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Merge branch 'custommissileptr' of git://github.com/MajorCooke/zdoom into MajorCooke-custommissileptr
This commit is contained in:
commit
c13f1551e6
3 changed files with 22 additions and 9 deletions
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@ -73,6 +73,8 @@ DECLARE_ACTION(A_BossDeath)
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void A_Chase(AActor *self);
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void A_FaceTarget (AActor *actor, angle_t max_turn = 0, angle_t max_pitch = ANGLE_270);
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void A_FaceMaster(AActor *actor, angle_t max_turn = 0, angle_t max_pitch = ANGLE_270);
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void A_FaceTracer(AActor *actor, angle_t max_turn = 0, angle_t max_pitch = ANGLE_270);
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bool A_RaiseMobj (AActor *, fixed_t speed);
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bool A_SinkMobj (AActor *, fixed_t speed);
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@ -907,20 +907,23 @@ enum CM_Flags
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DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CustomMissile)
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{
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ACTION_PARAM_START(6);
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ACTION_PARAM_START(7);
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ACTION_PARAM_CLASS(ti, 0);
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ACTION_PARAM_FIXED(SpawnHeight, 1);
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ACTION_PARAM_INT(Spawnofs_XY, 2);
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ACTION_PARAM_ANGLE(Angle, 3);
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ACTION_PARAM_INT(flags, 4);
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ACTION_PARAM_ANGLE(pitch, 5);
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ACTION_PARAM_INT(ptr, 6);
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AActor *ref = COPY_AAPTR(self, ptr);
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int aimmode = flags & CMF_AIMMODE;
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AActor * targ;
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AActor * missile;
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if (self->target != NULL || aimmode==2)
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if (ref != NULL || aimmode==2)
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{
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if (ti)
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{
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@ -937,14 +940,14 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CustomMissile)
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self->x += x;
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self->y += y;
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self->z += z;
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missile = P_SpawnMissileXYZ(self->x, self->y, self->z + 32*FRACUNIT, self, self->target, ti, false);
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missile = P_SpawnMissileXYZ(self->x, self->y, self->z + 32*FRACUNIT, self, ref, ti, false);
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self->x -= x;
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self->y -= y;
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self->z -= z;
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break;
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case 1:
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missile = P_SpawnMissileXYZ(self->x+x, self->y+y, self->z + self->GetBobOffset() + SpawnHeight, self, self->target, ti, false);
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missile = P_SpawnMissileXYZ(self->x+x, self->y+y, self->z + self->GetBobOffset() + SpawnHeight, self, ref, ti, false);
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break;
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case 2:
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@ -1056,7 +1059,7 @@ enum CBA_Flags
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DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CustomBulletAttack)
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{
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ACTION_PARAM_START(7);
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ACTION_PARAM_START(8);
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ACTION_PARAM_ANGLE(Spread_XY, 0);
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ACTION_PARAM_ANGLE(Spread_Z, 1);
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ACTION_PARAM_INT(NumBullets, 2);
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@ -1064,6 +1067,9 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CustomBulletAttack)
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ACTION_PARAM_CLASS(pufftype, 4);
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ACTION_PARAM_FIXED(Range, 5);
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ACTION_PARAM_INT(Flags, 6);
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ACTION_PARAM_INT(ptr, 7);
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AActor *ref = COPY_AAPTR(self, ptr);
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if(Range==0) Range=MISSILERANGE;
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@ -1072,9 +1078,14 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CustomBulletAttack)
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int bslope = 0;
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int laflags = (Flags & CBAF_NORANDOMPUFFZ)? LAF_NORANDOMPUFFZ : 0;
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if (self->target || (Flags & CBAF_AIMFACING))
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if (ref || (Flags & CBAF_AIMFACING))
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{
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if (!(Flags & CBAF_AIMFACING)) A_FaceTarget (self);
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if (!(Flags & CBAF_AIMFACING))
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{
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if (ref == self->target) A_FaceTarget(self);
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else if (ref == self->master) A_FaceMaster(self);
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else if (ref == self->tracer) A_FaceTracer(self);
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}
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bangle = self->angle;
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if (!pufftype) pufftype = PClass::FindClass(NAME_BulletPuff);
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@ -204,8 +204,8 @@ ACTOR Actor native //: Thinker
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action native A_StopSoundEx(coerce name slot);
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action native A_SeekerMissile(int threshold, int turnmax, int flags = 0, int chance = 50, int distance = 10);
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action native A_Jump(int chance = 256, state label, ...);
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action native A_CustomMissile(class<Actor> missiletype, float spawnheight = 32, int spawnofs_xy = 0, float angle = 0, int flags = 0, float pitch = 0);
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action native A_CustomBulletAttack(float spread_xy, float spread_z, int numbullets, int damageperbullet, class<Actor> pufftype = "BulletPuff", float range = 0, int flags = 0);
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action native A_CustomMissile(class<Actor> missiletype, float spawnheight = 32, int spawnofs_xy = 0, float angle = 0, int flags = 0, float pitch = 0, int ptr = AAPTR_TARGET);
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action native A_CustomBulletAttack(float spread_xy, float spread_z, int numbullets, int damageperbullet, class<Actor> pufftype = "BulletPuff", float range = 0, int flags = 0, int ptr = AAPTR_TARGET);
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action native A_CustomRailgun(int damage, int spawnofs_xy = 0, color color1 = "", color color2 = "", int flags = 0, bool aim = false, float maxdiff = 0, class<Actor> pufftype = "BulletPuff", float spread_xy = 0, float spread_z = 0, float range = 0, int duration = 0, float sparsity = 1.0, float driftspeed = 1.0, class<Actor> spawnclass = "none", float spawnofs_z = 0);
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action native A_JumpIfHealthLower(int health, state label, int ptr_selector = AAPTR_DEFAULT);
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action native A_JumpIfCloser(float distance, state label);
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