- Added spawnofs_z parameter to A_RailAttack and A_CustomRailgun.

SVN r4191 (trunk)
This commit is contained in:
Randy Heit 2013-03-20 03:36:45 +00:00
parent 283ee1a891
commit 53e73783e0
6 changed files with 15 additions and 13 deletions

View file

@ -467,7 +467,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_FirePlasma)
// //
// [RH] A_FireRailgun // [RH] A_FireRailgun
// //
static void FireRailgun(AActor *self, int RailOffset) static void FireRailgun(AActor *self, int offset_xy)
{ {
int damage; int damage;
player_t *player; player_t *player;
@ -492,7 +492,7 @@ static void FireRailgun(AActor *self, int RailOffset)
damage = deathmatch ? 100 : 150; damage = deathmatch ? 100 : 150;
P_RailAttack (self, damage, RailOffset); P_RailAttack (self, damage, offset_xy);
} }

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@ -469,7 +469,7 @@ void P_TraceBleed (int damage, AActor *target); // random direction version
bool P_HitFloor (AActor *thing); bool P_HitFloor (AActor *thing);
bool P_HitWater (AActor *thing, sector_t *sec, fixed_t splashx = FIXED_MIN, fixed_t splashy = FIXED_MIN, fixed_t splashz=FIXED_MIN, bool checkabove = false, bool alert = true); bool P_HitWater (AActor *thing, sector_t *sec, fixed_t splashx = FIXED_MIN, fixed_t splashy = FIXED_MIN, fixed_t splashz=FIXED_MIN, bool checkabove = false, bool alert = true);
void P_CheckSplash(AActor *self, fixed_t distance); void P_CheckSplash(AActor *self, fixed_t distance);
void P_RailAttack (AActor *source, int damage, int offset, int color1 = 0, int color2 = 0, float maxdiff = 0, int flags = 0, const PClass *puff = NULL, angle_t angleoffset = 0, angle_t pitchoffset = 0, fixed_t distance = 8192*FRACUNIT, int duration = 0, float sparsity = 1.0, float drift = 1.0, const PClass *spawnclass = NULL); // [RH] Shoot a railgun void P_RailAttack (AActor *source, int damage, int offset_xy, fixed_t offset_z = 0, int color1 = 0, int color2 = 0, float maxdiff = 0, int flags = 0, const PClass *puff = NULL, angle_t angleoffset = 0, angle_t pitchoffset = 0, fixed_t distance = 8192*FRACUNIT, int duration = 0, float sparsity = 1.0, float drift = 1.0, const PClass *spawnclass = NULL); // [RH] Shoot a railgun
enum // P_RailAttack / A_RailAttack / A_CustomRailgun / P_DrawRailTrail flags enum // P_RailAttack / A_RailAttack / A_CustomRailgun / P_DrawRailTrail flags
{ {

View file

@ -3942,7 +3942,7 @@ static bool ProcessNoPierceRailHit (FTraceResults &res)
// //
// //
//========================================================================== //==========================================================================
void P_RailAttack (AActor *source, int damage, int offset, int color1, int color2, float maxdiff, int railflags, const PClass *puffclass, angle_t angleoffset, angle_t pitchoffset, fixed_t distance, int duration, float sparsity, float drift, const PClass *spawnclass) void P_RailAttack (AActor *source, int damage, int offset_xy, fixed_t offset_z, int color1, int color2, float maxdiff, int railflags, const PClass *puffclass, angle_t angleoffset, angle_t pitchoffset, fixed_t distance, int duration, float sparsity, float drift, const PClass *spawnclass)
{ {
fixed_t vx, vy, vz; fixed_t vx, vy, vz;
angle_t angle, pitch; angle_t angle, pitch;
@ -3963,7 +3963,7 @@ void P_RailAttack (AActor *source, int damage, int offset, int color1, int color
x1 = source->x; x1 = source->x;
y1 = source->y; y1 = source->y;
shootz = source->z - source->floorclip + (source->height >> 1); shootz = source->z - source->floorclip + (source->height >> 1) + offset_z;
if (!(railflags & RAF_CENTERZ)) if (!(railflags & RAF_CENTERZ))
{ {
@ -3978,8 +3978,8 @@ void P_RailAttack (AActor *source, int damage, int offset, int color1, int color
} }
angle = ((source->angle + angleoffset) - ANG90) >> ANGLETOFINESHIFT; angle = ((source->angle + angleoffset) - ANG90) >> ANGLETOFINESHIFT;
x1 += offset*finecosine[angle]; x1 += offset_xy * finecosine[angle];
y1 += offset*finesine[angle]; y1 += offset_xy * finesine[angle];
RailHits.Clear (); RailHits.Clear ();
start.X = FIXED2FLOAT(x1); start.X = FIXED2FLOAT(x1);

View file

@ -1429,7 +1429,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CustomPunch)
//========================================================================== //==========================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_RailAttack) DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_RailAttack)
{ {
ACTION_PARAM_START(15); ACTION_PARAM_START(16);
ACTION_PARAM_INT(Damage, 0); ACTION_PARAM_INT(Damage, 0);
ACTION_PARAM_INT(Spawnofs_XY, 1); ACTION_PARAM_INT(Spawnofs_XY, 1);
ACTION_PARAM_BOOL(UseAmmo, 2); ACTION_PARAM_BOOL(UseAmmo, 2);
@ -1445,6 +1445,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_RailAttack)
ACTION_PARAM_FLOAT(Sparsity, 12); ACTION_PARAM_FLOAT(Sparsity, 12);
ACTION_PARAM_FLOAT(DriftSpeed, 13); ACTION_PARAM_FLOAT(DriftSpeed, 13);
ACTION_PARAM_CLASS(SpawnClass, 14); ACTION_PARAM_CLASS(SpawnClass, 14);
ACTION_PARAM_FIXED(Spawnofs_Z, 15);
if(Range==0) Range=8192*FRACUNIT; if(Range==0) Range=8192*FRACUNIT;
if(Sparsity==0) Sparsity=1.0; if(Sparsity==0) Sparsity=1.0;
@ -1473,7 +1474,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_RailAttack)
slope = pr_crailgun.Random2() * (Spread_Z / 255); slope = pr_crailgun.Random2() * (Spread_Z / 255);
} }
P_RailAttack (self, Damage, Spawnofs_XY, Color1, Color2, MaxDiff, Flags, PuffType, angle, slope, Range, Duration, Sparsity, DriftSpeed, SpawnClass); P_RailAttack (self, Damage, Spawnofs_XY, Spawnofs_Z, Color1, Color2, MaxDiff, Flags, PuffType, angle, slope, Range, Duration, Sparsity, DriftSpeed, SpawnClass);
} }
//========================================================================== //==========================================================================
@ -1491,7 +1492,7 @@ enum
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CustomRailgun) DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CustomRailgun)
{ {
ACTION_PARAM_START(15); ACTION_PARAM_START(16);
ACTION_PARAM_INT(Damage, 0); ACTION_PARAM_INT(Damage, 0);
ACTION_PARAM_INT(Spawnofs_XY, 1); ACTION_PARAM_INT(Spawnofs_XY, 1);
ACTION_PARAM_COLOR(Color1, 2); ACTION_PARAM_COLOR(Color1, 2);
@ -1507,6 +1508,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CustomRailgun)
ACTION_PARAM_FLOAT(Sparsity, 12); ACTION_PARAM_FLOAT(Sparsity, 12);
ACTION_PARAM_FLOAT(DriftSpeed, 13); ACTION_PARAM_FLOAT(DriftSpeed, 13);
ACTION_PARAM_CLASS(SpawnClass, 14); ACTION_PARAM_CLASS(SpawnClass, 14);
ACTION_PARAM_FIXED(Spawnofs_Z, 15);
if(Range==0) Range=8192*FRACUNIT; if(Range==0) Range=8192*FRACUNIT;
if(Sparsity==0) Sparsity=1.0; if(Sparsity==0) Sparsity=1.0;
@ -1590,7 +1592,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CustomRailgun)
slopeoffset = pr_crailgun.Random2() * (Spread_Z / 255); slopeoffset = pr_crailgun.Random2() * (Spread_Z / 255);
} }
P_RailAttack (self, Damage, Spawnofs_XY, Color1, Color2, MaxDiff, Flags, PuffType, angleoffset, slopeoffset, Range, Duration, Sparsity, DriftSpeed, SpawnClass); P_RailAttack (self, Damage, Spawnofs_XY, Spawnofs_Z, Color1, Color2, MaxDiff, Flags, PuffType, angleoffset, slopeoffset, Range, Duration, Sparsity, DriftSpeed, SpawnClass);
self->x = saved_x; self->x = saved_x;
self->y = saved_y; self->y = saved_y;

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@ -198,7 +198,7 @@ ACTOR Actor native //: Thinker
action native A_Jump(int chance = 256, state label, ...); action native A_Jump(int chance = 256, state label, ...);
action native A_CustomMissile(class<Actor> missiletype, float spawnheight = 32, int spawnofs_xy = 0, float angle = 0, int flags = 0, float pitch = 0); action native A_CustomMissile(class<Actor> missiletype, float spawnheight = 32, int spawnofs_xy = 0, float angle = 0, int flags = 0, float pitch = 0);
action native A_CustomBulletAttack(float spread_xy, float spread_z, int numbullets, int damageperbullet, class<Actor> pufftype = "BulletPuff", float range = 0, int flags = 0); action native A_CustomBulletAttack(float spread_xy, float spread_z, int numbullets, int damageperbullet, class<Actor> pufftype = "BulletPuff", float range = 0, int flags = 0);
action native A_CustomRailgun(int damage, int spawnofs_xy = 0, color color1 = "", color color2 = "", int flags = 0, bool aim = false, float maxdiff = 0, class<Actor> pufftype = "BulletPuff", float spread_xy = 0, float spread_z = 0, float range = 0, int duration = 0, float sparsity = 1.0, float driftspeed = 1.0, class<Actor> spawnclass = "none"); action native A_CustomRailgun(int damage, int spawnofs_xy = 0, color color1 = "", color color2 = "", int flags = 0, bool aim = false, float maxdiff = 0, class<Actor> pufftype = "BulletPuff", float spread_xy = 0, float spread_z = 0, float range = 0, int duration = 0, float sparsity = 1.0, float driftspeed = 1.0, class<Actor> spawnclass = "none", float spawnofs_z = 0);
action native A_JumpIfHealthLower(int health, state label); action native A_JumpIfHealthLower(int health, state label);
action native A_JumpIfCloser(float distance, state label); action native A_JumpIfCloser(float distance, state label);
action native A_JumpIfTracerCloser(float distance, state label); action native A_JumpIfTracerCloser(float distance, state label);

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@ -11,7 +11,7 @@ ACTOR Inventory native
action native A_CustomPunch(int damage, bool norandom = false, int flags = CPF_USEAMMO, class<Actor> pufftype = "BulletPuff", float range = 0, float lifesteal = 0); action native A_CustomPunch(int damage, bool norandom = false, int flags = CPF_USEAMMO, class<Actor> pufftype = "BulletPuff", float range = 0, float lifesteal = 0);
action native A_FireBullets(float spread_xy, float spread_z, int numbullets, int damageperbullet, class<Actor> pufftype = "BulletPuff", int flags = 1, float range = 0); action native A_FireBullets(float spread_xy, float spread_z, int numbullets, int damageperbullet, class<Actor> pufftype = "BulletPuff", int flags = 1, float range = 0);
action native A_FireCustomMissile(class<Actor> missiletype, float angle = 0, bool useammo = true, int spawnofs_xy = 0, float spawnheight = 0, bool aimatangle = false, float pitch = 0); action native A_FireCustomMissile(class<Actor> missiletype, float angle = 0, bool useammo = true, int spawnofs_xy = 0, float spawnheight = 0, bool aimatangle = false, float pitch = 0);
action native A_RailAttack(int damage, int spawnofs_xy = 0, int useammo = true, color color1 = "", color color2 = "", int flags = 0, float maxdiff = 0, class<Actor> pufftype = "BulletPuff", float spread_xy = 0, float spread_z = 0, float range = 0, int duration = 0, float sparsity = 1.0, float driftspeed = 1.0, class<Actor> spawnclass = "none"); action native A_RailAttack(int damage, int spawnofs_xy = 0, int useammo = true, color color1 = "", color color2 = "", int flags = 0, float maxdiff = 0, class<Actor> pufftype = "BulletPuff", float spread_xy = 0, float spread_z = 0, float range = 0, int duration = 0, float sparsity = 1.0, float driftspeed = 1.0, class<Actor> spawnclass = "none", float spawnofs_z = 0);
action native A_Light(int extralight); action native A_Light(int extralight);
action native A_Light0(); action native A_Light0();
action native A_Light1(); action native A_Light1();