mirror of
https://github.com/ZDoom/qzdoom.git
synced 2024-12-01 00:21:43 +00:00
Merge branch 'interpview_optin'
This commit is contained in:
commit
63a0e01c6a
5 changed files with 21 additions and 18 deletions
|
@ -8327,7 +8327,7 @@ scriptwait:
|
||||||
{
|
{
|
||||||
if (activator != NULL)
|
if (activator != NULL)
|
||||||
{
|
{
|
||||||
activator->SetAngle(STACK(1) << 16);
|
activator->SetAngle(STACK(1) << 16, false);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
|
@ -8337,7 +8337,7 @@ scriptwait:
|
||||||
|
|
||||||
while ( (actor = iterator.Next ()) )
|
while ( (actor = iterator.Next ()) )
|
||||||
{
|
{
|
||||||
actor->SetAngle(STACK(1) << 16);
|
actor->SetAngle(STACK(1) << 16, false);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
sp -= 2;
|
sp -= 2;
|
||||||
|
@ -8348,7 +8348,7 @@ scriptwait:
|
||||||
{
|
{
|
||||||
if (activator != NULL)
|
if (activator != NULL)
|
||||||
{
|
{
|
||||||
activator->SetPitch(STACK(1) << 16);
|
activator->SetPitch(STACK(1) << 16, false);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
|
@ -8358,7 +8358,7 @@ scriptwait:
|
||||||
|
|
||||||
while ( (actor = iterator.Next ()) )
|
while ( (actor = iterator.Next ()) )
|
||||||
{
|
{
|
||||||
actor->SetPitch(STACK(1) << 16);
|
actor->SetPitch(STACK(1) << 16, false);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
sp -= 2;
|
sp -= 2;
|
||||||
|
|
|
@ -2974,24 +2974,24 @@ void AActor::SetShade (int r, int g, int b)
|
||||||
fillcolor = MAKEARGB(ColorMatcher.Pick (r, g, b), r, g, b);
|
fillcolor = MAKEARGB(ColorMatcher.Pick (r, g, b), r, g, b);
|
||||||
}
|
}
|
||||||
|
|
||||||
void AActor::SetPitch(int p)
|
void AActor::SetPitch(int p, bool interpolate)
|
||||||
{
|
{
|
||||||
if (p != pitch)
|
if (p != pitch)
|
||||||
{
|
{
|
||||||
pitch = p;
|
pitch = p;
|
||||||
if (player != NULL)
|
if (player != NULL && interpolate)
|
||||||
{
|
{
|
||||||
player->cheats |= CF_INTERPVIEW;
|
player->cheats |= CF_INTERPVIEW;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
void AActor::SetAngle(angle_t ang)
|
void AActor::SetAngle(angle_t ang, bool interpolate)
|
||||||
{
|
{
|
||||||
if (ang != angle)
|
if (ang != angle)
|
||||||
{
|
{
|
||||||
angle = ang;
|
angle = ang;
|
||||||
if (player != NULL)
|
if (player != NULL && interpolate)
|
||||||
{
|
{
|
||||||
player->cheats |= CF_INTERPVIEW;
|
player->cheats |= CF_INTERPVIEW;
|
||||||
}
|
}
|
||||||
|
|
|
@ -3931,12 +3931,19 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_MonsterRefire)
|
||||||
// Set actor's angle (in degrees).
|
// Set actor's angle (in degrees).
|
||||||
//
|
//
|
||||||
//===========================================================================
|
//===========================================================================
|
||||||
|
enum
|
||||||
|
{
|
||||||
|
SPF_FORCECLAMP = 1, // players always clamp
|
||||||
|
SPF_INTERPOLATE = 2,
|
||||||
|
};
|
||||||
|
|
||||||
|
|
||||||
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SetAngle)
|
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SetAngle)
|
||||||
{
|
{
|
||||||
ACTION_PARAM_START(1);
|
ACTION_PARAM_START(2);
|
||||||
ACTION_PARAM_ANGLE(angle, 0);
|
ACTION_PARAM_ANGLE(angle, 0);
|
||||||
self->SetAngle(angle);
|
ACTION_PARAM_INT(flags, 1)
|
||||||
|
self->SetAngle(angle, !!(flags & SPF_INTERPOLATE));
|
||||||
}
|
}
|
||||||
|
|
||||||
//===========================================================================
|
//===========================================================================
|
||||||
|
@ -3947,11 +3954,6 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SetAngle)
|
||||||
//
|
//
|
||||||
//===========================================================================
|
//===========================================================================
|
||||||
|
|
||||||
enum
|
|
||||||
{
|
|
||||||
SPF_FORCECLAMP = 1, // players always clamp
|
|
||||||
};
|
|
||||||
|
|
||||||
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SetPitch)
|
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SetPitch)
|
||||||
{
|
{
|
||||||
ACTION_PARAM_START(2);
|
ACTION_PARAM_START(2);
|
||||||
|
@ -3974,7 +3976,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SetPitch)
|
||||||
}
|
}
|
||||||
pitch = clamp<int>(pitch, min, max);
|
pitch = clamp<int>(pitch, min, max);
|
||||||
}
|
}
|
||||||
self->SetPitch(pitch);
|
self->SetPitch(pitch, !!(flags & SPF_INTERPOLATE));
|
||||||
}
|
}
|
||||||
|
|
||||||
//===========================================================================
|
//===========================================================================
|
||||||
|
|
|
@ -289,7 +289,7 @@ ACTOR Actor native //: Thinker
|
||||||
action native A_DropWeaponPieces(class<Actor> p1, class<Actor> p2, class<Actor> p3);
|
action native A_DropWeaponPieces(class<Actor> p1, class<Actor> p2, class<Actor> p3);
|
||||||
action native A_PigPain ();
|
action native A_PigPain ();
|
||||||
action native A_MonsterRefire(int chance, state label);
|
action native A_MonsterRefire(int chance, state label);
|
||||||
action native A_SetAngle(float angle = 0);
|
action native A_SetAngle(float angle = 0, int flags = 0);
|
||||||
action native A_SetPitch(float pitch, int flags = 0);
|
action native A_SetPitch(float pitch, int flags = 0);
|
||||||
action native A_ScaleVelocity(float scale);
|
action native A_ScaleVelocity(float scale);
|
||||||
action native A_ChangeVelocity(float x = 0, float y = 0, float z = 0, int flags = 0);
|
action native A_ChangeVelocity(float x = 0, float y = 0, float z = 0, int flags = 0);
|
||||||
|
|
|
@ -307,8 +307,9 @@ Const Int WARPF_STOP = 0x80;
|
||||||
Const Int WARPF_TOFLOOR = 0x100;
|
Const Int WARPF_TOFLOOR = 0x100;
|
||||||
Const Int WARPF_TESTONLY = 0x200;
|
Const Int WARPF_TESTONLY = 0x200;
|
||||||
|
|
||||||
// flags for A_SetPitch
|
// flags for A_SetPitch/SetAngle
|
||||||
const int SPF_FORCECLAMP = 1;
|
const int SPF_FORCECLAMP = 1;
|
||||||
|
const int SPF_INTERPOLATE = 2;
|
||||||
|
|
||||||
|
|
||||||
// flags for A_CheckLOF
|
// flags for A_CheckLOF
|
||||||
|
|
Loading…
Reference in a new issue