- address bad use of pitch in A_CustomMissile.

This function calculated everything correctly but ultimately set the vertical velocity wrong. Most importantly this meant that the actual velocity vector and actor pitch - if CMF_SAVEPITCH was used - did not match.
Since this bug has been present since the pitch parameter was added, this deprecates A_CustomMissile and replaces it with a properly implemented A_SpawnProjectile function and handling the compatibility case with a new flag and a scripted wrapper function.
All internal uses of A_CustomMissile have been replaced as well.
This commit is contained in:
Christoph Oelckers 2016-12-24 14:46:34 +01:00
parent 4fcf9933f0
commit d4c0ee9e43
15 changed files with 32 additions and 19 deletions

View file

@ -1454,10 +1454,11 @@ enum CM_Flags
CMF_OFFSETPITCH = 32,
CMF_SAVEPITCH = 64,
CMF_ABSOLUTEANGLE = 128
CMF_ABSOLUTEANGLE = 128,
CMF_BADPITCH = 256
};
DEFINE_ACTION_FUNCTION(AActor, A_CustomMissile)
DEFINE_ACTION_FUNCTION(AActor, A_SpawnProjectile)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_CLASS (ti, AActor);
@ -1525,6 +1526,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_CustomMissile)
}
missilespeed = fabs(Pitch.Cos() * missile->Speed);
missile->Vel.Z = Pitch.Sin() * missile->Speed;
if (!(flags & CMF_BADPITCH)) missile->Vel.Z *= -1;
}
else
{

View file

@ -6321,7 +6321,7 @@ bool P_CheckMissileSpawn (AActor* th, double maxdist)
// [RH] Don't explode ripping missiles that spawn inside something
if (th->BlockingMobj == NULL || !(th->flags2 & MF2_RIP) || (th->BlockingMobj->flags5 & MF5_DONTRIP))
{
// If this is a monster spawned by A_CustomMissile subtract it from the counter.
// If this is a monster spawned by A_SpawnProjectile subtract it from the counter.
th->ClearCounters();
// [RH] Don't explode missiles that spawn on top of horizon lines
if (th->BlockingLine != NULL && th->BlockingLine->special == Line_Horizon)

View file

@ -2,6 +2,7 @@
#include "zscript/constants.txt"
#include "zscript/actor.txt"
#include "zscript/actor_checks.txt"
#include "zscript/compatibility.txt"
#include "zscript/shared/inventory.txt"
#include "zscript/shared/inv_misc.txt"

View file

@ -691,7 +691,7 @@ class Actor : Thinker native
deprecated native void A_StopSoundEx(name slot);
native void A_SeekerMissile(int threshold, int turnmax, int flags = 0, int chance = 50, int distance = 10);
native action state A_Jump(int chance, statelabel label, ...);
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);
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);
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);
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);
native bool A_SetInventory(class<Inventory> itemtype, int amount, int ptr = AAPTR_DEFAULT, bool beyondMax = false);

View file

@ -0,0 +1,9 @@
// This file contains compatibility wrappers for DECORATE functions with bad parameters.
extend class Actor
{
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)
{
A_SpawnProjectile(missiletype, spawnheight, spawnofs_xy, angle, flags|CMF_BADPITCH, pitch, ptr);
}
}

View file

@ -45,7 +45,7 @@ enum EBFGSprayFlags
BFGF_MISSILEORIGIN = 2,
};
// Flags for A_CustomMissile
// Flags for A_SpawnProjectile
enum ECustomMissileFlags
{
CMF_AIMOFFSET = 1,
@ -56,6 +56,7 @@ enum ECustomMissileFlags
CMF_OFFSETPITCH = 32,
CMF_SAVEPITCH = 64,
CMF_ABSOLUTEANGLE = 128,
CMF_BADPITCH = 256, // for compatibility handling only - avoid!
};
// Flags for A_CustomBulletAttack

View file

@ -28,9 +28,9 @@ class Snake : Actor
Loop;
Missile:
SNKE FF 5 A_FaceTarget;
SNKE FFF 4 A_CustomMissile("SnakeProjA", 32, 0, 0, CMF_CHECKTARGETDEAD);
SNKE FFF 4 A_SpawnProjectile("SnakeProjA", 32, 0, 0, CMF_CHECKTARGETDEAD);
SNKE FFF 5 A_FaceTarget;
SNKE F 4 A_CustomMissile("SnakeProjB", 32, 0, 0, CMF_CHECKTARGETDEAD);
SNKE F 4 A_SpawnProjectile("SnakeProjB", 32, 0, 0, CMF_CHECKTARGETDEAD);
Goto See;
Pain:
SNKE E 3;

View file

@ -112,9 +112,9 @@ class CentaurLeader : Centaur
{
Missile:
CENT E 10 A_FaceTarget;
CENT F 8 Bright A_CustomMissile("CentaurFX", 45, 0, 0, CMF_AIMOFFSET);
CENT F 8 Bright A_SpawnProjectile("CentaurFX", 45, 0, 0, CMF_AIMOFFSET);
CENT E 10 A_FaceTarget;
CENT F 8 Bright A_CustomMissile("CentaurFX", 45, 0, 0, CMF_AIMOFFSET);
CENT F 8 Bright A_SpawnProjectile("CentaurFX", 45, 0, 0, CMF_AIMOFFSET);
Goto See;
}
}

View file

@ -44,7 +44,7 @@ class Demon1 : Actor
Missile:
DEMN E 5 A_FaceTarget;
DEMN F 6 A_FaceTarget;
DEMN G 5 A_CustomMissile("Demon1FX1", 62, 0);
DEMN G 5 A_SpawnProjectile("Demon1FX1", 62, 0);
Goto See;
Death:
DEMN HI 6;
@ -250,7 +250,7 @@ class Demon2 : Demon1
Missile:
DEM2 E 5 A_FaceTarget;
DEM2 F 6 A_FaceTarget;
DEM2 G 5 A_CustomMissile("Demon2FX1", 62, 0);
DEM2 G 5 A_SpawnProjectile("Demon2FX1", 62, 0);
Goto See;
Death:
DEM2 HI 6;

View file

@ -300,7 +300,7 @@ class SerpentLeader : Serpent
States
{
Missile:
SSPT N 5 A_CustomMissile("SerpentFX", 32, 0);
SSPT N 5 A_SpawnProjectile("SerpentFX", 32, 0);
Goto Dive;
}
}

View file

@ -47,7 +47,7 @@ class Wraith : Actor
Missile:
WRTH E 6 A_FaceTarget;
WRTH F 6;
WRTH G 6 A_CustomMissile("WraithFX1");
WRTH G 6 A_SpawnProjectile("WraithFX1");
Goto See;
Death:
WRTH I 4;

View file

@ -202,7 +202,7 @@ class AlienSpectre2 : AlienSpectre1
{
Missile:
ALN1 F 4 A_FaceTarget;
ALN1 I 4 A_CustomMissile("SpectralLightningH3", 32, 0);
ALN1 I 4 A_SpawnProjectile("SpectralLightningH3", 32, 0);
ALN1 E 4;
Goto See+10;
}
@ -267,7 +267,7 @@ class AlienSpectre4 : AlienSpectre1
{
Missile:
ALN1 F 4 A_FaceTarget;
ALN1 I 4 A_CustomMissile("SpectralLightningBigV2", 32, 0);
ALN1 I 4 A_SpawnProjectile("SpectralLightningBigV2", 32, 0);
ALN1 E 4;
Goto See+10;
}
@ -289,7 +289,7 @@ class AlienSpectre5 : AlienSpectre1
{
Missile:
ALN1 F 4 A_FaceTarget;
ALN1 I 4 A_CustomMissile("SpectralLightningBigBall2", 32, 0);
ALN1 I 4 A_SpawnProjectile("SpectralLightningBigBall2", 32, 0);
ALN1 E 4;
Goto See+10;
}

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@ -265,7 +265,7 @@ class EntitySecond : SpectralMonster
Goto See+1;
Missile:
MNAL W 4 Bright A_FaceTarget;
MNAL U 4 Bright A_CustomMissile("SpectralLightningH3",32,0);
MNAL U 4 Bright A_SpawnProjectile("SpectralLightningH3",32,0);
MNAL V 4 Bright A_SentinelBob;
Goto See+4;
Pain:

View file

@ -55,7 +55,7 @@ class Loremaster : Actor
Goto See;
Missile:
PRST E 4 A_FaceTarget;
PRST F 4 A_CustomMissile("LoreShot", 32, 0);
PRST F 4 A_SpawnProjectile("LoreShot", 32, 0);
PRST E 4 A_SentinelBob;
Goto See;
Death:

View file

@ -38,7 +38,7 @@ class StrifeBishop : Actor
Loop;
Missile:
MLDR E 3 A_FaceTarget;
MLDR F 2 Bright A_CustomMissile("BishopMissile", 64, 0, 0, CMF_AIMOFFSET);
MLDR F 2 Bright A_SpawnProjectile("BishopMissile", 64, 0, 0, CMF_AIMOFFSET);
Goto See;
Pain:
MLDR D 1 A_Pain;