mirror of
https://github.com/ZDoom/qzdoom.git
synced 2024-11-28 06:53:58 +00:00
- scriptified a_archvile.cpp.
- fixed the type checks for the conditional operator.
This commit is contained in:
parent
a652c5f259
commit
2857fac338
10 changed files with 120 additions and 171 deletions
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@ -835,7 +835,6 @@ set( NOT_COMPILED_SOURCE_FILES
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${OTHER_SYSTEM_SOURCES}
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sc_man_scanner.h
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sc_man_scanner.re
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g_doom/a_archvile.cpp
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g_doom/a_bossbrain.cpp
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g_doom/a_doomweaps.cpp
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g_doom/a_keen.cpp
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@ -1,160 +0,0 @@
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/*
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#include "actor.h"
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#include "info.h"
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#include "p_local.h"
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#include "s_sound.h"
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#include "p_enemy.h"
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#include "gstrings.h"
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#include "a_action.h"
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#include "vm.h"
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*/
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//
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// PIT_VileCheck
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// Detect a corpse that could be raised.
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//
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void A_Fire(AActor *self, double height);
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//
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// A_VileStart
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//
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DEFINE_ACTION_FUNCTION(AActor, A_VileStart)
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{
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PARAM_SELF_PROLOGUE(AActor);
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S_Sound (self, CHAN_VOICE, "vile/start", 1, ATTN_NORM);
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return 0;
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}
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//
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// A_Fire
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// Keep fire in front of player unless out of sight
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//
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DEFINE_ACTION_FUNCTION(AActor, A_StartFire)
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{
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PARAM_SELF_PROLOGUE(AActor);
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S_Sound (self, CHAN_BODY, "vile/firestrt", 1, ATTN_NORM);
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A_Fire (self, 0);
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return 0;
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}
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DEFINE_ACTION_FUNCTION(AActor, A_FireCrackle)
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{
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PARAM_SELF_PROLOGUE(AActor);
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S_Sound (self, CHAN_BODY, "vile/firecrkl", 1, ATTN_NORM);
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A_Fire (self, 0);
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return 0;
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}
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DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Fire)
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{
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PARAM_SELF_PROLOGUE(AActor);
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PARAM_FLOAT_DEF(height);
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A_Fire(self, height);
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return 0;
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}
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void A_Fire(AActor *self, double height)
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{
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AActor *dest;
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dest = self->tracer;
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if (dest == NULL || self->target == NULL)
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return;
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// don't move it if the vile lost sight
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if (!P_CheckSight (self->target, dest, 0) )
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return;
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DVector3 newpos = dest->Vec3Angle(24., dest->Angles.Yaw, height);
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self->SetOrigin(newpos, true);
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}
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//
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// A_VileTarget
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// Spawn the hellfire
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//
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DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_VileTarget)
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{
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PARAM_SELF_PROLOGUE(AActor);
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PARAM_CLASS_DEF(fire, AActor);
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AActor *fog;
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if (!self->target)
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return 0;
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A_FaceTarget (self);
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fog = Spawn (fire, self->target->Pos(), ALLOW_REPLACE);
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self->tracer = fog;
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fog->target = self;
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fog->tracer = self->target;
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A_Fire(fog, 0);
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return 0;
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}
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//
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// A_VileAttack
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//
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// A_VileAttack flags
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#define VAF_DMGTYPEAPPLYTODIRECT 1
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DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_VileAttack)
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{
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PARAM_SELF_PROLOGUE(AActor);
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PARAM_SOUND_DEF (snd)
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PARAM_INT_DEF (dmg)
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PARAM_INT_DEF (blastdmg)
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PARAM_INT_DEF (blastrad)
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PARAM_FLOAT_DEF (thrust)
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PARAM_NAME_DEF (dmgtype)
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PARAM_INT_DEF (flags)
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AActor *fire, *target;
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if (NULL == (target = self->target))
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return 0;
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A_FaceTarget (self);
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if (!P_CheckSight (self, target, 0) )
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return 0;
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S_Sound (self, CHAN_WEAPON, snd, 1, ATTN_NORM);
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int newdam;
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if (flags & VAF_DMGTYPEAPPLYTODIRECT)
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newdam = P_DamageMobj (target, self, self, dmg, dmgtype);
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else
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newdam = P_DamageMobj (target, self, self, dmg, NAME_None);
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P_TraceBleed (newdam > 0 ? newdam : dmg, target);
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fire = self->tracer;
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if (fire != NULL)
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{
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// move the fire between the vile and the player
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DVector3 pos = target->Vec3Angle(-24., self->Angles.Yaw, 0);
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fire->SetOrigin (pos, true);
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P_RadiusAttack (fire, self, blastdmg, blastrad, dmgtype, 0);
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}
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if (!(target->flags7 & MF7_DONTTHRUST))
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{
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target->Vel.Z = thrust * 1000 / MAX(1, target->Mass);
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}
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return 0;
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}
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@ -22,7 +22,6 @@
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#include "vm.h"
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// Include all the other Doom stuff here to reduce compile time
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#include "a_archvile.cpp"
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#include "a_bossbrain.cpp"
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#include "a_doomweaps.cpp"
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#include "a_keen.cpp"
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@ -1362,6 +1362,7 @@ enum
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XF_HURTSOURCE = 1,
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XF_NOTMISSILE = 4,
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XF_NOACTORTYPE = 1 << 3,
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XF_NOSPLASH = 16,
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};
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DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Explode)
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@ -1412,7 +1413,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Explode)
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if (flags & XF_NOTMISSILE) pflags |= RADF_SOURCEISSPOT;
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int count = P_RadiusAttack (self, self->target, damage, distance, damagetype, pflags, fulldmgdistance);
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P_CheckSplash(self, distance);
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if (!(flags & XF_NOSPLASH)) P_CheckSplash(self, distance);
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if (alert && self->target != NULL && self->target->player != NULL)
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{
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P_NoiseAlert(self->target, self);
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@ -6647,6 +6647,16 @@ DEFINE_ACTION_FUNCTION(AActor, SetXYZ)
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return 0;
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}
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DEFINE_ACTION_FUNCTION(AActor, Vec3Angle)
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{
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PARAM_SELF_PROLOGUE(AActor);
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PARAM_FLOAT(length)
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PARAM_ANGLE(angle);
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PARAM_FLOAT(z);
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PARAM_BOOL_DEF(absolute);
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ACTION_RETURN_VEC3(self->Vec3Angle(length, angle, z, absolute));
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}
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//----------------------------------------------------------------------------
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//
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// DropItem handling
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@ -345,6 +345,7 @@ static int EncodeRegType(ExpEmit reg)
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else if (reg.RegCount == 2)
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{
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regtype |= REGT_MULTIREG2;
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}
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else if (reg.RegCount == 3)
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{
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@ -3808,7 +3809,7 @@ FxExpression *FxConditional::Resolve(FCompileContext& ctx)
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ValueType = TypeVoid;
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//else if (truex->ValueType != falsex->ValueType)
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if ((!IsNumeric() && !IsPointer() && !IsVector()) || ValueType == TypeVoid)
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if (ValueType->GetRegType() == REGT_NIL)
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{
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ScriptPosition.Message(MSG_ERROR, "Incompatible types for ?: operator");
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delete this;
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@ -4,6 +4,7 @@
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#include "zstring.h"
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#include "dobject.h"
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#include "autosegs.h"
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#include "vectors.h"
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#define MAX_RETURNS 8 // Maximum number of results a function called by script code can return
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#define MAX_TRY_DEPTH 8 // Maximum number of nested TRYs in a single function
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@ -296,12 +297,25 @@ struct VMReturn
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((double *)Location)[1] = val[1];
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((double *)Location)[2] = val[2];
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}
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void SetVector(const DVector3 &val)
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{
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assert(RegType == (REGT_FLOAT | REGT_MULTIREG3));
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((double *)Location)[0] = val[0];
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((double *)Location)[1] = val[1];
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((double *)Location)[2] = val[2];
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}
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void SetVector2(const double val[2])
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{
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assert(RegType == (REGT_FLOAT|REGT_MULTIREG2));
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((double *)Location)[0] = val[0];
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((double *)Location)[1] = val[1];
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}
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void SetVector2(const DVector2 &val)
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{
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assert(RegType == (REGT_FLOAT | REGT_MULTIREG2));
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((double *)Location)[0] = val[0];
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((double *)Location)[1] = val[1];
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}
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void SetString(const FString &val)
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{
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assert(RegType == REGT_STRING);
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@ -1029,6 +1043,7 @@ struct AFuncDesc
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#define ACTION_RETURN_STATE(v) do { FState *state = v; if (numret > 0) { assert(ret != NULL); ret->SetPointer(state, ATAG_STATE); return 1; } return 0; } while(0)
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#define ACTION_RETURN_OBJECT(v) do { auto state = v; if (numret > 0) { assert(ret != NULL); ret->SetPointer(state, ATAG_OBJECT); return 1; } return 0; } while(0)
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#define ACTION_RETURN_FLOAT(v) do { double u = v; if (numret > 0) { assert(ret != nullptr); ret->SetFloat(u); return 1; } return 0; } while(0)
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#define ACTION_RETURN_VEC3(v) do { DVector3 u = v; if (numret > 0) { assert(ret != nullptr); ret[0].SetVector(u); return 1; } return 0; } while(0)
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#define ACTION_RETURN_INT(v) do { int u = v; if (numret > 0) { assert(ret != NULL); ret->SetInt(u); return 1; } return 0; } while(0)
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#define ACTION_RETURN_BOOL(v) ACTION_RETURN_INT(v)
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@ -70,6 +70,7 @@ class Actor : Thinker native
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native bool SetState(state st, bool nofunction = false);
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native void LinkToWorld();
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native void UnlinkFromWorld();
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native vector3 Vec3Angle(float length, float angle, float z = 0, bool absolute = false);
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native void VelFromAngle(float speed = 0, float angle = 0);
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native bool isFriend(Actor other);
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@ -209,12 +210,6 @@ class Actor : Thinker native
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native void A_Chase(state melee = null, state missile = null, int flags = 0);
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native void A_Scream();
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native void A_VileChase();
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native void A_VileStart();
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native void A_VileTarget(class<Actor> fire = "ArchvileFire");
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native void A_VileAttack(sound snd = "vile/stop", int initialdmg = 20, int blastdmg = 70, int blastradius = 70, float thrustfac = 1.0, name damagetype = "Fire", int flags = 0);
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native void A_StartFire();
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native void A_Fire(float spawnheight = 0);
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native void A_FireCrackle();
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native void A_Tracer();
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native void A_SkelWhoosh();
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native void A_SkelFist();
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@ -243,7 +243,8 @@ enum EExplodeFlags
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{
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XF_HURTSOURCE = 1,
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XF_NOTMISSILE = 4,
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XF_EXPLICITDAMAGETYPE = 1 << 3,
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XF_EXPLICITDAMAGETYPE = 8,
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XF_NOSPLASH = 16,
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};
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// Flags for A_RadiusThrust
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@ -87,3 +87,91 @@ class ArchvileFire : Actor
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}
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}
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//===========================================================================
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//
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// Code (must be attached to Actor)
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//
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//===========================================================================
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// A_VileAttack flags
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//#define VAF_DMGTYPEAPPLYTODIRECT 1
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extend class Actor
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{
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void A_VileStart()
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{
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A_PlaySound ("vile/start", CHAN_VOICE);
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}
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//
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// A_VileTarget
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// Spawn the hellfire
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//
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void A_VileTarget(class<Actor> fire = "ArchvileFire")
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{
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if (target)
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{
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A_FaceTarget ();
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Actor fog = Spawn (fire, target.Pos, ALLOW_REPLACE);
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tracer = fog;
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fog.target = self;
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fog.tracer = self.target;
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fog.A_Fire(0);
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}
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}
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void A_VileAttack(sound snd = "vile/stop", int initialdmg = 20, int blastdmg = 70, int blastradius = 70, float thrust = 1.0, name damagetype = "Fire", int flags = 0)
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{
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if (target)
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{
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A_FaceTarget();
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if (!CheckSight(target, 0)) return;
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A_PlaySound(snd, CHAN_WEAPON);
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int newdam = target.DamageMobj (self, self, initialdmg, (flags & VAF_DMGTYPEAPPLYTODIRECT)? damagetype : 'none');
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TraceBleed (newdam > 0 ? newdam : initialdmg, target);
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Actor fire = tracer;
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if (fire)
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{
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// move the fire between the vile and the player
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fire.SetOrigin(target.Vec3Angle(-24., angle, 0), true);
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fire.A_Explode(blastdmg, blastradius, XF_NOSPLASH, false, 0, 0, 0, "BulletPuff", damagetype);
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}
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if (!target.bDontThrust)
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{
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target.Vel.z = thrust * 1000 / max(1, target.Mass);
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}
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}
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}
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void A_StartFire()
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{
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A_PlaySound ("vile/firestrt", CHAN_BODY);
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A_Fire();
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}
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//
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// A_Fire
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// Keep fire in front of player unless out of sight
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//
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void A_Fire(float spawnheight = 0)
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{
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Actor dest = tracer;
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if (!dest || !target) return;
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// don't move it if the vile lost sight
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if (!target.CheckSight (dest, 0) ) return;
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SetOrigin(dest.Vec3Angle(24, dest.angle, height), true);
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}
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void A_FireCrackle()
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{
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A_PlaySound ("vile/firecrkl", CHAN_BODY);
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A_Fire();
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}
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}
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