This commit is contained in:
Christoph Oelckers 2016-01-22 19:15:24 +01:00
commit 6691358b0a
5 changed files with 40 additions and 38 deletions

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@ -5993,21 +5993,21 @@ doplaysound: if (funcIndex == ACSF_PlayActorSound)
case ACSF_SpawnParticle: case ACSF_SpawnParticle:
{ {
fixed_t x = args[0]; PalEntry color = args[0];
fixed_t y = args[1]; bool fullbright = argCount > 1 ? !!args[1] : false;
fixed_t z = args[2]; int lifetime = argCount > 2 ? args[2] : 35;
fixed_t xvel = args[3]; int size = argCount > 3 ? args[3] : 1;
fixed_t yvel = args[4]; fixed_t x = argCount > 4 ? args[4] : 0;
fixed_t zvel = args[5]; fixed_t y = argCount > 5 ? args[5] : 0;
PalEntry color = args[6]; fixed_t z = argCount > 6 ? args[6] : 0;
int lifetime = args[7]; fixed_t xvel = argCount > 7 ? args[7] : 0;
bool fullbright = argCount > 8 ? !!args[8] : false; fixed_t yvel = argCount > 8 ? args[8] : 0;
int startalpha = argCount > 9 ? args[9] : 0xFF; // Byte trans fixed_t zvel = argCount > 9 ? args[9] : 0;
int size = argCount > 10 ? args[10] : 1; fixed_t accelx = argCount > 10 ? args[10] : 0;
int fadestep = argCount > 11 ? args[11] : -1; fixed_t accely = argCount > 11 ? args[11] : 0;
fixed_t accelx = argCount > 12 ? args[12] : 0; fixed_t accelz = argCount > 12 ? args[12] : 0;
fixed_t accely = argCount > 13 ? args[13] : 0; int startalpha = argCount > 13 ? args[13] : 0xFF; // Byte trans
fixed_t accelz = argCount > 14 ? args[14] : 0; int fadestep = argCount > 14 ? args[14] : -1;
startalpha = clamp<int>(startalpha, 0, 0xFF); // Clamp to byte startalpha = clamp<int>(startalpha, 0, 0xFF); // Clamp to byte
lifetime = clamp<int>(lifetime, 0, 0xFF); // Clamp to byte lifetime = clamp<int>(lifetime, 0, 0xFF); // Clamp to byte

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@ -1684,7 +1684,8 @@ bool P_SeekerMissile (AActor *actor, angle_t thresh, angle_t turnMax, bool preci
angle_t pitch = 0; angle_t pitch = 0;
if (!(actor->flags3 & (MF3_FLOORHUGGER|MF3_CEILINGHUGGER))) if (!(actor->flags3 & (MF3_FLOORHUGGER|MF3_CEILINGHUGGER)))
{ // Need to seek vertically { // Need to seek vertically
double dist = MAX(1.0, FVector2(actor->Vec2To(target)).Length()); fixedvec2 vec = actor->Vec2To(target);
double dist = MAX(1.0, TVector2<double>(vec.x, vec.y).Length());
// Aim at a player's eyes and at the middle of the actor for everything else. // Aim at a player's eyes and at the middle of the actor for everything else.
fixed_t aimheight = target->height/2; fixed_t aimheight = target->height/2;
if (target->IsKindOf(RUNTIME_CLASS(APlayerPawn))) if (target->IsKindOf(RUNTIME_CLASS(APlayerPawn)))
@ -2421,7 +2422,7 @@ void P_ZMovement (AActor *mo, fixed_t oldfloorz)
{ {
if ((mo->flags & MF_MISSILE) && !(mo->flags & MF_NOCLIP)) if ((mo->flags & MF_MISSILE) && !(mo->flags & MF_NOCLIP))
{ {
mo->AddZ(mo->floorz); mo->SetZ(mo->floorz);
if (mo->BounceFlags & BOUNCE_Floors) if (mo->BounceFlags & BOUNCE_Floors)
{ {
mo->FloorBounceMissile (mo->floorsector->floorplane); mo->FloorBounceMissile (mo->floorsector->floorplane);
@ -3234,7 +3235,7 @@ void AActor::Tick ()
UnlinkFromWorld (); UnlinkFromWorld ();
flags |= MF_NOBLOCKMAP; flags |= MF_NOBLOCKMAP;
SetXYZ(Vec3Offset(velx, vely, vely)); SetXYZ(Vec3Offset(velx, vely, velz));
SetMovement(velx, vely, velz); SetMovement(velx, vely, velz);
LinkToWorld (); LinkToWorld ();
} }

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@ -466,7 +466,7 @@ void P_PlayerInSpecialSector (player_t *player, sector_t * sector)
} }
else if (level.time % sector->damageinterval == 0) else if (level.time % sector->damageinterval == 0)
{ {
P_DamageMobj(player->mo, NULL, NULL, sector->damageamount, sector->damagetype); if (!(player->cheats & (CF_GODMODE|CF_GODMODE2))) P_DamageMobj(player->mo, NULL, NULL, sector->damageamount, sector->damagetype);
if ((sector->Flags & SECF_ENDLEVEL) && player->health <= 10 && (!deathmatch || !(dmflags & DF_NO_EXIT))) if ((sector->Flags & SECF_ENDLEVEL) && player->health <= 10 && (!deathmatch || !(dmflags & DF_NO_EXIT)))
{ {
G_ExitLevel(0, false); G_ExitLevel(0, false);

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@ -953,7 +953,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CustomMissile)
break; break;
case 2: case 2:
self->SetXYZ(self->Vec3Offset(x, y, self->Z())); self->SetXYZ(self->Vec3Offset(x, y, 0));
missile = P_SpawnMissileAngleZSpeed(self, self->Z() + self->GetBobOffset() + spawnheight, ti, self->angle, 0, GetDefaultByType(ti)->Speed, self, false); missile = P_SpawnMissileAngleZSpeed(self, self->Z() + self->GetBobOffset() + spawnheight, ti, self->angle, 0, GetDefaultByType(ti)->Speed, self, false);
self->SetXYZ(pos); self->SetXYZ(pos);
@ -2644,23 +2644,24 @@ enum SPFflag
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SpawnParticle) DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SpawnParticle)
{ {
//(color color1, int flags = 0, int lifetime = 35, int size = 1, float angle = 0, float xoff = 0, float yoff = 0, float zoff = 0, float velx = 0, float vely = 0, float velz = 0, float accelx = 0, float accely = 0, float accelz = 0, float startalphaf = 1, float fadestepf = -1);
ACTION_PARAM_START(15); ACTION_PARAM_START(15);
ACTION_PARAM_FIXED(xoff, 0); ACTION_PARAM_COLOR(color, 0);
ACTION_PARAM_FIXED(yoff, 1); ACTION_PARAM_INT(flags, 1);
ACTION_PARAM_FIXED(zoff, 2); ACTION_PARAM_INT(lifetime, 2);
ACTION_PARAM_FIXED(xvel, 3); ACTION_PARAM_INT(size, 3);
ACTION_PARAM_FIXED(yvel, 4); ACTION_PARAM_ANGLE(angle, 4);
ACTION_PARAM_FIXED(zvel, 5); ACTION_PARAM_FIXED(xoff, 5);
ACTION_PARAM_COLOR(color, 6); ACTION_PARAM_FIXED(yoff, 6);
ACTION_PARAM_INT(lifetime, 7); ACTION_PARAM_FIXED(zoff, 7);
ACTION_PARAM_INT(flags, 8); ACTION_PARAM_FIXED(xvel, 8);
ACTION_PARAM_FIXED(startalphaf, 9); ACTION_PARAM_FIXED(yvel, 9);
ACTION_PARAM_INT(size, 10); ACTION_PARAM_FIXED(zvel, 10);
ACTION_PARAM_FIXED(fadestepf, 11); ACTION_PARAM_FIXED(accelx, 11);
ACTION_PARAM_FIXED(accelx, 12); ACTION_PARAM_FIXED(accely, 12);
ACTION_PARAM_FIXED(accely, 13); ACTION_PARAM_FIXED(accelz, 13);
ACTION_PARAM_FIXED(accelz, 14); ACTION_PARAM_FIXED(startalphaf, 14);
ACTION_PARAM_ANGLE(angle, 15); ACTION_PARAM_FIXED(fadestepf, 15);
BYTE startalpha = (BYTE)Scale(clamp(startalphaf, 0, FRACUNIT), 255, FRACUNIT); BYTE startalpha = (BYTE)Scale(clamp(startalphaf, 0, FRACUNIT), 255, FRACUNIT);
int fadestep = fadestepf < 0? -1 : Scale(clamp(fadestepf, 0, FRACUNIT), 255, FRACUNIT); int fadestep = fadestepf < 0? -1 : Scale(clamp(fadestepf, 0, FRACUNIT), 255, FRACUNIT);

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@ -234,7 +234,7 @@ ACTOR Actor native //: Thinker
action native A_SetScale(float scalex, float scaley = 0, int ptr = AAPTR_DEFAULT); action native A_SetScale(float scalex, float scaley = 0, int ptr = AAPTR_DEFAULT);
action native A_SetMass(int mass); action native A_SetMass(int mass);
action native A_SpawnDebris(class<Actor> spawntype, bool transfer_translation = false, float mult_h = 1, float mult_v = 1); action native A_SpawnDebris(class<Actor> spawntype, bool transfer_translation = false, float mult_h = 1, float mult_v = 1);
action native A_SpawnParticle(float xoff, float yoff, float zoff, float velx, float vely, float velz, color color1, int lifetime, int flags = 0, float startalpha = 1, int size = 1, float fadestep = -1, float accelx = 0.0, float accely = 0.0, float accelz = 0.0, float angle = 0); action native A_SpawnParticle(color color1, int flags = 0, int lifetime = 35, int size = 1, float angle = 0, float xoff = 0, float yoff = 0, float zoff = 0, float velx = 0, float vely = 0, float velz = 0, float accelx = 0, float accely = 0, float accelz = 0, float startalphaf = 1, float fadestepf = -1);
action native A_CheckSight(state label); action native A_CheckSight(state label);
action native A_ExtChase(bool usemelee, bool usemissile, bool playactive = true, bool nightmarefast = false); action native A_ExtChase(bool usemelee, bool usemissile, bool playactive = true, bool nightmarefast = false);
action native A_DropInventory(class<Inventory> itemtype); action native A_DropInventory(class<Inventory> itemtype);