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Added OverlayX/Y(int layer)
- Retrieves the X/Y positions of an overlay. - A_OverlayFlags and A_OverlayOffset now interpret a layer of 0 to mean 'use this calling layer'.
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a771a3edd4
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2 changed files with 51 additions and 3 deletions
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@ -1006,7 +1006,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_OverlayOffset)
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PARAM_FLOAT_OPT(wx) { wx = 0.; }
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PARAM_FLOAT_OPT(wy) { wy = 32.; }
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PARAM_INT_OPT(flags) { flags = 0; }
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A_OverlayOffset(self, layer, wx, wy, flags);
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A_OverlayOffset(self, ((layer != 0) ? layer : stateinfo->mPSPIndex), wx, wy, flags);
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return 0;
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}
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@ -1033,10 +1033,10 @@ DEFINE_ACTION_FUNCTION(AActor, A_OverlayFlags)
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PARAM_INT(flags);
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PARAM_BOOL(set);
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if (self->player == nullptr)
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if (!ACTION_CALL_FROM_PSPRITE())
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return 0;
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DPSprite *pspr = self->player->FindPSprite(layer);
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DPSprite *pspr = self->player->FindPSprite(((layer != 0) ? layer : stateinfo->mPSPIndex));
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if (pspr == nullptr)
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return 0;
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@ -1049,6 +1049,52 @@ DEFINE_ACTION_FUNCTION(AActor, A_OverlayFlags)
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return 0;
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}
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//---------------------------------------------------------------------------
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//
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// PROC OverlayX/Y
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// Action function to return the X/Y of an overlay.
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//---------------------------------------------------------------------------
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static double GetOverlayPosition(AActor *self, int layer, bool gety)
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{
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if (layer)
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{
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DPSprite *pspr = self->player->FindPSprite(layer);
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if (pspr != nullptr)
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{
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return gety ? (pspr->y) : (pspr->x);
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}
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}
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return 0.;
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}
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DEFINE_ACTION_FUNCTION(AActor, OverlayX)
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{
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PARAM_ACTION_PROLOGUE;
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PARAM_INT_OPT(layer) { layer = 0; }
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if (ACTION_CALL_FROM_PSPRITE())
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{
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double res = GetOverlayPosition(self, ((layer != 0) ? layer : stateinfo->mPSPIndex), false);
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ACTION_RETURN_FLOAT(res);
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}
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ACTION_RETURN_FLOAT(0.);
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}
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DEFINE_ACTION_FUNCTION(AActor, OverlayY)
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{
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PARAM_ACTION_PROLOGUE;
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PARAM_INT_OPT(layer) { layer = 0; }
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if (ACTION_CALL_FROM_PSPRITE())
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{
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double res = GetOverlayPosition(self, ((layer != 0) ? layer : stateinfo->mPSPIndex), true);
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ACTION_RETURN_FLOAT(res);
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}
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ACTION_RETURN_FLOAT(0.);
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}
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//---------------------------------------------------------------------------
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//
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// PROC OverlayID
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@ -58,6 +58,8 @@ ACTOR Actor native //: Thinker
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native float GetSpriteRotation(int ptr = AAPTR_DEFAULT);
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native int GetMissileDamage(int mask, int add, int ptr = AAPTR_DEFAULT);
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action native int OverlayID();
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action native float OverlayX(int layer = 0);
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action native float OverlayY(int layer = 0);
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// Action functions
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// Meh, MBF redundant functions. Only for DeHackEd support.
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