From 381fb8d304234629f5f79b2c6ef857edbee986f6 Mon Sep 17 00:00:00 2001 From: Randy Heit Date: Wed, 11 May 2011 04:31:31 +0000 Subject: [PATCH] - Added optional fullthrustdistance to A_RadiusThrust to specify the distance at which thrust starts diminishing. SVN r3202 (trunk) --- src/thingdef/thingdef_codeptr.cpp | 3 ++- wadsrc/static/actors/actor.txt | 2 +- 2 files changed, 3 insertions(+), 2 deletions(-) diff --git a/src/thingdef/thingdef_codeptr.cpp b/src/thingdef/thingdef_codeptr.cpp index 3d05b4a18..c73a92a26 100644 --- a/src/thingdef/thingdef_codeptr.cpp +++ b/src/thingdef/thingdef_codeptr.cpp @@ -932,6 +932,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_RadiusThrust) ACTION_PARAM_INT(force, 0); ACTION_PARAM_FIXED(distance, 1); ACTION_PARAM_BOOL(affectSource, 2); + ACTION_PARAM_INT(fullthrustdistance, 3); bool sourcenothrust = false; @@ -946,7 +947,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_RadiusThrust) } int sourceflags2 = self->target != NULL ? self->target->flags2 : 0; - P_RadiusAttack (self, self->target, force, distance, self->DamageType, affectSource, false); + P_RadiusAttack (self, self->target, force, distance, self->DamageType, affectSource, false, fullthrustdistance); P_CheckSplash(self, distance << FRACBITS); if (sourcenothrust) diff --git a/wadsrc/static/actors/actor.txt b/wadsrc/static/actors/actor.txt index f2e6b78e8..13dd55e76 100644 --- a/wadsrc/static/actors/actor.txt +++ b/wadsrc/static/actors/actor.txt @@ -246,7 +246,7 @@ ACTOR Actor native //: Thinker action native A_CustomComboAttack(class missiletype, float spawnheight, int damage, sound meleesound = "", name damagetype = "none", bool bleed = true); action native A_Burst(class chunktype); action native A_Blast(int flags = 0, int strength = 255, int radius = 255, float speed = 20, class blasteffect = "BlastEffect", sound blastsound = "BlastRadius"); - action native A_RadiusThrust(int force = 128, int distance = -1, bool affectsource = true); + action native A_RadiusThrust(int force = 128, int distance = -1, bool affectsource = true, int fullthrustdistance = 0); action native A_Explode(int damage = -1, int distance = -1, bool hurtsource = true, bool alert = false, int fulldamagedistance = 0, int nails = 0, int naildamage = 10); action native A_Stop(); action native A_Respawn(int flags = 1);