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https://github.com/ZDoom/qzdoom.git
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- Turned A_Explode's affectsource parameter into a flags parameter and added XF_NOTMISSILE
and RTF_NOTMISSILE so that you can use A_Explode and A_RadiusThrust with non-missiles without them telling P_RadiusAttack() that the target is the source. SVN r3860 (trunk)
This commit is contained in:
parent
7af13c8d52
commit
6a91335841
15 changed files with 60 additions and 36 deletions
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@ -3367,7 +3367,7 @@ void FParser::SF_RadiusAttack()
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if (spot && source)
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if (spot && source)
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{
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{
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P_RadiusAttack(spot, source, damage, damage, NAME_None, true);
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P_RadiusAttack(spot, source, damage, damage, NAME_None, RADF_HURTSOURCE);
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}
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}
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}
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}
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}
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}
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@ -136,7 +136,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_VileAttack)
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target->y - FixedMul (24*FRACUNIT, finesine[an]),
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target->y - FixedMul (24*FRACUNIT, finesine[an]),
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target->z);
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target->z);
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P_RadiusAttack (fire, self, blastdmg, blastrad, dmgtype, false);
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P_RadiusAttack (fire, self, blastdmg, blastrad, dmgtype, 0);
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}
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}
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target->velz = Scale(thrust, 1000, target->Mass);
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target->velz = Scale(thrust, 1000, target->Mass);
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}
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}
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@ -141,7 +141,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Mushroom)
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if (n == 0) n = self->Damage; // GetMissileDamage (0, 1);
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if (n == 0) n = self->Damage; // GetMissileDamage (0, 1);
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if (spawntype == NULL) spawntype = PClass::FindClass("FatShot");
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if (spawntype == NULL) spawntype = PClass::FindClass("FatShot");
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P_RadiusAttack (self, self->target, 128, 128, self->DamageType, !(flags & MSF_DontHurt));
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P_RadiusAttack (self, self->target, 128, 128, self->DamageType, (flags & MSF_DontHurt) ? 0 : RADF_HURTSOURCE);
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P_CheckSplash(self, 128<<FRACBITS);
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P_CheckSplash(self, 128<<FRACBITS);
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// Now launch mushroom cloud
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// Now launch mushroom cloud
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@ -50,7 +50,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_TimeBomb)
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self->z += 32*FRACUNIT;
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self->z += 32*FRACUNIT;
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self->RenderStyle = STYLE_Add;
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self->RenderStyle = STYLE_Add;
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self->alpha = FRACUNIT;
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self->alpha = FRACUNIT;
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P_RadiusAttack (self, self->target, 128, 128, self->DamageType, true);
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P_RadiusAttack (self, self->target, 128, 128, self->DamageType, RADF_HURTSOURCE);
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P_CheckSplash(self, 128<<FRACBITS);
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P_CheckSplash(self, 128<<FRACBITS);
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}
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}
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@ -198,7 +198,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_VolcBallImpact)
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self->z += 28*FRACUNIT;
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self->z += 28*FRACUNIT;
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//self->velz = 3*FRACUNIT;
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//self->velz = 3*FRACUNIT;
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}
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}
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P_RadiusAttack (self, self->target, 25, 25, NAME_Fire, true);
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P_RadiusAttack (self, self->target, 25, 25, NAME_Fire, RADF_HURTSOURCE);
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for (i = 0; i < 4; i++)
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for (i = 0; i < 4; i++)
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{
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{
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tiny = Spawn("VolcanoTBlast", self->x, self->y, self->z, ALLOW_REPLACE);
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tiny = Spawn("VolcanoTBlast", self->x, self->y, self->z, ALLOW_REPLACE);
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@ -420,7 +420,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_PoisonBagDamage)
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{
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{
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int bobIndex;
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int bobIndex;
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P_RadiusAttack (self, self->target, 4, 40, self->DamageType, true);
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P_RadiusAttack (self, self->target, 4, 40, self->DamageType, RADF_HURTSOURCE);
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bobIndex = self->special2;
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bobIndex = self->special2;
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self->z += finesine[bobIndex << BOBTOFINESHIFT] >> 1;
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self->z += finesine[bobIndex << BOBTOFINESHIFT] >> 1;
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self->special2 = (bobIndex + 1) & 63;
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self->special2 = (bobIndex + 1) & 63;
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@ -683,7 +683,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_DropFire)
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{
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{
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AActor *drop = Spawn("FireDroplet", self->x, self->y, self->z + 24*FRACUNIT, ALLOW_REPLACE);
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AActor *drop = Spawn("FireDroplet", self->x, self->y, self->z + 24*FRACUNIT, ALLOW_REPLACE);
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drop->velz = -FRACUNIT;
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drop->velz = -FRACUNIT;
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P_RadiusAttack (self, self, 64, 64, NAME_Fire, false);
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P_RadiusAttack (self, self, 64, 64, NAME_Fire, 0);
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}
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}
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DEFINE_ACTION_FUNCTION(AActor, A_CrispyPlayer)
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DEFINE_ACTION_FUNCTION(AActor, A_CrispyPlayer)
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@ -567,7 +567,7 @@ int APhosphorousFire::DoSpecialDamage (AActor *target, int damage, FName damaget
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DEFINE_ACTION_FUNCTION(AActor, A_BurnArea)
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DEFINE_ACTION_FUNCTION(AActor, A_BurnArea)
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{
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{
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P_RadiusAttack (self, self->target, 128, 128, self->DamageType, true);
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P_RadiusAttack (self, self->target, 128, 128, self->DamageType, RADF_HURTSOURCE);
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}
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}
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DEFINE_ACTION_FUNCTION(AActor, A_Burnination)
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DEFINE_ACTION_FUNCTION(AActor, A_Burnination)
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@ -69,7 +69,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_ExtraLightOff)
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DEFINE_ACTION_FUNCTION(AActor, A_Explode512)
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DEFINE_ACTION_FUNCTION(AActor, A_Explode512)
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{
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{
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P_RadiusAttack (self, self->target, 512, 512, NAME_None, true);
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P_RadiusAttack (self, self->target, 512, 512, NAME_None, RADF_HURTSOURCE);
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if (self->target != NULL && self->target->player != NULL)
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if (self->target != NULL && self->target->player != NULL)
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{
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{
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self->target->player->extralight = 5;
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self->target->player->extralight = 5;
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@ -3161,7 +3161,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Die)
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DEFINE_ACTION_FUNCTION(AActor, A_Detonate)
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DEFINE_ACTION_FUNCTION(AActor, A_Detonate)
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{
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{
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int damage = self->GetMissileDamage (0, 1);
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int damage = self->GetMissileDamage (0, 1);
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P_RadiusAttack (self, self->target, damage, damage, self->DamageType, true);
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P_RadiusAttack (self, self->target, damage, damage, self->DamageType, RADF_HURTSOURCE);
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P_CheckSplash(self, damage<<FRACBITS);
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P_CheckSplash(self, damage<<FRACBITS);
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}
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}
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@ -479,8 +479,15 @@ void P_PlaySpawnSound(AActor *missile, AActor *spawner);
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void P_AimCamera (AActor *t1, fixed_t &x, fixed_t &y, fixed_t &z, sector_t *&sec);
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void P_AimCamera (AActor *t1, fixed_t &x, fixed_t &y, fixed_t &z, sector_t *&sec);
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// [RH] Means of death
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// [RH] Means of death
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enum
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{
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RADF_HURTSOURCE = 1,
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RADF_NOIMPACTDAMAGE = 2,
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RADF_SOURCEISSPOT = 4,
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RADF_NODAMAGE = 8,
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};
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void P_RadiusAttack (AActor *spot, AActor *source, int damage, int distance,
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void P_RadiusAttack (AActor *spot, AActor *source, int damage, int distance,
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FName damageType, bool hurtSelf, bool dodamage=true, int fulldamagedistance=0, bool noimpactdamage=false);
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FName damageType, int flags, int fulldamagedistance=0);
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void P_DelSector_List();
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void P_DelSector_List();
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void P_DelSeclist(msecnode_t *); // phares 3/16/98
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void P_DelSeclist(msecnode_t *); // phares 3/16/98
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@ -4442,7 +4442,7 @@ CUSTOM_CVAR (Float, splashfactor, 1.f, CVAR_SERVERINFO)
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//==========================================================================
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//==========================================================================
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void P_RadiusAttack (AActor *bombspot, AActor *bombsource, int bombdamage, int bombdistance, FName bombmod,
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void P_RadiusAttack (AActor *bombspot, AActor *bombsource, int bombdamage, int bombdistance, FName bombmod,
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bool DamageSource, bool bombdodamage, int fulldamagedistance, bool noimpactdamage)
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int flags, int fulldamagedistance)
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{
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{
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if (bombdistance <= 0)
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if (bombdistance <= 0)
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return;
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return;
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@ -4456,6 +4456,11 @@ void P_RadiusAttack (AActor *bombspot, AActor *bombsource, int bombdamage, int b
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FBlockThingsIterator it(FBoundingBox(bombspot->x, bombspot->y, bombdistance<<FRACBITS));
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FBlockThingsIterator it(FBoundingBox(bombspot->x, bombspot->y, bombdistance<<FRACBITS));
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AActor *thing;
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AActor *thing;
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if (flags & RADF_SOURCEISSPOT)
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{ // The source is actually the same as the spot, even if that wasn't what we receized.
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bombsource = bombspot;
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}
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while ((thing = it.Next()))
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while ((thing = it.Next()))
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{
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{
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// Vulnerable actors can be damaged by radius attacks even if not shootable
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// Vulnerable actors can be damaged by radius attacks even if not shootable
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@ -4468,7 +4473,7 @@ void P_RadiusAttack (AActor *bombspot, AActor *bombsource, int bombdamage, int b
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if (thing->flags3 & MF3_NORADIUSDMG && !(bombspot->flags4 & MF4_FORCERADIUSDMG))
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if (thing->flags3 & MF3_NORADIUSDMG && !(bombspot->flags4 & MF4_FORCERADIUSDMG))
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continue;
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continue;
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if (!DamageSource && (thing == bombsource || thing == bombspot))
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if (!(flags & RADF_HURTSOURCE) && (thing == bombsource || thing == bombspot))
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{ // don't damage the source of the explosion
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{ // don't damage the source of the explosion
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continue;
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continue;
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}
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}
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@ -4488,7 +4493,7 @@ void P_RadiusAttack (AActor *bombspot, AActor *bombsource, int bombdamage, int b
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// them far too "active." BossBrains also use the old code
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// them far too "active." BossBrains also use the old code
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// because some user levels require they have a height of 16,
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// because some user levels require they have a height of 16,
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// which can make them near impossible to hit with the new code.
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// which can make them near impossible to hit with the new code.
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if (!bombdodamage || !((bombspot->flags5 | thing->flags5) & MF5_OLDRADIUSDMG))
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if ((flags & RADF_NODAMAGE) || !((bombspot->flags5 | thing->flags5) & MF5_OLDRADIUSDMG))
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{
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{
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// [RH] New code. The bounding box only covers the
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// [RH] New code. The bounding box only covers the
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// height of the thing and not the height of the map.
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// height of the thing and not the height of the map.
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@ -4547,14 +4552,17 @@ void P_RadiusAttack (AActor *bombspot, AActor *bombsource, int bombdamage, int b
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double thrust;
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double thrust;
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int damage = (int)points;
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int damage = (int)points;
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if (bombdodamage) P_DamageMobj (thing, bombspot, bombsource, damage, bombmod);
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if (!(flags & RADF_NODAMAGE))
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else if (thing->player == NULL && !noimpactdamage) thing->flags2 |= MF2_BLASTED;
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P_DamageMobj (thing, bombspot, bombsource, damage, bombmod);
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else if (thing->player == NULL && !(flags & RADF_NOIMPACTDAMAGE))
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thing->flags2 |= MF2_BLASTED;
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if (!(thing->flags & MF_ICECORPSE))
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if (!(thing->flags & MF_ICECORPSE))
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{
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{
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if (bombdodamage && !(bombspot->flags3 & MF3_BLOODLESSIMPACT)) P_TraceBleed (damage, thing, bombspot);
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if (!(flags & RADF_NODAMAGE) && !(bombspot->flags3 & MF3_BLOODLESSIMPACT))
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P_TraceBleed (damage, thing, bombspot);
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if (!bombdodamage || !(bombspot->flags2 & MF2_NODMGTHRUST))
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if (!(flags & RADF_NODAMAGE) || !(bombspot->flags2 & MF2_NODMGTHRUST))
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{
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{
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if (bombsource == NULL || !(bombsource->flags2 & MF2_NODMGTHRUST))
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if (bombsource == NULL || !(bombsource->flags2 & MF2_NODMGTHRUST))
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{
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{
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@ -4575,7 +4583,7 @@ void P_RadiusAttack (AActor *bombspot, AActor *bombsource, int bombdamage, int b
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angle_t ang = R_PointToAngle2 (bombspot->x, bombspot->y, thing->x, thing->y) >> ANGLETOFINESHIFT;
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angle_t ang = R_PointToAngle2 (bombspot->x, bombspot->y, thing->x, thing->y) >> ANGLETOFINESHIFT;
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thing->velx += fixed_t (finecosine[ang] * thrust);
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thing->velx += fixed_t (finecosine[ang] * thrust);
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thing->vely += fixed_t (finesine[ang] * thrust);
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thing->vely += fixed_t (finesine[ang] * thrust);
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if (bombdodamage)
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if (!(flags & RADF_NODAMAGE))
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thing->velz += (fixed_t)velz; // this really doesn't work well
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thing->velz += (fixed_t)velz; // this really doesn't work well
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}
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}
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}
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}
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@ -727,12 +727,18 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_JumpIfArmorType)
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//
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//
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//==========================================================================
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//==========================================================================
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enum
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{
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XF_HURTSOURCE = 1,
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XF_NOTMISSILE = 4,
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};
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DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Explode)
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DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Explode)
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{
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{
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ACTION_PARAM_START(8);
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ACTION_PARAM_START(8);
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ACTION_PARAM_INT(damage, 0);
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ACTION_PARAM_INT(damage, 0);
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ACTION_PARAM_INT(distance, 1);
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ACTION_PARAM_INT(distance, 1);
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ACTION_PARAM_BOOL(hurtSource, 2);
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ACTION_PARAM_INT(flags, 2);
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ACTION_PARAM_BOOL(alert, 3);
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ACTION_PARAM_BOOL(alert, 3);
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ACTION_PARAM_INT(fulldmgdistance, 4);
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ACTION_PARAM_INT(fulldmgdistance, 4);
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ACTION_PARAM_INT(nails, 5);
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ACTION_PARAM_INT(nails, 5);
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@ -743,7 +749,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Explode)
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{
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{
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damage = self->GetClass()->Meta.GetMetaInt (ACMETA_ExplosionDamage, 128);
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damage = self->GetClass()->Meta.GetMetaInt (ACMETA_ExplosionDamage, 128);
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distance = self->GetClass()->Meta.GetMetaInt (ACMETA_ExplosionRadius, damage);
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distance = self->GetClass()->Meta.GetMetaInt (ACMETA_ExplosionRadius, damage);
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hurtSource = !self->GetClass()->Meta.GetMetaInt (ACMETA_DontHurtShooter);
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flags = !self->GetClass()->Meta.GetMetaInt (ACMETA_DontHurtShooter);
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alert = false;
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alert = false;
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}
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}
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else
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else
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@ -766,7 +772,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Explode)
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}
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}
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}
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}
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P_RadiusAttack (self, self->target, damage, distance, self->DamageType, hurtSource, true, fulldmgdistance);
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P_RadiusAttack (self, self->target, damage, distance, self->DamageType, flags, fulldmgdistance);
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P_CheckSplash(self, distance<<FRACBITS);
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P_CheckSplash(self, distance<<FRACBITS);
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if (alert && self->target != NULL && self->target->player != NULL)
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if (alert && self->target != NULL && self->target->player != NULL)
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{
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{
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@ -775,43 +781,41 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Explode)
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}
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}
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}
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}
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enum
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{
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RTF_AFFECTSOURCE = 1,
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RTF_NOIMPACTDAMAGE = 2,
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};
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//==========================================================================
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//==========================================================================
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//
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//
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// A_RadiusThrust
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// A_RadiusThrust
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//
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//
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//==========================================================================
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//==========================================================================
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enum
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{
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RTF_AFFECTSOURCE = 1,
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RTF_NOIMPACTDAMAGE = 2,
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RTF_NOTMISSILE = 4,
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};
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DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_RadiusThrust)
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DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_RadiusThrust)
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{
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{
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ACTION_PARAM_START(3);
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ACTION_PARAM_START(3);
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ACTION_PARAM_INT(force, 0);
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ACTION_PARAM_INT(force, 0);
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ACTION_PARAM_INT(distance, 1);
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ACTION_PARAM_INT(distance, 1);
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ACTION_PARAM_INT(thrustFlags, 2);
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ACTION_PARAM_INT(flags, 2);
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ACTION_PARAM_INT(fullthrustdistance, 3);
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ACTION_PARAM_INT(fullthrustdistance, 3);
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bool affectSource = !!(thrustFlags & RTF_AFFECTSOURCE);
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bool noimpactdamage = !!(thrustFlags & RTF_NOIMPACTDAMAGE);
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bool sourcenothrust = false;
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bool sourcenothrust = false;
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if (force <= 0) force = 128;
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if (force <= 0) force = 128;
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if (distance <= 0) distance = force;
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if (distance <= 0) distance = force;
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// Temporarily negate MF2_NODMGTHRUST on the shooter, since it renders this function useless.
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// Temporarily negate MF2_NODMGTHRUST on the shooter, since it renders this function useless.
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if (self->target != NULL && self->target->flags2 & MF2_NODMGTHRUST)
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if (!(flags & RTF_NOTMISSILE) && self->target != NULL && self->target->flags2 & MF2_NODMGTHRUST)
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{
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{
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sourcenothrust = true;
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sourcenothrust = true;
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self->target->flags2 &= ~MF2_NODMGTHRUST;
|
self->target->flags2 &= ~MF2_NODMGTHRUST;
|
||||||
}
|
}
|
||||||
int sourceflags2 = self->target != NULL ? self->target->flags2 : 0;
|
int sourceflags2 = self->target != NULL ? self->target->flags2 : 0;
|
||||||
|
|
||||||
P_RadiusAttack (self, self->target, force, distance, self->DamageType, affectSource, false, fullthrustdistance, noimpactdamage);
|
P_RadiusAttack (self, self->target, force, distance, self->DamageType, flags | RADF_NODAMAGE, fullthrustdistance);
|
||||||
P_CheckSplash(self, distance << FRACBITS);
|
P_CheckSplash(self, distance << FRACBITS);
|
||||||
|
|
||||||
if (sourcenothrust)
|
if (sourcenothrust)
|
||||||
|
|
|
@ -253,8 +253,8 @@ ACTOR Actor native //: Thinker
|
||||||
action native A_CustomComboAttack(class<Actor> missiletype, float spawnheight, int damage, sound meleesound = "", name damagetype = "none", bool bleed = true);
|
action native A_CustomComboAttack(class<Actor> missiletype, float spawnheight, int damage, sound meleesound = "", name damagetype = "none", bool bleed = true);
|
||||||
action native A_Burst(class<Actor> chunktype);
|
action native A_Burst(class<Actor> chunktype);
|
||||||
action native A_Blast(int flags = 0, int strength = 255, int radius = 255, float speed = 20, class<Actor> blasteffect = "BlastEffect", sound blastsound = "BlastRadius");
|
action native A_Blast(int flags = 0, int strength = 255, int radius = 255, float speed = 20, class<Actor> blasteffect = "BlastEffect", sound blastsound = "BlastRadius");
|
||||||
action native A_RadiusThrust(int force = 128, int distance = -1, bool affectsource = true, int fullthrustdistance = 0);
|
action native A_RadiusThrust(int force = 128, int distance = -1, int flags = RTF_AFFECTSOURCE, int fullthrustdistance = 0);
|
||||||
action native A_Explode(int damage = -1, int distance = -1, bool hurtsource = true, bool alert = false, int fulldamagedistance = 0, int nails = 0, int naildamage = 10, class<Actor> pufftype = "BulletPuff");
|
action native A_Explode(int damage = -1, int distance = -1, int flags = XF_HURTSOURCE, bool alert = false, int fulldamagedistance = 0, int nails = 0, int naildamage = 10, class<Actor> pufftype = "BulletPuff");
|
||||||
action native A_Stop();
|
action native A_Stop();
|
||||||
action native A_Respawn(int flags = 1);
|
action native A_Respawn(int flags = 1);
|
||||||
action native A_BarrelDestroy();
|
action native A_BarrelDestroy();
|
||||||
|
|
|
@ -124,9 +124,14 @@ const int MSF_Standard = 0;
|
||||||
const int MSF_Classic = 1;
|
const int MSF_Classic = 1;
|
||||||
const int MSF_DontHurt = 2;
|
const int MSF_DontHurt = 2;
|
||||||
|
|
||||||
|
// Flags for A_Explode
|
||||||
|
const int XF_HURTSOURCE = 1;
|
||||||
|
const int XF_NOTMISSILE = 4;
|
||||||
|
|
||||||
// Flags for A_RadiusThrust
|
// Flags for A_RadiusThrust
|
||||||
const int RTF_AFFECTSOURCE = 1;
|
const int RTF_AFFECTSOURCE = 1;
|
||||||
const int RTF_NOIMPACTDAMAGE = 2;
|
const int RTF_NOIMPACTDAMAGE = 2;
|
||||||
|
const int RTF_NOTMISSILE = 4;
|
||||||
|
|
||||||
// Flags for A_Blast
|
// Flags for A_Blast
|
||||||
const int BF_USEAMMO = 1;
|
const int BF_USEAMMO = 1;
|
||||||
|
|
Loading…
Reference in a new issue