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https://github.com/ZDoom/qzdoom.git
synced 2024-11-28 06:53:58 +00:00
- fixed: All access to weapon info in DECORATE functions should be restricted to when they get called from an actual weapon, not from a CustomInventory item.
Issues this fixes: * all original Doom attack functions unconditionally altered the flash state. * A_FireOldBFG, A_RailAttack and A_Blast never checked for a valid ReadyWeapon. * CustomInventory items could deplete an unrelated weapon's ammo.
This commit is contained in:
parent
9f8dee45c4
commit
623276f5a6
4 changed files with 27 additions and 24 deletions
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@ -36,7 +36,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_Punch)
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if (self->player != NULL)
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{
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AWeapon *weapon = self->player->ReadyWeapon;
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if (weapon != NULL && !(weapon->WeaponFlags & WIF_DEHAMMO))
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if (weapon != NULL && !(weapon->WeaponFlags & WIF_DEHAMMO) && ACTION_CALL_FROM_WEAPON())
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{
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if (!weapon->DepleteAmmo (weapon->bAltFire))
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return;
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@ -73,7 +73,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_FirePistol)
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if (self->player != NULL)
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{
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AWeapon *weapon = self->player->ReadyWeapon;
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if (weapon != NULL)
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if (weapon != NULL && ACTION_CALL_FROM_WEAPON())
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{
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if (!weapon->DepleteAmmo (weapon->bAltFire, true, 1))
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return;
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@ -148,7 +148,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Saw)
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slope = P_AimLineAttack (self, angle, Range, &linetarget) + (pr_saw.Random2() * (Spread_Z / 255));
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AWeapon *weapon = self->player->ReadyWeapon;
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if ((weapon != NULL) && !(Flags & SF_NOUSEAMMO) && !(!linetarget && (Flags & SF_NOUSEAMMOMISS)) && !(weapon->WeaponFlags & WIF_DEHAMMO))
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if ((weapon != NULL) && !(Flags & SF_NOUSEAMMO) && !(!linetarget && (Flags & SF_NOUSEAMMOMISS)) && !(weapon->WeaponFlags & WIF_DEHAMMO) && ACTION_CALL_FROM_WEAPON())
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{
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if (!weapon->DepleteAmmo (weapon->bAltFire))
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return;
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@ -250,7 +250,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_FireShotgun)
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S_Sound (self, CHAN_WEAPON, "weapons/shotgf", 1, ATTN_NORM);
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AWeapon *weapon = self->player->ReadyWeapon;
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if (weapon != NULL)
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if (weapon != NULL && ACTION_CALL_FROM_WEAPON())
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{
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if (!weapon->DepleteAmmo (weapon->bAltFire, true, 1))
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return;
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@ -281,7 +281,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_FireShotgun2)
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S_Sound (self, CHAN_WEAPON, "weapons/sshotf", 1, ATTN_NORM);
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AWeapon *weapon = self->player->ReadyWeapon;
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if (weapon != NULL)
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if (weapon != NULL && ACTION_CALL_FROM_WEAPON())
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{
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if (!weapon->DepleteAmmo (weapon->bAltFire, true, 2))
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return;
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@ -390,7 +390,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_FireCGun)
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}
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AWeapon *weapon = player->ReadyWeapon;
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if (weapon != NULL)
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if (weapon != NULL && ACTION_CALL_FROM_WEAPON())
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{
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if (!weapon->DepleteAmmo (weapon->bAltFire, true, 1))
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return;
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@ -431,7 +431,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_FireMissile)
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return;
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}
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AWeapon *weapon = self->player->ReadyWeapon;
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if (weapon != NULL)
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if (weapon != NULL && ACTION_CALL_FROM_WEAPON())
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{
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if (!weapon->DepleteAmmo (weapon->bAltFire, true, 1))
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return;
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@ -454,7 +454,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_FireSTGrenade)
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return;
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}
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AWeapon *weapon = self->player->ReadyWeapon;
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if (weapon != NULL)
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if (weapon != NULL && ACTION_CALL_FROM_WEAPON())
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{
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if (!weapon->DepleteAmmo (weapon->bAltFire))
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return;
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@ -479,7 +479,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_FirePlasma)
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return;
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}
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AWeapon *weapon = self->player->ReadyWeapon;
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if (weapon != NULL)
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if (weapon != NULL && ACTION_CALL_FROM_WEAPON())
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{
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if (!weapon->DepleteAmmo (weapon->bAltFire, true, 1))
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return;
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@ -497,7 +497,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_FirePlasma)
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//
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// [RH] A_FireRailgun
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//
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static void FireRailgun(AActor *self, int offset_xy)
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static void FireRailgun(AActor *self, int offset_xy, bool fromweapon)
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{
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int damage;
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player_t *player;
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@ -508,7 +508,7 @@ static void FireRailgun(AActor *self, int offset_xy)
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}
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AWeapon *weapon = self->player->ReadyWeapon;
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if (weapon != NULL)
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if (weapon != NULL && fromweapon)
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{
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if (!weapon->DepleteAmmo (weapon->bAltFire, true, 1))
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return;
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@ -528,17 +528,17 @@ static void FireRailgun(AActor *self, int offset_xy)
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DEFINE_ACTION_FUNCTION(AActor, A_FireRailgun)
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{
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FireRailgun(self, 0);
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FireRailgun(self, 0, ACTION_CALL_FROM_WEAPON());
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}
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DEFINE_ACTION_FUNCTION(AActor, A_FireRailgunRight)
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{
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FireRailgun(self, 10);
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FireRailgun(self, 10, ACTION_CALL_FROM_WEAPON());
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}
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DEFINE_ACTION_FUNCTION(AActor, A_FireRailgunLeft)
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{
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FireRailgun(self, -10);
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FireRailgun(self, -10, ACTION_CALL_FROM_WEAPON());
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}
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DEFINE_ACTION_FUNCTION(AActor, A_RailWait)
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@ -560,7 +560,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_FireBFG)
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}
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AWeapon *weapon = self->player->ReadyWeapon;
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if (weapon != NULL)
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if (weapon != NULL && ACTION_CALL_FROM_WEAPON())
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{
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if (!weapon->DepleteAmmo (weapon->bAltFire, true, deh.BFGCells))
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return;
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@ -671,6 +671,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_FireOldBFG)
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AActor * mo = NULL;
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player_t *player;
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bool doesautoaim = false;
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if (NULL == (player = self->player))
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{
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@ -678,18 +679,20 @@ DEFINE_ACTION_FUNCTION(AActor, A_FireOldBFG)
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}
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AWeapon *weapon = self->player->ReadyWeapon;
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if (ACTION_CALL_FROM_WEAPON()) weapon = NULL;
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if (weapon != NULL)
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{
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if (!weapon->DepleteAmmo (weapon->bAltFire, true, 1))
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return;
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doesautoaim = !(weapon->WeaponFlags & WIF_NOAUTOAIM);
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weapon->WeaponFlags |= WIF_NOAUTOAIM; // No autoaiming that gun
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}
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self->player->extralight = 2;
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// Save values temporarily
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angle_t SavedPlayerAngle = self->angle;
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fixed_t SavedPlayerPitch = self->pitch;
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bool doesautoaim = !(self->player->ReadyWeapon->WeaponFlags & WIF_NOAUTOAIM);
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self->player->ReadyWeapon->WeaponFlags |= WIF_NOAUTOAIM; // No autoaiming that gun
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for (int i = 0; i < 2; i++) // Spawn two plasma balls in sequence
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{
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self->angle += ((pr_oldbfg()&127) - 64) * (ANG90/768);
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@ -699,5 +702,5 @@ DEFINE_ACTION_FUNCTION(AActor, A_FireOldBFG)
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self->angle = SavedPlayerAngle;
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self->pitch = SavedPlayerPitch;
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}
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if (doesautoaim) self->player->ReadyWeapon->WeaponFlags &= ~WIF_NOAUTOAIM; // Restore autoaim setting
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if (doesautoaim && weapon != NULL) weapon->WeaponFlags &= ~WIF_NOAUTOAIM; // Restore autoaim setting
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}
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@ -109,10 +109,10 @@ DEFINE_ACTION_FUNCTION_PARAMS (AActor, A_Blast)
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TThinkerIterator<AActor> iterator;
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fixed_t dist;
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if (self->player && (blastflags & BF_USEAMMO))
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if (self->player && (blastflags & BF_USEAMMO) && ACTION_CALL_FROM_WEAPON())
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{
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AWeapon * weapon = self->player->ReadyWeapon;
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if (!weapon->DepleteAmmo(weapon->bAltFire))
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if (weapon != NULL && !weapon->DepleteAmmo(weapon->bAltFire))
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return;
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}
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@ -382,7 +382,7 @@ struct StateCallData
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void AF_##name (AActor *self, AActor *stateowner, FState *, int, StateCallData *); \
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static AFuncDesc info_##cls##_##name = { #name, AF_##name }; \
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MSVC_ASEG AFuncDesc *infoptr_##cls##_##name GCC_ASEG = &info_##cls##_##name; \
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void AF_##name (AActor *self, AActor *stateowner, FState *, int, StateCallData *statecall)
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void AF_##name (AActor *self, AActor *stateowner, FState *CallingState, int, StateCallData *statecall)
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#define DEFINE_ACTION_FUNCTION_PARAMS(cls, name) \
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void AFP_##name (AActor *self, AActor *stateowner, FState *CallingState, int ParameterIndex, StateCallData *statecall); \
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@ -1261,7 +1261,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_FireBullets)
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int bslope = 0;
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int laflags = (flags & FBF_NORANDOMPUFFZ)? LAF_NORANDOMPUFFZ : 0;
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if ((flags & FBF_USEAMMO) && weapon)
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if ((flags & FBF_USEAMMO) && weapon && ACTION_CALL_FROM_WEAPON())
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{
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if (!weapon->DepleteAmmo(weapon->bAltFire, true))
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return; // out of ammo
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@ -1450,7 +1450,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CustomPunch)
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pitch = P_AimLineAttack (self, angle, range, &linetarget);
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// only use ammo when actually hitting something!
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if ((flags & CPF_USEAMMO) && linetarget && weapon)
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if ((flags & CPF_USEAMMO) && linetarget && weapon && ACTION_CALL_FROM_WEAPON())
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{
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if (!weapon->DepleteAmmo(weapon->bAltFire, true))
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return; // out of ammo
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@ -1548,7 +1548,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_RailAttack)
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AWeapon *weapon = self->player->ReadyWeapon;
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// only use ammo when actually hitting something!
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if (useammo)
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if (useammo && weapon != NULL && ACTION_CALL_FROM_WEAPON())
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{
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if (!weapon->DepleteAmmo(weapon->bAltFire, true))
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return; // out of ammo
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