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https://github.com/ZDoom/qzdoom.git
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- fixed: A_KeenDie should not drop items.
SVN r2300 (trunk)
This commit is contained in:
parent
bd40bba37c
commit
674c63d66c
7 changed files with 50 additions and 44 deletions
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@ -15,7 +15,7 @@
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//
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DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_KeenDie)
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{
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CALL_ACTION(A_NoBlocking, self);
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A_Unblock(self, false);
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// scan the remaining thinkers to see if all Keens are dead
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AActor *other;
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@ -162,7 +162,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_PainDie)
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self->flags &= ~MF_FRIENDLY;
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}
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const PClass *spawntype = GetSpawnType(PUSH_PARAMINFO);
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CALL_ACTION(A_NoBlocking, self);
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A_Unblock(self, true);
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A_PainShootSkull (self, self->angle + ANG90, spawntype);
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A_PainShootSkull (self, self->angle + ANG180, spawntype);
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A_PainShootSkull (self, self->angle + ANG270, spawntype);
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@ -57,7 +57,7 @@ IMPLEMENT_CLASS (ASwitchingDecoration)
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//
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//----------------------------------------------------------------------------
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DEFINE_ACTION_FUNCTION(AActor, A_NoBlocking)
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void A_Unblock(AActor *self, bool drop)
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{
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// [RH] Andy Baker's stealth monsters
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if (self->flags & MF_STEALTH)
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@ -78,8 +78,8 @@ DEFINE_ACTION_FUNCTION(AActor, A_NoBlocking)
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self->Conversation = NULL;
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// If the self has attached metadata for items to drop, drop those.
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if (!self->IsKindOf (RUNTIME_CLASS (APlayerPawn))) // [GRB]
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// If the actor has attached metadata for items to drop, drop those.
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if (drop && !self->IsKindOf (RUNTIME_CLASS (APlayerPawn))) // [GRB]
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{
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FDropItem *di = self->GetDropItems();
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@ -98,9 +98,14 @@ DEFINE_ACTION_FUNCTION(AActor, A_NoBlocking)
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}
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}
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DEFINE_ACTION_FUNCTION(AActor, A_NoBlocking)
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{
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A_Unblock(self, true);
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}
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DEFINE_ACTION_FUNCTION(AActor, A_Fall)
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{
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CALL_ACTION(A_NoBlocking, self);
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A_Unblock(self, true);
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}
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//==========================================================================
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@ -301,7 +306,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_FreezeDeathChunks)
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{
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CALL_ACTION(A_BossDeath, self);
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}
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CALL_ACTION(A_NoBlocking, self);
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A_Unblock(self, true);
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self->SetState(self->FindState(NAME_Null));
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}
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@ -85,7 +85,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_AlienSpectreDeath)
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int log;
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int i;
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CALL_ACTION(A_NoBlocking, self); // [RH] Need this for Sigil rewarding
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A_Unblock(self, true); // [RH] Need this for Sigil rewarding
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if (!CheckBossDeath (self))
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{
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return;
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@ -2784,7 +2784,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_XScream)
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DEFINE_ACTION_FUNCTION(AActor, A_ScreamAndUnblock)
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{
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CALL_ACTION(A_Scream, self);
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CALL_ACTION(A_NoBlocking, self);
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A_Unblock(self, true);
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}
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//===========================================================================
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@ -2810,7 +2810,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_ActiveSound)
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DEFINE_ACTION_FUNCTION(AActor, A_ActiveAndUnblock)
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{
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CALL_ACTION(A_ActiveSound, self);
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CALL_ACTION(A_NoBlocking, self);
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A_Unblock(self, true);
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}
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//---------------------------------------------------------------------------
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@ -55,6 +55,7 @@ AInventory *P_DropItem (AActor *source, const PClass *type, int special, int cha
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void P_TossItem (AActor *item);
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bool P_LookForPlayers (AActor *actor, INTBOOL allaround, FLookExParams *params);
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void A_Weave(AActor *self, int xyspeed, int zspeed, fixed_t xydist, fixed_t zdist);
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void A_Unblock(AActor *self, bool drop);
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DECLARE_ACTION(A_Look)
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DECLARE_ACTION(A_Wander)
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@ -2119,47 +2119,47 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Burst)
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ACTION_PARAM_START(1);
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ACTION_PARAM_CLASS(chunk, 0);
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int i, numChunks;
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AActor * mo;
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int i, numChunks;
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AActor * mo;
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if (chunk == NULL) return;
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if (chunk == NULL) return;
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self->velx = self->vely = self->velz = 0;
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self->height = self->GetDefault()->height;
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self->velx = self->vely = self->velz = 0;
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self->height = self->GetDefault()->height;
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// [RH] In Hexen, this creates a random number of shards (range [24,56])
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// with no relation to the size of the self shattering. I think it should
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// base the number of shards on the size of the dead thing, so bigger
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// things break up into more shards than smaller things.
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// An self with radius 20 and height 64 creates ~40 chunks.
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numChunks = MAX<int> (4, (self->radius>>FRACBITS)*(self->height>>FRACBITS)/32);
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i = (pr_burst.Random2()) % (numChunks/4);
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for (i = MAX (24, numChunks + i); i >= 0; i--)
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{
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mo = Spawn(chunk,
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self->x + (((pr_burst()-128)*self->radius)>>7),
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self->y + (((pr_burst()-128)*self->radius)>>7),
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self->z + (pr_burst()*self->height/255), ALLOW_REPLACE);
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// [RH] In Hexen, this creates a random number of shards (range [24,56])
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// with no relation to the size of the self shattering. I think it should
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// base the number of shards on the size of the dead thing, so bigger
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// things break up into more shards than smaller things.
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// An self with radius 20 and height 64 creates ~40 chunks.
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numChunks = MAX<int> (4, (self->radius>>FRACBITS)*(self->height>>FRACBITS)/32);
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i = (pr_burst.Random2()) % (numChunks/4);
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for (i = MAX (24, numChunks + i); i >= 0; i--)
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{
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mo = Spawn(chunk,
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self->x + (((pr_burst()-128)*self->radius)>>7),
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self->y + (((pr_burst()-128)*self->radius)>>7),
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self->z + (pr_burst()*self->height/255), ALLOW_REPLACE);
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if (mo)
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{
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mo->velz = FixedDiv(mo->z - self->z, self->height)<<2;
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mo->velx = pr_burst.Random2 () << (FRACBITS-7);
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mo->vely = pr_burst.Random2 () << (FRACBITS-7);
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mo->RenderStyle = self->RenderStyle;
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mo->alpha = self->alpha;
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mo->CopyFriendliness(self, true);
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}
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}
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if (mo)
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{
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mo->velz = FixedDiv(mo->z - self->z, self->height)<<2;
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mo->velx = pr_burst.Random2 () << (FRACBITS-7);
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mo->vely = pr_burst.Random2 () << (FRACBITS-7);
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mo->RenderStyle = self->RenderStyle;
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mo->alpha = self->alpha;
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mo->CopyFriendliness(self, true);
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}
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}
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// [RH] Do some stuff to make this more useful outside Hexen
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if (self->flags4 & MF4_BOSSDEATH)
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{
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// [RH] Do some stuff to make this more useful outside Hexen
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if (self->flags4 & MF4_BOSSDEATH)
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{
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CALL_ACTION(A_BossDeath, self);
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}
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CALL_ACTION(A_NoBlocking, self);
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}
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A_Unblock(self, true);
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self->Destroy ();
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self->Destroy ();
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}
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//===========================================================================
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