- changed spectral missiles to use FriendPlayer instead of health to distinguish between player spawned and monster spawned versions. Also moved most of this into the basic missile spawning functions instead of littering all spectral missile spawning functions with these initializations.

SVN r3651 (trunk)
This commit is contained in:
Christoph Oelckers 2012-05-13 11:17:27 +00:00
parent ddf1af455b
commit 0f8e2441a1
9 changed files with 68 additions and 31 deletions

View file

@ -196,11 +196,6 @@ bool AArtiPoisonBagShooter::Use (bool pickup)
{
mo->tracer = Owner->target;
}
// set the health value so that the missile works properly
if (mo->flags4 & MF4_SPECTRAL)
{
mo->health = -2;
}
return true;
}
}

View file

@ -66,7 +66,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_Spectre3Attack)
foo->velz = -12*FRACUNIT;
foo->target = self;
foo->health = -2;
foo->FriendPlayer = 0;
foo->tracer = self->target;
self->angle -= ANGLE_180 / 20 * 10;

View file

@ -29,7 +29,6 @@ void A_SpectralMissile (AActor *self, const char *missilename)
if (missile != NULL)
{
missile->tracer = self->target;
missile->health = -2;
P_CheckMissileSpawn(missile);
}
}

View file

@ -109,7 +109,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_SpotLightning)
{
spot->threshold = 25;
spot->target = self;
spot->health = -2;
spot->FriendPlayer = 0;
spot->tracer = self->target;
}
}

View file

@ -31,7 +31,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_SpectralLightningTail)
AActor *foo = Spawn("SpectralLightningHTail", self->x - self->velx, self->y - self->vely, self->z, ALLOW_REPLACE);
foo->angle = self->angle;
foo->health = self->health;
foo->FriendPlayer = self->FriendPlayer;
}
DEFINE_ACTION_FUNCTION(AActor, A_SpectralBigBallLightning)
@ -69,13 +69,13 @@ DEFINE_ACTION_FUNCTION(AActor, A_SpectralLightning)
flash->target = self->target;
flash->velz = -18*FRACUNIT;
flash->health = self->health;
flash->FriendPlayer = self->FriendPlayer;
flash = Spawn(NAME_SpectralLightningV2, self->x, self->y, ONCEILINGZ, ALLOW_REPLACE);
flash->target = self->target;
flash->velz = -18*FRACUNIT;
flash->health = self->health;
flash->FriendPlayer = self->FriendPlayer;
}
// In Strife, this number is stored in the data segment, but it doesn't seem to be

View file

@ -530,15 +530,15 @@ AActor *P_SpawnSubMissile (AActor *source, const PClass *type, AActor *target)
{
if (source->flags & MF_MISSILE && source->flags4 & MF4_SPECTRAL)
{
other->health = source->health;
other->FriendPlayer = source->FriendPlayer;
}
else if (target->player != NULL)
{
other->health = -1;
other->FriendPlayer = int(target->player - players) + 1;
}
else
{
other->health = -2;
other->FriendPlayer = 0;
}
}
@ -925,7 +925,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_FireSigil1)
}
if (spot != NULL)
{
spot->health = -1;
spot->FriendPlayer = int(player-players)+1;
spot->target = self;
}
}

View file

@ -981,12 +981,12 @@ void P_DamageMobj (AActor *target, AActor *inflictor, AActor *source, int damage
{
if (player != NULL)
{
if (!deathmatch && inflictor->health == -1)
if (!deathmatch && inflictor->FriendPlayer > 0)
return;
}
else if (target->flags4 & MF4_SPECTRAL)
{
if (inflictor->health == -2 && !target->IsHostile(inflictor))
if (inflictor->FriendPlayer == 0 && !target->IsHostile(inflictor))
return;
}
}

View file

@ -5295,6 +5295,18 @@ AActor *P_SpawnMissileXYZ (fixed_t x, fixed_t y, fixed_t z,
th->angle = R_PointToAngle2 (0, 0, th->velx, th->vely);
if (th->flags4 & MF4_SPECTRAL)
{
if (owner->player != NULL)
{
th->FriendPlayer = int(owner->player - players) + 1;
}
else
{
th->FriendPlayer = 0;
}
}
return (!checkspawn || P_CheckMissileSpawn (th)) ? th : NULL;
}
@ -5319,6 +5331,19 @@ AActor * P_OldSpawnMissile(AActor * source, AActor * owner, AActor * dest, const
dist = 1;
th->velz = (dest->z - source->z) / dist;
if (th->flags4 & MF4_SPECTRAL)
{
if (owner->player != NULL)
{
th->FriendPlayer = int(owner->player - players) + 1;
}
else
{
th->FriendPlayer = 0;
}
}
P_CheckMissileSpawn(th);
return th;
}
@ -5401,6 +5426,19 @@ AActor *P_SpawnMissileAngleZSpeed (AActor *source, fixed_t z,
mo->velx = FixedMul (speed, finecosine[angle]);
mo->vely = FixedMul (speed, finesine[angle]);
mo->velz = velz;
if (mo->flags4 & MF4_SPECTRAL)
{
if (owner->player != NULL)
{
mo->FriendPlayer = int(owner->player - players) + 1;
}
else
{
mo->FriendPlayer = 0;
}
}
return (!checkspawn || P_CheckMissileSpawn(mo)) ? mo : NULL;
}
@ -5512,8 +5550,16 @@ AActor *P_SpawnPlayerMissile (AActor *source, fixed_t x, fixed_t y, fixed_t z,
MissileActor->velz = (fixed_t)vec.Z;
if (MissileActor->flags4 & MF4_SPECTRAL)
MissileActor->health = -1;
{
if (source->player != NULL)
{
MissileActor->FriendPlayer = int(source->player - players) + 1;
}
else
{
MissileActor->FriendPlayer = 0;
}
}
if (P_CheckMissileSpawn (MissileActor))
{
return MissileActor;

View file

@ -333,11 +333,6 @@ static void DoAttack (AActor *self, bool domelee, bool domissile,
{
missile->tracer=self->target;
}
// set the health value so that the missile works properly
if (missile->flags4&MF4_SPECTRAL)
{
missile->health=-2;
}
P_CheckMissileSpawn(missile);
}
}
@ -967,10 +962,17 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CustomMissile)
// automatic handling of seeker missiles
missile->tracer=self->target;
}
// set the health value so that the missile works properly
// we must redo the spectral check here because the owner is set after spawning so the FriendPlayer value may be wrong
if (missile->flags4&MF4_SPECTRAL)
{
missile->health=-2;
if (missile->target != NULL && missile->target->player != NULL)
{
missile->FriendPlayer = int(missile->target->player - players) + 1;
}
else
{
missile->FriendPlayer = 0;
}
}
P_CheckMissileSpawn(missile);
}
@ -1121,11 +1123,6 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CustomComboAttack)
{
missile->tracer=self->target;
}
// set the health value so that the missile works properly
if (missile->flags4&MF4_SPECTRAL)
{
missile->health=-2;
}
P_CheckMissileSpawn(missile);
}
}