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- Set the morphing and unmorphing actor as target for the teleport fog. This will allow for better interactions on what should happen between the morphee without needing to make monster AI needing to search for them in particular or rely upon TIDs.
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1799ae91c9
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1 changed files with 12 additions and 4 deletions
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@ -105,7 +105,7 @@ bool P_MorphPlayer (player_t *activator, player_t *p, const PClass *spawntype, i
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morphed->flags |= actor->flags & (MF_SHADOW|MF_NOGRAVITY);
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morphed->flags2 |= actor->flags2 & MF2_FLY;
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morphed->flags3 |= actor->flags3 & MF3_GHOST;
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Spawn(((enter_flash) ? enter_flash : RUNTIME_CLASS(ATeleportFog)), actor->x, actor->y, actor->z + TELEFOGHEIGHT, ALLOW_REPLACE);
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AActor *eflash = Spawn(((enter_flash) ? enter_flash : RUNTIME_CLASS(ATeleportFog)), actor->x, actor->y, actor->z + TELEFOGHEIGHT, ALLOW_REPLACE);
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actor->player = NULL;
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actor->flags &= ~(MF_SOLID|MF_SHOOTABLE);
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actor->flags |= MF_UNMORPHED;
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@ -156,6 +156,8 @@ bool P_MorphPlayer (player_t *activator, player_t *p, const PClass *spawntype, i
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p->camera = morphed;
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}
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morphed->ScoreIcon = actor->ScoreIcon; // [GRB]
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if (eflash)
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eflash->target = p->mo;
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return true;
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}
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@ -310,9 +312,11 @@ bool P_UndoPlayerMorph (player_t *activator, player_t *player, int unmorphflag,
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}
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angle = mo->angle >> ANGLETOFINESHIFT;
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AActor *eflash = NULL;
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if (exit_flash != NULL)
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{
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Spawn(exit_flash, pmo->x + 20*finecosine[angle], pmo->y + 20*finesine[angle], pmo->z + TELEFOGHEIGHT, ALLOW_REPLACE);
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eflash = Spawn(exit_flash, pmo->x + 20*finecosine[angle], pmo->y + 20*finesine[angle], pmo->z + TELEFOGHEIGHT, ALLOW_REPLACE);
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if (eflash) eflash->target = mo;
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}
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mo->SetupWeaponSlots(); // Use original class's weapon slots.
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beastweap = player->ReadyWeapon;
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@ -411,7 +415,9 @@ bool P_MorphMonster (AActor *actor, const PClass *spawntype, int duration, int s
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actor->flags &= ~(MF_SOLID|MF_SHOOTABLE);
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actor->flags |= MF_UNMORPHED;
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actor->renderflags |= RF_INVISIBLE;
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Spawn(((enter_flash) ? enter_flash : RUNTIME_CLASS(ATeleportFog)), actor->x, actor->y, actor->z + TELEFOGHEIGHT, ALLOW_REPLACE);
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AActor *eflash = Spawn(((enter_flash) ? enter_flash : RUNTIME_CLASS(ATeleportFog)), actor->x, actor->y, actor->z + TELEFOGHEIGHT, ALLOW_REPLACE);
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if (eflash)
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eflash->target = morphed;
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return true;
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}
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@ -471,7 +477,9 @@ bool P_UndoMonsterMorph (AMorphedMonster *beast, bool force)
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DObject::StaticPointerSubstitution (beast, actor);
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const PClass *exit_flash = beast->MorphExitFlash;
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beast->Destroy ();
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Spawn(exit_flash, beast->x, beast->y, beast->z + TELEFOGHEIGHT, ALLOW_REPLACE);
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AActor *eflash = Spawn(exit_flash, beast->x, beast->y, beast->z + TELEFOGHEIGHT, ALLOW_REPLACE);
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if (eflash)
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eflash->target = actor;
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return true;
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}
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