
|
|
||||||
|
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_ClearOverlays)
|
||||||
|
{
|
||||||
|
PARAM_ACTION_PROLOGUE;
|
||||||
|
PARAM_INT_OPT(start) { start = 0; }
|
||||||
|
PARAM_INT_OPT(stop) { stop = 0; }
|
||||||
|
PARAM_BOOL_OPT(safety) { safety = true; }
|
||||||
|
|
||||||
|
if (!self->player)
|
||||||
|
ACTION_RETURN_INT(0);
|
||||||
|
|
||||||
|
player_t *player = self->player;
|
||||||
|
if (!start && !stop)
|
||||||
|
{
|
||||||
|
start = INT_MIN;
|
||||||
|
stop = safety ? PSP_TARGETCENTER - 1 : INT_MAX;
|
||||||
|
}
|
||||||
|
|
||||||
|
int count = 0;
|
||||||
|
DPSprite *pspr = player->psprites;
|
||||||
|
while (pspr != nullptr)
|
||||||
|
{
|
||||||
|
int id = pspr->GetID();
|
||||||
|
|
||||||
|
//Do not wipe out layer 0. Ever.
|
||||||
|
if (!id || id < start)
|
||||||
|
continue;
|
||||||
|
if (id > stop)
|
||||||
|
break;
|
||||||
|
|
||||||
|
if (safety)
|
||||||
|
{
|
||||||
|
if (id >= PSP_TARGETCENTER)
|
||||||
|
break;
|
||||||
|
else if ((id >= PSP_STRIFEHANDS && id <= PSP_WEAPON) || (id == PSP_FLASH))
|
||||||
|
continue;
|
||||||
|
}
|
||||||
|
|
||||||
|
// [MC]Don't affect non-hardcoded layers unless it's really desired.
|
||||||
|
pspr->SetState(nullptr);
|
||||||
|
count++;
|
||||||
|
pspr = pspr->GetNext();
|
||||||
|
}
|
||||||
|
ACTION_RETURN_INT(count);
|
||||||
}
|
}
|
||||||
|
|
||||||
//
|
//
|
||||||
|
|
|
@ -666,7 +666,36 @@ void InitSpawnablesFromMapinfo()
|
||||||
InitClassMap(SpawnableThings, SpawnablesFromMapinfo);
|
InitClassMap(SpawnableThings, SpawnablesFromMapinfo);
|
||||||
InitClassMap(StrifeTypes, ConversationIDsFromMapinfo);
|
InitClassMap(StrifeTypes, ConversationIDsFromMapinfo);
|
||||||
}
|
}
|
||||||
|
int P_Thing_CheckInputNum(player_t *p, int inputnum)
|
||||||
|
{
|
||||||
|
int renum = 0;
|
||||||
|
if (p)
|
||||||
|
{
|
||||||
|
switch (inputnum)
|
||||||
|
{
|
||||||
|
case INPUT_OLDBUTTONS: renum = p->original_oldbuttons; break;
|
||||||
|
case INPUT_BUTTONS: renum = p->original_cmd.buttons; break;
|
||||||
|
case INPUT_PITCH: renum = p->original_cmd.pitch; break;
|
||||||
|
case INPUT_YAW: renum = p->original_cmd.yaw; break;
|
||||||
|
case INPUT_ROLL: renum = p->original_cmd.roll; break;
|
||||||
|
case INPUT_FORWARDMOVE: renum = p->original_cmd.forwardmove; break;
|
||||||
|
case INPUT_SIDEMOVE: renum = p->original_cmd.sidemove; break;
|
||||||
|
case INPUT_UPMOVE: renum = p->original_cmd.upmove; break;
|
||||||
|
|
||||||
|
case MODINPUT_OLDBUTTONS: renum = p->oldbuttons; break;
|
||||||
|
case MODINPUT_BUTTONS: renum = p->cmd.ucmd.buttons; break;
|
||||||
|
case MODINPUT_PITCH: renum = p->cmd.ucmd.pitch; break;
|
||||||
|
case MODINPUT_YAW: renum = p->cmd.ucmd.yaw; break;
|
||||||
|
case MODINPUT_ROLL: renum = p->cmd.ucmd.roll; break;
|
||||||
|
case MODINPUT_FORWARDMOVE: renum = p->cmd.ucmd.forwardmove; break;
|
||||||
|
case MODINPUT_SIDEMOVE: renum = p->cmd.ucmd.sidemove; break;
|
||||||
|
case MODINPUT_UPMOVE: renum = p->cmd.ucmd.upmove; break;
|
||||||
|
|
||||||
|
default: renum = 0; break;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
return renum;
|
||||||
|
}
|
||||||
bool P_Thing_CheckProximity(AActor *self, PClass *classname, double distance, int count, int flags, int ptr)
|
bool P_Thing_CheckProximity(AActor *self, PClass *classname, double distance, int count, int flags, int ptr)
|
||||||
{
|
{
|
||||||
AActor *ref = COPY_AAPTR(self, ptr);
|
AActor *ref = COPY_AAPTR(self, ptr);
|
||||||
|
|
|
@ -272,7 +272,9 @@ static line_t *FindDestination(line_t *src, int tag)
|
||||||
|
|
||||||
static void SetRotation(FLinePortal *port)
|
static void SetRotation(FLinePortal *port)
|
||||||
{
|
{
|
||||||
if (port != NULL && port->mDestination != NULL)
|
if (port != nullptr && port->mDestination != nullptr)
|
||||||
|
{
|
||||||
|
if (port->mType != PORTT_LINKED)
|
||||||
{
|
{
|
||||||
line_t *dst = port->mDestination;
|
line_t *dst = port->mDestination;
|
||||||
line_t *line = port->mOrigin;
|
line_t *line = port->mOrigin;
|
||||||
|
@ -280,6 +282,21 @@ static void SetRotation(FLinePortal *port)
|
||||||
port->mSinRot = sindeg(angle.Degrees); // Here precision matters so use the slower but more precise versions.
|
port->mSinRot = sindeg(angle.Degrees); // Here precision matters so use the slower but more precise versions.
|
||||||
port->mCosRot = cosdeg(angle.Degrees);
|
port->mCosRot = cosdeg(angle.Degrees);
|
||||||
port->mAngleDiff = angle;
|
port->mAngleDiff = angle;
|
||||||
|
if ((line->sidedef[0]->Flags & WALLF_POLYOBJ) || (dst->sidedef[0]->Flags & WALLF_POLYOBJ))
|
||||||
|
{
|
||||||
|
port->mFlags |= PORTF_POLYOBJ;
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
port->mFlags &= PORTF_POLYOBJ;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
// Linked portals have no angular difference.
|
||||||
|
port->mSinRot = port->mCosRot = 0.;
|
||||||
|
port->mAngleDiff = 0.;
|
||||||
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -325,11 +342,6 @@ void P_SpawnLinePortal(line_t* line)
|
||||||
{
|
{
|
||||||
port->mDefFlags = port->mType == PORTT_VISUAL ? PORTF_VISIBLE : port->mType == PORTT_TELEPORT ? PORTF_TYPETELEPORT : PORTF_TYPEINTERACTIVE;
|
port->mDefFlags = port->mType == PORTT_VISUAL ? PORTF_VISIBLE : port->mType == PORTT_TELEPORT ? PORTF_TYPETELEPORT : PORTF_TYPEINTERACTIVE;
|
||||||
}
|
}
|
||||||
|
|
||||||
// Get the angle between the two linedefs, for rotating
|
|
||||||
// orientation and velocity. Rotate 180 degrees, and flip
|
|
||||||
// the position across the exit linedef, if reversed.
|
|
||||||
SetRotation(port);
|
|
||||||
}
|
}
|
||||||
else if (line->args[2] == PORTT_LINKEDEE && line->args[0] == 0)
|
else if (line->args[2] == PORTT_LINKEDEE && line->args[0] == 0)
|
||||||
{
|
{
|
||||||
|
@ -350,7 +362,6 @@ void P_SpawnLinePortal(line_t* line)
|
||||||
port->mType = PORTT_LINKED;
|
port->mType = PORTT_LINKED;
|
||||||
port->mAlign = PORG_ABSOLUTE;
|
port->mAlign = PORG_ABSOLUTE;
|
||||||
port->mDefFlags = PORTF_TYPEINTERACTIVE;
|
port->mDefFlags = PORTF_TYPEINTERACTIVE;
|
||||||
SetRotation(port);
|
|
||||||
|
|
||||||
// we need to create the backlink here, too.
|
// we need to create the backlink here, too.
|
||||||
lines[i].portalindex = linePortals.Reserve(1);
|
lines[i].portalindex = linePortals.Reserve(1);
|
||||||
|
@ -362,8 +373,6 @@ void P_SpawnLinePortal(line_t* line)
|
||||||
port->mType = PORTT_LINKED;
|
port->mType = PORTT_LINKED;
|
||||||
port->mAlign = PORG_ABSOLUTE;
|
port->mAlign = PORG_ABSOLUTE;
|
||||||
port->mDefFlags = PORTF_TYPEINTERACTIVE;
|
port->mDefFlags = PORTF_TYPEINTERACTIVE;
|
||||||
|
|
||||||
SetRotation(port);
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
@ -413,6 +422,9 @@ void P_UpdatePortal(FLinePortal *port)
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// Cache the angle between the two linedefs, for rotating.
|
||||||
|
SetRotation(port);
|
||||||
}
|
}
|
||||||
|
|
||||||
//============================================================================
|
//============================================================================
|
||||||
|
@ -593,6 +605,7 @@ void P_TranslatePortalXY(line_t* src, double& x, double& y)
|
||||||
if (!src) return;
|
if (!src) return;
|
||||||
FLinePortal *port = src->getPortal();
|
FLinePortal *port = src->getPortal();
|
||||||
if (!port) return;
|
if (!port) return;
|
||||||
|
if (port->mFlags & PORTF_POLYOBJ) SetRotation(port); // update the angle for polyportals.
|
||||||
|
|
||||||
// offsets from line
|
// offsets from line
|
||||||
double nposx = x - src->v1->fX();
|
double nposx = x - src->v1->fX();
|
||||||
|
@ -620,6 +633,7 @@ void P_TranslatePortalVXVY(line_t* src, double &velx, double &vely)
|
||||||
if (!src) return;
|
if (!src) return;
|
||||||
FLinePortal *port = src->getPortal();
|
FLinePortal *port = src->getPortal();
|
||||||
if (!port) return;
|
if (!port) return;
|
||||||
|
if (port->mFlags & PORTF_POLYOBJ) SetRotation(port); // update the angle for polyportals.
|
||||||
|
|
||||||
double orig_velx = velx;
|
double orig_velx = velx;
|
||||||
double orig_vely = vely;
|
double orig_vely = vely;
|
||||||
|
@ -638,6 +652,7 @@ void P_TranslatePortalAngle(line_t* src, DAngle& angle)
|
||||||
if (!src) return;
|
if (!src) return;
|
||||||
FLinePortal *port = src->getPortal();
|
FLinePortal *port = src->getPortal();
|
||||||
if (!port) return;
|
if (!port) return;
|
||||||
|
if (port->mFlags & PORTF_POLYOBJ) SetRotation(port); // update the angle for polyportals.
|
||||||
angle = (angle + port->mAngleDiff).Normalized360();
|
angle = (angle + port->mAngleDiff).Normalized360();
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
|
@ -145,6 +145,7 @@ enum
|
||||||
PORTF_PASSABLE = 2,
|
PORTF_PASSABLE = 2,
|
||||||
PORTF_SOUNDTRAVERSE = 4,
|
PORTF_SOUNDTRAVERSE = 4,
|
||||||
PORTF_INTERACTIVE = 8,
|
PORTF_INTERACTIVE = 8,
|
||||||
|
PORTF_POLYOBJ = 16,
|
||||||
|
|
||||||
PORTF_TYPETELEPORT = PORTF_VISIBLE | PORTF_PASSABLE | PORTF_SOUNDTRAVERSE,
|
PORTF_TYPETELEPORT = PORTF_VISIBLE | PORTF_PASSABLE | PORTF_SOUNDTRAVERSE,
|
||||||
PORTF_TYPEINTERACTIVE = PORTF_VISIBLE | PORTF_PASSABLE | PORTF_SOUNDTRAVERSE | PORTF_INTERACTIVE,
|
PORTF_TYPEINTERACTIVE = PORTF_VISIBLE | PORTF_PASSABLE | PORTF_SOUNDTRAVERSE | PORTF_INTERACTIVE,
|
||||||
|
|
|
@ -312,6 +312,8 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, GetDistance)
|
||||||
DVector3 diff = self->Vec3To(target);
|
DVector3 diff = self->Vec3To(target);
|
||||||
if (checkz)
|
if (checkz)
|
||||||
diff.Z += (target->Height - self->Height) / 2;
|
diff.Z += (target->Height - self->Height) / 2;
|
||||||
|
else
|
||||||
|
diff.Z = 0.;
|
||||||
|
|
||||||
ret->SetFloat(diff.Length());
|
ret->SetFloat(diff.Length());
|
||||||
}
|
}
|
||||||
|
@ -543,6 +545,39 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, GetCVar)
|
||||||
return 0;
|
return 0;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
//==========================================================================
|
||||||
|
//
|
||||||
|
// GetPlayerInput
|
||||||
|
//
|
||||||
|
// NON-ACTION function that works like ACS's GetPlayerInput.
|
||||||
|
// Takes a pointer as anyone may or may not be a player.
|
||||||
|
//==========================================================================
|
||||||
|
|
||||||
|
DEFINE_ACTION_FUNCTION_PARAMS(AActor, GetPlayerInput)
|
||||||
|
{
|
||||||
|
if (numret > 0)
|
||||||
|
{
|
||||||
|
assert(ret != nullptr);
|
||||||
|
PARAM_SELF_PROLOGUE(AActor);
|
||||||
|
PARAM_INT (inputnum);
|
||||||
|
PARAM_INT_OPT (ptr) { ptr = AAPTR_DEFAULT; }
|
||||||
|
|
||||||
|
AActor *mobj = COPY_AAPTR(self, ptr);
|
||||||
|
|
||||||
|
//Need a player.
|
||||||
|
if (!mobj || !mobj->player)
|
||||||
|
{
|
||||||
|
ret->SetInt(0);
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
ret->SetInt(P_Thing_CheckInputNum(mobj->player, inputnum));
|
||||||
|
}
|
||||||
|
return 1;
|
||||||
|
}
|
||||||
|
return 0;
|
||||||
|
}
|
||||||
|
|
||||||
//===========================================================================
|
//===========================================================================
|
||||||
//
|
//
|
||||||
// __decorate_internal_state__
|
// __decorate_internal_state__
|
||||||
|
|
|
@ -48,6 +48,7 @@ ACTOR Actor native //: Thinker
|
||||||
native int GetGibHealth();
|
native int GetGibHealth();
|
||||||
native float GetCrouchFactor(int ptr = AAPTR_PLAYER1);
|
native float GetCrouchFactor(int ptr = AAPTR_PLAYER1);
|
||||||
native float GetCVar(string cvar);
|
native float GetCVar(string cvar);
|
||||||
|
native int GetPlayerInput(int inputnum, int ptr = AAPTR_DEFAULT);
|
||||||
|
|
||||||
// Action functions
|
// Action functions
|
||||||
// Meh, MBF redundant functions. Only for DeHackEd support.
|
// Meh, MBF redundant functions. Only for DeHackEd support.
|
||||||
|
@ -329,12 +330,13 @@ ACTOR Actor native //: Thinker
|
||||||
native state A_CheckSightOrRange(float distance, state label, bool two_dimension = false);
|
native state A_CheckSightOrRange(float distance, state label, bool two_dimension = false);
|
||||||
native state A_CheckRange(float distance, state label, bool two_dimension = false);
|
native state A_CheckRange(float distance, state label, bool two_dimension = false);
|
||||||
action native bool A_FaceMovementDirection(float offset = 0, float anglelimit = 0, float pitchlimit = 0, int flags = 0, int ptr = AAPTR_DEFAULT);
|
action native bool A_FaceMovementDirection(float offset = 0, float anglelimit = 0, float pitchlimit = 0, int flags = 0, int ptr = AAPTR_DEFAULT);
|
||||||
|
action native int A_ClearOverlays(int sstart = 0, int sstop = 0, bool safety = true);
|
||||||
|
|
||||||
native void A_RearrangePointers(int newtarget, int newmaster = AAPTR_DEFAULT, int newtracer = AAPTR_DEFAULT, int flags=0);
|
native void A_RearrangePointers(int newtarget, int newmaster = AAPTR_DEFAULT, int newtracer = AAPTR_DEFAULT, int flags=0);
|
||||||
native void A_TransferPointer(int ptr_source, int ptr_recepient, int sourcefield, int recepientfield=AAPTR_DEFAULT, int flags=0);
|
native void A_TransferPointer(int ptr_source, int ptr_recepient, int sourcefield, int recepientfield=AAPTR_DEFAULT, int flags=0);
|
||||||
action native A_CopyFriendliness(int ptr_source = AAPTR_MASTER);
|
action native A_CopyFriendliness(int ptr_source = AAPTR_MASTER);
|
||||||
|
|
||||||
action native A_Overlay(int layer, state start = "");
|
action native bool A_Overlay(int layer, state start = "", bool nooverride = false);
|
||||||
action native A_WeaponOffset(float wx = 0, float wy = 32, int flags = 0);
|
action native A_WeaponOffset(float wx = 0, float wy = 32, int flags = 0);
|
||||||
action native A_OverlayOffset(int layer = PSP_WEAPON, float wx = 0, float wy = 32, int flags = 0);
|
action native A_OverlayOffset(int layer = PSP_WEAPON, float wx = 0, float wy = 32, int flags = 0);
|
||||||
action native A_OverlayFlags(int layer, int flags, bool set);
|
action native A_OverlayFlags(int layer, int flags, bool set);
|
||||||
|
|
|
@ -593,3 +593,62 @@ enum
|
||||||
PSP_WEAPON = 1,
|
PSP_WEAPON = 1,
|
||||||
PSP_FLASH = 1000,
|
PSP_FLASH = 1000,
|
||||||
};
|
};
|
||||||
|
|
||||||
|
enum
|
||||||
|
{
|
||||||
|
// These are the original inputs sent by the player.
|
||||||
|
INPUT_OLDBUTTONS,
|
||||||
|
INPUT_BUTTONS,
|
||||||
|
INPUT_PITCH,
|
||||||
|
INPUT_YAW,
|
||||||
|
INPUT_ROLL,
|
||||||
|
INPUT_FORWARDMOVE,
|
||||||
|
INPUT_SIDEMOVE,
|
||||||
|
INPUT_UPMOVE,
|
||||||
|
|
||||||
|
// These are the inputs, as modified by P_PlayerThink().
|
||||||
|
// Most of the time, these will match the original inputs, but
|
||||||
|
// they can be different if a player is frozen or using a
|
||||||
|
// chainsaw.
|
||||||
|
MODINPUT_OLDBUTTONS,
|
||||||
|
MODINPUT_BUTTONS,
|
||||||
|
MODINPUT_PITCH,
|
||||||
|
MODINPUT_YAW,
|
||||||
|
MODINPUT_ROLL,
|
||||||
|
MODINPUT_FORWARDMOVE,
|
||||||
|
MODINPUT_SIDEMOVE,
|
||||||
|
MODINPUT_UPMOVE
|
||||||
|
};
|
||||||
|
|
||||||
|
enum
|
||||||
|
{
|
||||||
|
BT_ATTACK = 1<<0, // Press "Fire".
|
||||||
|
BT_USE = 1<<1, // Use button, to open doors, activate switches.
|
||||||
|
BT_JUMP = 1<<2,
|
||||||
|
BT_CROUCH = 1<<3,
|
||||||
|
BT_TURN180 = 1<<4,
|
||||||
|
BT_ALTATTACK = 1<<5, // Press your other "Fire".
|
||||||
|
BT_RELOAD = 1<<6, // [XA] Reload key. Causes state jump in A_WeaponReady.
|
||||||
|
BT_ZOOM = 1<<7, // [XA] Zoom key. Ditto.
|
||||||
|
|
||||||
|
// The rest are all ignored by the play simulation and are for scripts.
|
||||||
|
BT_SPEED = 1<<8,
|
||||||
|
BT_STRAFE = 1<<9,
|
||||||
|
|
||||||
|
BT_MOVERIGHT = 1<<10,
|
||||||
|
BT_MOVELEFT = 1<<11,
|
||||||
|
BT_BACK = 1<<12,
|
||||||
|
BT_FORWARD = 1<<13,
|
||||||
|
BT_RIGHT = 1<<14,
|
||||||
|
BT_LEFT = 1<<15,
|
||||||
|
BT_LOOKUP = 1<<16,
|
||||||
|
BT_LOOKDOWN = 1<<17,
|
||||||
|
BT_MOVEUP = 1<<18,
|
||||||
|
BT_MOVEDOWN = 1<<19,
|
||||||
|
BT_SHOWSCORES = 1<<20,
|
||||||
|
|
||||||
|
BT_USER1 = 1<<21,
|
||||||
|
BT_USER2 = 1<<22,
|
||||||
|
BT_USER3 = 1<<23,
|
||||||
|
BT_USER4 = 1<<24,
|
||||||
|
};
|
||||||
|
|
|
@ -425,6 +425,11 @@ D0139194F7817BF06F3988DFC47DB38D // Whispers of Satan map29
|
||||||
multiexit
|
multiexit
|
||||||
}
|
}
|
||||||
|
|
||||||
|
C98F79709BD7E0E4C19026AB9575EC6F // cc-cod.zip:codlev.wad map07
|
||||||
|
{
|
||||||
|
maskedmidtex
|
||||||
|
}
|
||||||
|
|
||||||
D7F6E9F08C39A17026349A04F8C0B0BE // Return to Hadron, e1m9
|
D7F6E9F08C39A17026349A04F8C0B0BE // Return to Hadron, e1m9
|
||||||
19D03FFC875589E21EDBB7AB74EF4AEF // Return to Hadron, e1m9, 2016.01.03 update
|
19D03FFC875589E21EDBB7AB74EF4AEF // Return to Hadron, e1m9, 2016.01.03 update
|
||||||
{
|
{
|
||||||
|
|
Loading…
Reference in a new issue