mirror of
https://github.com/ZDoom/qzdoom.git
synced 2024-11-24 13:01:47 +00:00
Added direct native entry points to a larger number of functions.
This commit is contained in:
parent
a846ed391e
commit
6c9d0b166a
17 changed files with 1118 additions and 726 deletions
11
src/actor.h
11
src/actor.h
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@ -969,11 +969,6 @@ public:
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}
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}
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double AccuracyFactor()
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{
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return 1. / (1 << (accuracy * 5 / 100));
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}
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void ClearInterpolation();
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void Move(const DVector3 &vel)
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@ -1288,12 +1283,6 @@ public:
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return DamageVal == 0 && DamageFunc == nullptr;
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}
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void RestoreDamage()
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{
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DamageVal = GetDefault()->DamageVal;
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DamageFunc = GetDefault()->DamageFunc;
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}
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FState *FindState (FName label) const
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{
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return GetClass()->FindState(1, &label);
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@ -63,3 +63,19 @@ inline double AActor::GetBobOffset(double ticfrac) const
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return BobSin(FloatBobPhase + level.maptime + ticfrac) * FloatBobStrength;
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}
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inline double AActor::GetCameraHeight() const
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{
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return CameraHeight == INT_MIN ? Height / 2 : CameraHeight;
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}
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inline FDropItem *AActor::GetDropItems() const
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{
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return GetInfo()->DropItems;
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}
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inline double AActor::GetGravity() const
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{
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if (flags & MF_NOGRAVITY) return 0;
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return level.gravity * Sector->gravity * Gravity * 0.00125;
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}
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21
src/info.cpp
21
src/info.cpp
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@ -286,13 +286,6 @@ int GetSpriteIndex(const char * spritename, bool add)
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return (lastindex = (int)sprites.Push (temp));
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}
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DEFINE_ACTION_FUNCTION(AActor, GetSpriteIndex)
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{
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PARAM_PROLOGUE;
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PARAM_NAME(sprt);
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ACTION_RETURN_INT(GetSpriteIndex(sprt.GetChars(), false));
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}
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//==========================================================================
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//
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// Load alt HUD icons. This is meant to be an override of the item's own settings.
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@ -574,13 +567,6 @@ PClassActor *PClassActor::GetReplacement(bool lookskill)
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return rep;
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}
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DEFINE_ACTION_FUNCTION(AActor, GetReplacement)
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{
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PARAM_PROLOGUE;
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PARAM_POINTER(c, PClassActor);
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ACTION_RETURN_POINTER(c->GetReplacement());
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}
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//==========================================================================
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//
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// PClassActor :: GetReplacee
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@ -624,13 +610,6 @@ PClassActor *PClassActor::GetReplacee(bool lookskill)
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return rep;
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}
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DEFINE_ACTION_FUNCTION(AActor, GetReplacee)
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{
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PARAM_PROLOGUE;
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PARAM_POINTER(c, PClassActor);
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ACTION_RETURN_POINTER(c->GetReplacee());
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}
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//==========================================================================
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//
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// PClassActor :: SetDamageFactor
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@ -6039,7 +6039,7 @@ doplaysound: if (funcIndex == ACSF_PlayActorSound)
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// SoundVolume(int tid, int channel, fixed volume)
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{
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int chan = args[1];
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float volume = ACSToFloat(args[2]);
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double volume = ACSToDouble(args[2]);
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if (args[0] == 0)
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{
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@ -904,31 +904,6 @@ DEFINE_ACTION_FUNCTION(AActor, A_CopyFriendliness)
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return 0;
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}
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//==========================================================================
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//
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// Custom sound functions.
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//
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//==========================================================================
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DEFINE_ACTION_FUNCTION(AActor, A_StopSound)
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{
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PARAM_SELF_PROLOGUE(AActor);
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PARAM_INT(slot);
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S_StopSound(self, slot);
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return 0;
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}
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DEFINE_ACTION_FUNCTION(AActor, A_SoundVolume)
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{
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PARAM_SELF_PROLOGUE(AActor);
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PARAM_INT(channel);
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PARAM_FLOAT(volume);
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S_ChangeSoundVolume(self, channel, static_cast<float>(volume));
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return 0;
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}
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//==========================================================================
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//
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// These come from a time when DECORATE constants did not exist yet and
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@ -4931,7 +4906,7 @@ DEFINE_ACTION_FUNCTION(AActor, CheckBlock)
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// If checking for dropoffs, set the z so we can have maximum flexibility.
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// Otherwise, set origin and set it back after testing.
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bool checker = false;
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int checker = false;
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if (flags & CBF_DROPOFF)
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{
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// Unfortunately, whenever P_CheckMove returned false, that means it could
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@ -23,4 +23,8 @@ struct FLineTraceData
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ETraceResult HitType;
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};
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bool P_LineTrace(AActor *t1, DAngle angle, double distance,
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DAngle pitch, int flags, double sz, double offsetforward,
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double offsetside, FLineTraceData *outdata);
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#endif
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@ -257,8 +257,8 @@ extern TArray<spechit_t> spechit;
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extern TArray<spechit_t> portalhit;
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bool P_TestMobjLocation (AActor *mobj);
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bool P_TestMobjZ (AActor *mobj, bool quick=true, AActor **pOnmobj = NULL);
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int P_TestMobjLocation (AActor *mobj);
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int P_TestMobjZ (AActor *mobj, bool quick=true, AActor **pOnmobj = NULL);
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bool P_CheckPosition(AActor *thing, const DVector2 &pos, bool actorsonly = false);
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bool P_CheckPosition(AActor *thing, const DVector2 &pos, FCheckPosition &tm, bool actorsonly = false);
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AActor *P_CheckOnmobj (AActor *thing);
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@ -266,6 +266,7 @@ void P_FakeZMovement (AActor *mo);
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bool P_TryMove(AActor* thing, const DVector2 &pos, int dropoff, const secplane_t * onfloor, FCheckPosition &tm, bool missileCheck = false);
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bool P_TryMove(AActor* thing, const DVector2 &pos, int dropoff, const secplane_t * onfloor = NULL, bool missilecheck = false);
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bool P_CheckMove(AActor *thing, const DVector2 &pos, FCheckPosition& tm, int flags);
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bool P_CheckMove(AActor *thing, const DVector2 &pos, int flags = 0);
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void P_ApplyTorque(AActor *mo);
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@ -358,6 +359,7 @@ void P_TraceBleed (int damage, AActor *target); // random direction version
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bool P_HitFloor (AActor *thing);
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bool P_HitWater (AActor *thing, sector_t *sec, const DVector3 &pos, bool checkabove = false, bool alert = true, bool force = false);
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struct FRailParams
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{
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AActor *source = nullptr;
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@ -409,6 +411,7 @@ enum
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RADF_THRUSTZ = 16,
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RADF_OLDRADIUSDAMAGE = 32
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};
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int P_GetRadiusDamage(AActor *self, AActor *thing, int damage, int distance, int fulldmgdistance, bool oldradiusdmg);
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int P_RadiusAttack (AActor *spot, AActor *source, int damage, int distance,
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FName damageType, int flags, int fulldamagedistance=0);
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343
src/p_map.cpp
343
src/p_map.cpp
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@ -112,69 +112,6 @@ TArray<spechit_t> spechit;
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TArray<spechit_t> portalhit;
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// FCheckPosition requires explicit contstruction and destruction when used in the VM
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DEFINE_ACTION_FUNCTION(_FCheckPosition, _Constructor)
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{
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PARAM_SELF_STRUCT_PROLOGUE(FCheckPosition);
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new(self) FCheckPosition;
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return 0;
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}
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DEFINE_ACTION_FUNCTION(_FCheckPosition, _Destructor)
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{
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PARAM_SELF_STRUCT_PROLOGUE(FCheckPosition);
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self->~FCheckPosition();
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return 0;
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}
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DEFINE_ACTION_FUNCTION(_FCheckPosition, ClearLastRipped)
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{
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PARAM_SELF_STRUCT_PROLOGUE(FCheckPosition);
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self->LastRipped.Clear();
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return 0;
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}
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DEFINE_FIELD_X(FCheckPosition, FCheckPosition, thing);
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DEFINE_FIELD_X(FCheckPosition, FCheckPosition, pos);
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DEFINE_FIELD_NAMED_X(FCheckPosition, FCheckPosition, sector, cursector);
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DEFINE_FIELD_X(FCheckPosition, FCheckPosition, floorz);
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DEFINE_FIELD_X(FCheckPosition, FCheckPosition, ceilingz);
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DEFINE_FIELD_X(FCheckPosition, FCheckPosition, dropoffz);
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DEFINE_FIELD_X(FCheckPosition, FCheckPosition, floorpic);
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DEFINE_FIELD_X(FCheckPosition, FCheckPosition, floorterrain);
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DEFINE_FIELD_X(FCheckPosition, FCheckPosition, floorsector);
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DEFINE_FIELD_X(FCheckPosition, FCheckPosition, ceilingpic);
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DEFINE_FIELD_X(FCheckPosition, FCheckPosition, ceilingsector);
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DEFINE_FIELD_X(FCheckPosition, FCheckPosition, touchmidtex);
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DEFINE_FIELD_X(FCheckPosition, FCheckPosition, abovemidtex);
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DEFINE_FIELD_X(FCheckPosition, FCheckPosition, floatok);
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DEFINE_FIELD_X(FCheckPosition, FCheckPosition, FromPMove);
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DEFINE_FIELD_X(FCheckPosition, FCheckPosition, ceilingline);
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DEFINE_FIELD_X(FCheckPosition, FCheckPosition, stepthing);
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DEFINE_FIELD_X(FCheckPosition, FCheckPosition, DoRipping);
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DEFINE_FIELD_X(FCheckPosition, FCheckPosition, portalstep);
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DEFINE_FIELD_X(FCheckPosition, FCheckPosition, portalgroup);
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DEFINE_FIELD_X(FCheckPosition, FCheckPosition, PushTime);
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DEFINE_FIELD_X(FRailParams, FRailParams, source);
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DEFINE_FIELD_X(FRailParams, FRailParams, damage);
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DEFINE_FIELD_X(FRailParams, FRailParams, offset_xy);
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DEFINE_FIELD_X(FRailParams, FRailParams, offset_z);
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DEFINE_FIELD_X(FRailParams, FRailParams, color1);
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DEFINE_FIELD_X(FRailParams, FRailParams, color2);
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DEFINE_FIELD_X(FRailParams, FRailParams, maxdiff);
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DEFINE_FIELD_X(FRailParams, FRailParams, flags);
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DEFINE_FIELD_X(FRailParams, FRailParams, puff);
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DEFINE_FIELD_X(FRailParams, FRailParams, angleoffset);
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DEFINE_FIELD_X(FRailParams, FRailParams, pitchoffset);
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DEFINE_FIELD_X(FRailParams, FRailParams, distance);
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DEFINE_FIELD_X(FRailParams, FRailParams, duration);
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DEFINE_FIELD_X(FRailParams, FRailParams, sparsity);
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DEFINE_FIELD_X(FRailParams, FRailParams, drift);
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DEFINE_FIELD_X(FRailParams, FRailParams, spawnclass);
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DEFINE_FIELD_X(FRailParams, FRailParams, SpiralOffset);
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DEFINE_FIELD_X(FRailParams, FRailParams, limit);
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//==========================================================================
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//
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// CanCollideWith
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@ -433,13 +370,6 @@ void P_FindFloorCeiling(AActor *actor, int flags)
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}
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}
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DEFINE_ACTION_FUNCTION(AActor, FindFloorCeiling)
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{
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PARAM_SELF_PROLOGUE(AActor);
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PARAM_INT(flags);
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P_FindFloorCeiling(self, flags);
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return 0;
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}
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// Debug CCMD for checking errors in the MultiBlockLinesIterator (needs to be removed when this code is complete)
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CCMD(ffcf)
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@ -595,17 +525,6 @@ bool P_TeleportMove(AActor* thing, const DVector3 &pos, bool telefrag, bool modi
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return true;
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}
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DEFINE_ACTION_FUNCTION(AActor, TeleportMove)
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{
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PARAM_SELF_PROLOGUE(AActor);
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PARAM_FLOAT(x);
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PARAM_FLOAT(y);
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PARAM_FLOAT(z);
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PARAM_BOOL(telefrag);
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PARAM_BOOL(modify);
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ACTION_RETURN_BOOL(P_TeleportMove(self, DVector3(x, y, z), telefrag, modify));
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}
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//==========================================================================
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//
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// [RH] P_PlayerStartStomp
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@ -812,22 +731,6 @@ double P_GetMoveFactor(const AActor *mo, double *frictionp)
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return movefactor;
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}
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DEFINE_ACTION_FUNCTION(AActor, GetFriction)
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{
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PARAM_SELF_PROLOGUE(AActor);
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double friction, movefactor = P_GetMoveFactor(self, &friction);
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if (numret > 1)
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{
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numret = 2;
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ret[1].SetFloat(movefactor);
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}
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if (numret > 0)
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{
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ret[0].SetFloat(friction);
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}
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return numret;
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}
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//==========================================================================
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//
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// Checks if the line intersects with the actor
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@ -1973,23 +1876,6 @@ bool P_CheckPosition(AActor *thing, const DVector2 &pos, bool actorsonly)
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return P_CheckPosition(thing, pos, tm, actorsonly);
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}
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DEFINE_ACTION_FUNCTION(AActor, CheckPosition)
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{
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PARAM_SELF_PROLOGUE(AActor);
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PARAM_FLOAT(x);
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PARAM_FLOAT(y);
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PARAM_BOOL(actorsonly);
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PARAM_POINTER(tm, FCheckPosition);
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if (tm)
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{
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ACTION_RETURN_BOOL(P_CheckPosition(self, DVector2(x, y), *tm, actorsonly));
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}
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else
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{
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ACTION_RETURN_BOOL(P_CheckPosition(self, DVector2(x, y), actorsonly));
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}
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}
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//----------------------------------------------------------------------------
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//
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@ -2000,7 +1886,7 @@ DEFINE_ACTION_FUNCTION(AActor, CheckPosition)
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//
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//----------------------------------------------------------------------------
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bool P_TestMobjLocation(AActor *mobj)
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int P_TestMobjLocation(AActor *mobj)
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{
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ActorFlags flags;
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@ -2019,12 +1905,6 @@ bool P_TestMobjLocation(AActor *mobj)
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return false;
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}
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DEFINE_ACTION_FUNCTION(AActor, TestMobjLocation)
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{
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PARAM_SELF_PROLOGUE(AActor);
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ACTION_RETURN_BOOL(P_TestMobjLocation(self));
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}
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//=============================================================================
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//
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// P_CheckOnmobj(AActor *thing)
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@ -2035,7 +1915,7 @@ DEFINE_ACTION_FUNCTION(AActor, TestMobjLocation)
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AActor *P_CheckOnmobj(AActor *thing)
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{
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double oldz;
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bool good;
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int good;
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AActor *onmobj;
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oldz = thing->Z();
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@ -2052,12 +1932,12 @@ AActor *P_CheckOnmobj(AActor *thing)
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//
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//=============================================================================
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bool P_TestMobjZ(AActor *actor, bool quick, AActor **pOnmobj)
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int P_TestMobjZ(AActor *actor, bool quick, AActor **pOnmobj)
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{
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AActor *onmobj = NULL;
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AActor *onmobj = nullptr;
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if (pOnmobj) *pOnmobj = nullptr;
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if (actor->flags & MF_NOCLIP)
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{
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if (pOnmobj) *pOnmobj = NULL;
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return true;
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}
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@ -2133,25 +2013,6 @@ bool P_TestMobjZ(AActor *actor, bool quick, AActor **pOnmobj)
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return onmobj == NULL;
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}
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DEFINE_ACTION_FUNCTION(AActor, TestMobjZ)
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{
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PARAM_SELF_PROLOGUE(AActor);
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PARAM_BOOL(quick);
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AActor *on = nullptr;;
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bool retv = P_TestMobjZ(self, quick, &on);
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if (numret > 1)
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{
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numret = 2;
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ret[1].SetObject(on);
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}
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if (numret > 0)
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{
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ret[0].SetInt(retv);
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}
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return numret;
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}
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//=============================================================================
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//
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@ -2384,9 +2245,8 @@ bool P_TryMove(AActor *thing, const DVector2 &pos,
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else if (thing->Z() < tm.floorz)
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{ // [RH] Check to make sure there's nothing in the way for the step up
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double savedz = thing->Z();
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bool good;
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thing->SetZ(tm.floorz);
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good = P_TestMobjZ(thing);
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auto good = P_TestMobjZ(thing);
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thing->SetZ(savedz);
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if (!good)
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{
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@ -2786,24 +2646,6 @@ bool P_TryMove(AActor *thing, const DVector2 &pos,
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return P_TryMove(thing, pos, dropoff, onfloor, tm, missilecheck);
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}
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DEFINE_ACTION_FUNCTION(AActor, TryMove)
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{
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PARAM_SELF_PROLOGUE(AActor);
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PARAM_FLOAT(x);
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PARAM_FLOAT(y);
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PARAM_INT(dropoff);
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PARAM_BOOL(missilecheck);
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PARAM_POINTER(tm, FCheckPosition);
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if (tm == nullptr)
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{
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ACTION_RETURN_BOOL(P_TryMove(self, DVector2(x, y), dropoff, nullptr, missilecheck));
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}
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else
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{
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ACTION_RETURN_BOOL(P_TryMove(self, DVector2(x, y), dropoff, nullptr, *tm, missilecheck));
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}
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}
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//==========================================================================
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//
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@ -2812,7 +2654,7 @@ DEFINE_ACTION_FUNCTION(AActor, TryMove)
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//
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//==========================================================================
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static bool P_CheckMove(AActor *thing, const DVector2 &pos, FCheckPosition& tm, int flags)
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bool P_CheckMove(AActor *thing, const DVector2 &pos, FCheckPosition& tm, int flags)
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{
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double newz = thing->Z();
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@ -2879,7 +2721,7 @@ static bool P_CheckMove(AActor *thing, const DVector2 &pos, FCheckPosition& tm,
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{ // [RH] Check to make sure there's nothing in the way for the step up
|
||||
double savedz = thing->Z();
|
||||
thing->SetZ(newz = tm.floorz);
|
||||
bool good = P_TestMobjZ(thing);
|
||||
int good = P_TestMobjZ(thing);
|
||||
thing->SetZ(savedz);
|
||||
if (!good)
|
||||
{
|
||||
|
@ -2912,23 +2754,6 @@ bool P_CheckMove(AActor *thing, const DVector2 &pos, int flags)
|
|||
return P_CheckMove(thing, pos, tm, flags);
|
||||
}
|
||||
|
||||
DEFINE_ACTION_FUNCTION(AActor, CheckMove)
|
||||
{
|
||||
PARAM_SELF_PROLOGUE(AActor);
|
||||
PARAM_FLOAT(x);
|
||||
PARAM_FLOAT(y);
|
||||
PARAM_INT(flags);
|
||||
PARAM_POINTER(tm, FCheckPosition);
|
||||
if (tm == nullptr)
|
||||
{
|
||||
ACTION_RETURN_BOOL(P_CheckMove(self, DVector2(x, y), flags));
|
||||
}
|
||||
else
|
||||
{
|
||||
ACTION_RETURN_BOOL(P_CheckMove(self, DVector2(x, y), *tm, flags));
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
|
@ -3159,7 +2984,7 @@ void FSlide::SlideTraverse(const DVector2 &start, const DVector2 &end)
|
|||
{ // [RH] Check to make sure there's nothing in the way for the step up
|
||||
double savedz = slidemo->Z();
|
||||
slidemo->SetZ(open.bottom);
|
||||
bool good = P_TestMobjZ(slidemo);
|
||||
int good = P_TestMobjZ(slidemo);
|
||||
slidemo->SetZ(savedz);
|
||||
if (!good)
|
||||
{
|
||||
|
@ -4503,19 +4328,6 @@ DAngle P_AimLineAttack(AActor *t1, DAngle angle, double distance, FTranslatedLin
|
|||
return result->linetarget ? result->pitch : t1->Angles.Pitch;
|
||||
}
|
||||
|
||||
DEFINE_ACTION_FUNCTION(AActor, AimLineAttack)
|
||||
{
|
||||
PARAM_SELF_PROLOGUE(AActor);
|
||||
PARAM_ANGLE(angle);
|
||||
PARAM_FLOAT(distance);
|
||||
PARAM_OUTPOINTER(pLineTarget, FTranslatedLineTarget);
|
||||
PARAM_ANGLE(vrange);
|
||||
PARAM_INT(flags);
|
||||
PARAM_OBJECT(target, AActor);
|
||||
PARAM_OBJECT(friender, AActor);
|
||||
ACTION_RETURN_FLOAT(P_AimLineAttack(self, angle, distance, pLineTarget, vrange, flags, target, friender).Degrees);
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
// Helper stuff for P_LineAttack
|
||||
|
@ -4910,29 +4722,6 @@ AActor *P_LineAttack(AActor *t1, DAngle angle, double distance,
|
|||
}
|
||||
}
|
||||
|
||||
DEFINE_ACTION_FUNCTION(AActor, LineAttack)
|
||||
{
|
||||
PARAM_SELF_PROLOGUE(AActor);
|
||||
PARAM_ANGLE(angle);
|
||||
PARAM_FLOAT(distance);
|
||||
PARAM_ANGLE(pitch);
|
||||
PARAM_INT(damage);
|
||||
PARAM_NAME(damageType);
|
||||
PARAM_CLASS(puffType, AActor);
|
||||
PARAM_INT(flags);
|
||||
PARAM_OUTPOINTER(victim, FTranslatedLineTarget);
|
||||
PARAM_FLOAT(offsetz);
|
||||
PARAM_FLOAT(offsetforward);
|
||||
PARAM_FLOAT(offsetside);
|
||||
|
||||
int acdmg;
|
||||
if (puffType == nullptr) puffType = PClass::FindActor("BulletPuff"); // P_LineAttack does not work without a puff to take info from.
|
||||
auto puff = P_LineAttack(self, angle, distance, pitch, damage, damageType, puffType, flags, victim, &acdmg, offsetz, offsetforward, offsetside);
|
||||
if (numret > 0) ret[0].SetObject(puff);
|
||||
if (numret > 1) ret[1].SetInt(acdmg), numret = 2;
|
||||
return numret;
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
// P_LineTrace
|
||||
|
@ -5063,33 +4852,6 @@ bool P_LineTrace(AActor *t1, DAngle angle, double distance,
|
|||
return ret;
|
||||
}
|
||||
|
||||
DEFINE_FIELD_X(FLineTraceData, FLineTraceData, HitActor);
|
||||
DEFINE_FIELD_X(FLineTraceData, FLineTraceData, HitLine);
|
||||
DEFINE_FIELD_X(FLineTraceData, FLineTraceData, HitSector);
|
||||
DEFINE_FIELD_X(FLineTraceData, FLineTraceData, Hit3DFloor);
|
||||
DEFINE_FIELD_X(FLineTraceData, FLineTraceData, HitTexture);
|
||||
DEFINE_FIELD_X(FLineTraceData, FLineTraceData, HitLocation);
|
||||
DEFINE_FIELD_X(FLineTraceData, FLineTraceData, Distance);
|
||||
DEFINE_FIELD_X(FLineTraceData, FLineTraceData, NumPortals);
|
||||
DEFINE_FIELD_X(FLineTraceData, FLineTraceData, LineSide);
|
||||
DEFINE_FIELD_X(FLineTraceData, FLineTraceData, LinePart);
|
||||
DEFINE_FIELD_X(FLineTraceData, FLineTraceData, SectorPlane);
|
||||
DEFINE_FIELD_X(FLineTraceData, FLineTraceData, HitType);
|
||||
|
||||
DEFINE_ACTION_FUNCTION(AActor, LineTrace)
|
||||
{
|
||||
PARAM_SELF_PROLOGUE(AActor);
|
||||
PARAM_ANGLE(angle);
|
||||
PARAM_FLOAT(distance);
|
||||
PARAM_ANGLE(pitch);
|
||||
PARAM_INT(flags);
|
||||
PARAM_FLOAT(offsetz);
|
||||
PARAM_FLOAT(offsetforward);
|
||||
PARAM_FLOAT(offsetside);
|
||||
PARAM_OUTPOINTER(data, FLineTraceData);
|
||||
ACTION_RETURN_BOOL(P_LineTrace(self,angle,distance,pitch,flags,offsetz,offsetforward,offsetside,data));
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
// P_LinePickActor
|
||||
|
@ -5226,17 +4988,6 @@ void P_TraceBleed(int damage, AActor *target, DAngle angle, DAngle pitch)
|
|||
P_TraceBleed(damage, target->PosPlusZ(target->Height/2), target, angle, pitch);
|
||||
}
|
||||
|
||||
DEFINE_ACTION_FUNCTION(AActor, TraceBleedAngle)
|
||||
{
|
||||
PARAM_SELF_PROLOGUE(AActor);
|
||||
PARAM_INT(damage);
|
||||
PARAM_FLOAT(angle);
|
||||
PARAM_FLOAT(pitch);
|
||||
|
||||
P_TraceBleed(damage, self, angle, pitch);
|
||||
return 0;
|
||||
}
|
||||
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
|
@ -5284,16 +5035,6 @@ void P_TraceBleed(int damage, FTranslatedLineTarget *t, AActor *puff)
|
|||
P_TraceBleed(damage, t->linetarget->PosPlusZ(t->linetarget->Height/2), t->linetarget, t->angleFromSource, pitch);
|
||||
}
|
||||
|
||||
DEFINE_ACTION_FUNCTION(_FTranslatedLineTarget, TraceBleed)
|
||||
{
|
||||
PARAM_SELF_STRUCT_PROLOGUE(FTranslatedLineTarget);
|
||||
PARAM_INT(damage);
|
||||
PARAM_OBJECT_NOT_NULL(missile, AActor);
|
||||
|
||||
P_TraceBleed(damage, self, missile);
|
||||
return 0;
|
||||
}
|
||||
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
|
@ -5311,18 +5052,6 @@ void P_TraceBleed(int damage, AActor *target)
|
|||
}
|
||||
}
|
||||
|
||||
DEFINE_ACTION_FUNCTION(AActor, TraceBleed)
|
||||
{
|
||||
PARAM_SELF_PROLOGUE(AActor);
|
||||
PARAM_INT(damage);
|
||||
PARAM_OBJECT(missile, AActor);
|
||||
|
||||
if (missile) P_TraceBleed(damage, self, missile);
|
||||
else P_TraceBleed(damage, self);
|
||||
return 0;
|
||||
}
|
||||
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
// [RH] Rail gun stuffage
|
||||
|
@ -5597,15 +5326,6 @@ void P_RailAttack(FRailParams *p)
|
|||
P_DrawRailTrail(source, rail_data.PortalHits, p->color1, p->color2, p->maxdiff, p->flags, p->spawnclass, angle, p->duration, p->sparsity, p->drift, p->SpiralOffset, pitch);
|
||||
}
|
||||
|
||||
DEFINE_ACTION_FUNCTION(AActor, RailAttack)
|
||||
{
|
||||
PARAM_SELF_PROLOGUE(AActor);
|
||||
PARAM_POINTER(p, FRailParams);
|
||||
p->source = self;
|
||||
P_RailAttack(p);
|
||||
return 0;
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
// [RH] P_AimCamera
|
||||
|
@ -5957,13 +5677,6 @@ bool P_UsePuzzleItem(AActor *PuzzleItemUser, int PuzzleItemType)
|
|||
return false;
|
||||
}
|
||||
|
||||
DEFINE_ACTION_FUNCTION(AActor, UsePuzzleItem)
|
||||
{
|
||||
PARAM_SELF_PROLOGUE(AActor);
|
||||
PARAM_INT(puzznum);
|
||||
ACTION_RETURN_BOOL(P_UsePuzzleItem(self, puzznum));
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
// RADIUS ATTACK
|
||||
|
@ -5993,7 +5706,7 @@ CUSTOM_CVAR(Float, splashfactor, 1.f, CVAR_SERVERINFO)
|
|||
// Used by anything without OLDRADIUSDMG flag
|
||||
//==========================================================================
|
||||
|
||||
static double P_GetRadiusDamage(bool fromaction, AActor *bombspot, AActor *thing, int bombdamage, int bombdistance, int fulldamagedistance, bool thingbombsource)
|
||||
static double GetRadiusDamage(bool fromaction, AActor *bombspot, AActor *thing, int bombdamage, int bombdistance, int fulldamagedistance, bool thingbombsource)
|
||||
{
|
||||
// [RH] New code. The bounding box only covers the
|
||||
// height of the thing and not the height of the map.
|
||||
|
@ -6070,7 +5783,7 @@ static double P_GetRadiusDamage(bool fromaction, AActor *bombspot, AActor *thing
|
|||
// based on XY distance.
|
||||
//==========================================================================
|
||||
|
||||
static int P_GetOldRadiusDamage(bool fromaction, AActor *bombspot, AActor *thing, int bombdamage, int bombdistance, int fulldamagedistance)
|
||||
static int GetOldRadiusDamage(bool fromaction, AActor *bombspot, AActor *thing, int bombdamage, int bombdistance, int fulldamagedistance)
|
||||
{
|
||||
const int ret = fromaction ? 0 : -1; // -1 is specifically for P_RadiusAttack; continue onto another actor.
|
||||
double dx, dy, dist;
|
||||
|
@ -6114,22 +5827,16 @@ static int P_GetOldRadiusDamage(bool fromaction, AActor *bombspot, AActor *thing
|
|||
// damage and not taking into account any damage reduction.
|
||||
//==========================================================================
|
||||
|
||||
DEFINE_ACTION_FUNCTION(AActor, GetRadiusDamage)
|
||||
int P_GetRadiusDamage(AActor *self, AActor *thing, int damage, int distance, int fulldmgdistance, bool oldradiusdmg)
|
||||
{
|
||||
PARAM_SELF_PROLOGUE(AActor);
|
||||
PARAM_OBJECT(thing, AActor);
|
||||
PARAM_INT(damage);
|
||||
PARAM_INT(distance);
|
||||
PARAM_INT(fulldmgdistance);
|
||||
PARAM_BOOL(oldradiusdmg);
|
||||
|
||||
if (!thing)
|
||||
{
|
||||
ACTION_RETURN_INT(0);
|
||||
return 0;
|
||||
}
|
||||
else if (thing == self)
|
||||
{ // No point in calculating falloff in this case since it is the bomb spot.
|
||||
ACTION_RETURN_INT(damage);
|
||||
return damage;
|
||||
}
|
||||
|
||||
fulldmgdistance = clamp<int>(fulldmgdistance, 0, distance - 1);
|
||||
|
@ -6139,10 +5846,10 @@ DEFINE_ACTION_FUNCTION(AActor, GetRadiusDamage)
|
|||
distance = damage;
|
||||
|
||||
const int newdam = oldradiusdmg
|
||||
? P_GetOldRadiusDamage(true, self, thing, damage, distance, fulldmgdistance)
|
||||
: int(P_GetRadiusDamage(true, self, thing, damage, distance, fulldmgdistance, false));
|
||||
? GetOldRadiusDamage(true, self, thing, damage, distance, fulldmgdistance)
|
||||
: int(GetRadiusDamage(true, self, thing, damage, distance, fulldmgdistance, false));
|
||||
|
||||
ACTION_RETURN_INT(newdam);
|
||||
return newdam;
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
|
@ -6206,7 +5913,7 @@ int P_RadiusAttack(AActor *bombspot, AActor *bombsource, int bombdamage, int bom
|
|||
// which can make them near impossible to hit with the new code.
|
||||
if (((flags & RADF_NODAMAGE) || !((bombspot->flags5 | thing->flags5) & MF5_OLDRADIUSDMG)) && !(flags & RADF_OLDRADIUSDAMAGE))
|
||||
{
|
||||
double points = P_GetRadiusDamage(false, bombspot, thing, bombdamage, bombdistance, fulldamagedistance, bombsource == thing);
|
||||
double points = GetRadiusDamage(false, bombspot, thing, bombdamage, bombdistance, fulldamagedistance, bombsource == thing);
|
||||
double check = int(points) * bombdamage;
|
||||
// points and bombdamage should be the same sign (the double cast of 'points' is needed to prevent overflows and incorrect values slipping through.)
|
||||
if ((check > 0 || (check == 0 && bombspot->flags7 & MF7_FORCEZERORADIUSDMG)) && P_CheckSight(thing, bombspot, SF_IGNOREVISIBILITY | SF_IGNOREWATERBOUNDARY))
|
||||
|
@ -6264,7 +5971,7 @@ int P_RadiusAttack(AActor *bombspot, AActor *bombsource, int bombdamage, int bom
|
|||
else
|
||||
{
|
||||
// [RH] Old code just for barrels
|
||||
int damage = P_GetOldRadiusDamage(false, bombspot, thing, bombdamage, bombdistance, fulldamagedistance);
|
||||
int damage = GetOldRadiusDamage(false, bombspot, thing, bombdamage, bombdistance, fulldamagedistance);
|
||||
|
||||
if (damage < 0)
|
||||
continue; // Sight check failed.
|
||||
|
@ -6281,18 +5988,6 @@ int P_RadiusAttack(AActor *bombspot, AActor *bombsource, int bombdamage, int bom
|
|||
return count;
|
||||
}
|
||||
|
||||
DEFINE_ACTION_FUNCTION(AActor, RadiusAttack)
|
||||
{
|
||||
PARAM_SELF_PROLOGUE(AActor);
|
||||
PARAM_OBJECT(bombsource, AActor);
|
||||
PARAM_INT(bombdamage);
|
||||
PARAM_INT(bombdistance);
|
||||
PARAM_NAME(damagetype);
|
||||
PARAM_INT(flags);
|
||||
PARAM_INT(fulldamagedistance);
|
||||
ACTION_RETURN_INT(P_RadiusAttack(self, bombsource, bombdamage, bombdistance, damagetype, flags, fulldamagedistance));
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
// SECTOR HEIGHT CHANGING
|
||||
|
|
|
@ -345,15 +345,6 @@ void AActor::UnlinkFromWorld (FLinkContext *ctx)
|
|||
ClearRenderLineList();
|
||||
}
|
||||
|
||||
DEFINE_ACTION_FUNCTION(AActor, UnlinkFromWorld)
|
||||
{
|
||||
PARAM_SELF_PROLOGUE(AActor);
|
||||
PARAM_POINTER(ctx, FLinkContext);
|
||||
self->UnlinkFromWorld(ctx); // fixme
|
||||
return 0;
|
||||
}
|
||||
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
// If the thing is exactly on a line, move it into the sector
|
||||
|
@ -564,14 +555,6 @@ void AActor::LinkToWorld(FLinkContext *ctx, bool spawningmapthing, sector_t *sec
|
|||
if (!spawningmapthing) UpdateRenderSectorList();
|
||||
}
|
||||
|
||||
DEFINE_ACTION_FUNCTION(AActor, LinkToWorld)
|
||||
{
|
||||
PARAM_SELF_PROLOGUE(AActor);
|
||||
PARAM_POINTER(ctx, FLinkContext);
|
||||
self->LinkToWorld(ctx);
|
||||
return 0;
|
||||
}
|
||||
|
||||
void AActor::SetOrigin(double x, double y, double z, bool moving)
|
||||
{
|
||||
FLinkContext ctx;
|
||||
|
@ -582,17 +565,6 @@ void AActor::SetOrigin(double x, double y, double z, bool moving)
|
|||
if (!moving) ClearInterpolation();
|
||||
}
|
||||
|
||||
DEFINE_ACTION_FUNCTION(AActor, SetOrigin)
|
||||
{
|
||||
PARAM_SELF_PROLOGUE(AActor);
|
||||
PARAM_FLOAT(x);
|
||||
PARAM_FLOAT(y);
|
||||
PARAM_FLOAT(z);
|
||||
PARAM_BOOL(moving);
|
||||
self->SetOrigin(x, y, z, moving);
|
||||
return 0;
|
||||
}
|
||||
|
||||
//===========================================================================
|
||||
//
|
||||
// FBlockNode - allows to link actors into multiple blocks in the blockmap
|
||||
|
@ -1887,15 +1859,6 @@ AActor *P_RoughMonsterSearch(AActor *mo, int distance, bool onlyseekable, bool f
|
|||
return P_BlockmapSearch(mo, distance, RoughBlockCheck, (void *)&info);
|
||||
}
|
||||
|
||||
DEFINE_ACTION_FUNCTION(AActor, RoughMonsterSearch)
|
||||
{
|
||||
PARAM_SELF_PROLOGUE(AActor);
|
||||
PARAM_INT(distance);
|
||||
PARAM_BOOL(onlyseekable);
|
||||
PARAM_BOOL(frontonly);
|
||||
ACTION_RETURN_OBJECT(P_RoughMonsterSearch(self, distance, onlyseekable, frontonly));
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
// [RH] LinkToWorldForMapThing
|
||||
|
|
190
src/p_mobj.cpp
190
src/p_mobj.cpp
|
@ -178,179 +178,6 @@ AActor::~AActor ()
|
|||
// Use Destroy() instead.
|
||||
}
|
||||
|
||||
DEFINE_FIELD(AActor, snext)
|
||||
DEFINE_FIELD(AActor, player)
|
||||
DEFINE_FIELD_NAMED(AActor, __Pos, pos)
|
||||
DEFINE_FIELD_NAMED(AActor, __Pos.X, x)
|
||||
DEFINE_FIELD_NAMED(AActor, __Pos.Y, y)
|
||||
DEFINE_FIELD_NAMED(AActor, __Pos.Z, z)
|
||||
DEFINE_FIELD(AActor, Prev)
|
||||
DEFINE_FIELD(AActor, SpriteAngle)
|
||||
DEFINE_FIELD(AActor, SpriteRotation)
|
||||
DEFINE_FIELD(AActor, VisibleStartAngle)
|
||||
DEFINE_FIELD(AActor, VisibleStartPitch)
|
||||
DEFINE_FIELD(AActor, VisibleEndAngle)
|
||||
DEFINE_FIELD(AActor, VisibleEndPitch)
|
||||
DEFINE_FIELD_NAMED(AActor, Angles.Yaw, angle)
|
||||
DEFINE_FIELD_NAMED(AActor, Angles.Pitch, pitch)
|
||||
DEFINE_FIELD_NAMED(AActor, Angles.Roll, roll)
|
||||
DEFINE_FIELD(AActor, Vel)
|
||||
DEFINE_FIELD_NAMED(AActor, Vel.X, velx)
|
||||
DEFINE_FIELD_NAMED(AActor, Vel.Y, vely)
|
||||
DEFINE_FIELD_NAMED(AActor, Vel.Z, velz)
|
||||
DEFINE_FIELD_NAMED(AActor, Vel.X, momx)
|
||||
DEFINE_FIELD_NAMED(AActor, Vel.Y, momy)
|
||||
DEFINE_FIELD_NAMED(AActor, Vel.Z, momz)
|
||||
DEFINE_FIELD(AActor, Speed)
|
||||
DEFINE_FIELD(AActor, FloatSpeed)
|
||||
DEFINE_FIELD(AActor, sprite)
|
||||
DEFINE_FIELD(AActor, frame)
|
||||
DEFINE_FIELD(AActor, Scale)
|
||||
DEFINE_FIELD_NAMED(AActor, Scale.X, scalex)
|
||||
DEFINE_FIELD_NAMED(AActor, Scale.Y, scaley)
|
||||
DEFINE_FIELD(AActor, RenderStyle)
|
||||
DEFINE_FIELD(AActor, picnum)
|
||||
DEFINE_FIELD(AActor, Alpha)
|
||||
DEFINE_FIELD(AActor, fillcolor)
|
||||
DEFINE_FIELD_NAMED(AActor, Sector, CurSector) // clashes with type 'sector'.
|
||||
DEFINE_FIELD(AActor, subsector)
|
||||
DEFINE_FIELD(AActor, ceilingz)
|
||||
DEFINE_FIELD(AActor, floorz)
|
||||
DEFINE_FIELD(AActor, dropoffz)
|
||||
DEFINE_FIELD(AActor, floorsector)
|
||||
DEFINE_FIELD(AActor, floorpic)
|
||||
DEFINE_FIELD(AActor, floorterrain)
|
||||
DEFINE_FIELD(AActor, ceilingsector)
|
||||
DEFINE_FIELD(AActor, ceilingpic)
|
||||
DEFINE_FIELD(AActor, Height)
|
||||
DEFINE_FIELD(AActor, radius)
|
||||
DEFINE_FIELD(AActor, renderradius)
|
||||
DEFINE_FIELD(AActor, projectilepassheight)
|
||||
DEFINE_FIELD(AActor, tics)
|
||||
DEFINE_FIELD_NAMED(AActor, state, curstate) // clashes with type 'state'.
|
||||
DEFINE_FIELD_NAMED(AActor, DamageVal, Damage) // name differs for historic reasons
|
||||
DEFINE_FIELD(AActor, projectileKickback)
|
||||
DEFINE_FIELD(AActor, VisibleToTeam)
|
||||
DEFINE_FIELD(AActor, special1)
|
||||
DEFINE_FIELD(AActor, special2)
|
||||
DEFINE_FIELD(AActor, specialf1)
|
||||
DEFINE_FIELD(AActor, specialf2)
|
||||
DEFINE_FIELD(AActor, weaponspecial)
|
||||
DEFINE_FIELD(AActor, health)
|
||||
DEFINE_FIELD(AActor, movedir)
|
||||
DEFINE_FIELD(AActor, visdir)
|
||||
DEFINE_FIELD(AActor, movecount)
|
||||
DEFINE_FIELD(AActor, strafecount)
|
||||
DEFINE_FIELD(AActor, target)
|
||||
DEFINE_FIELD(AActor, master)
|
||||
DEFINE_FIELD(AActor, tracer)
|
||||
DEFINE_FIELD(AActor, LastHeard)
|
||||
DEFINE_FIELD(AActor, lastenemy)
|
||||
DEFINE_FIELD(AActor, LastLookActor)
|
||||
DEFINE_FIELD(AActor, reactiontime)
|
||||
DEFINE_FIELD(AActor, threshold)
|
||||
DEFINE_FIELD(AActor, DefThreshold)
|
||||
DEFINE_FIELD(AActor, SpawnPoint)
|
||||
DEFINE_FIELD(AActor, SpawnAngle)
|
||||
DEFINE_FIELD(AActor, StartHealth)
|
||||
DEFINE_FIELD(AActor, WeaveIndexXY)
|
||||
DEFINE_FIELD(AActor, WeaveIndexZ)
|
||||
DEFINE_FIELD(AActor, skillrespawncount)
|
||||
DEFINE_FIELD(AActor, args)
|
||||
DEFINE_FIELD(AActor, Mass)
|
||||
DEFINE_FIELD(AActor, special)
|
||||
DEFINE_FIELD(AActor, tid)
|
||||
DEFINE_FIELD(AActor, TIDtoHate)
|
||||
DEFINE_FIELD(AActor, waterlevel)
|
||||
DEFINE_FIELD(AActor, Score)
|
||||
DEFINE_FIELD(AActor, accuracy)
|
||||
DEFINE_FIELD(AActor, stamina)
|
||||
DEFINE_FIELD(AActor, meleerange)
|
||||
DEFINE_FIELD(AActor, PainThreshold)
|
||||
DEFINE_FIELD(AActor, Gravity)
|
||||
DEFINE_FIELD(AActor, Floorclip)
|
||||
DEFINE_FIELD(AActor, DamageType)
|
||||
DEFINE_FIELD(AActor, DamageTypeReceived)
|
||||
DEFINE_FIELD(AActor, FloatBobPhase)
|
||||
DEFINE_FIELD(AActor, FloatBobStrength)
|
||||
DEFINE_FIELD(AActor, RipperLevel)
|
||||
DEFINE_FIELD(AActor, RipLevelMin)
|
||||
DEFINE_FIELD(AActor, RipLevelMax)
|
||||
DEFINE_FIELD(AActor, Species)
|
||||
DEFINE_FIELD(AActor, alternative)
|
||||
DEFINE_FIELD(AActor, goal)
|
||||
DEFINE_FIELD(AActor, MinMissileChance)
|
||||
DEFINE_FIELD(AActor, LastLookPlayerNumber)
|
||||
DEFINE_FIELD(AActor, SpawnFlags)
|
||||
DEFINE_FIELD(AActor, meleethreshold)
|
||||
DEFINE_FIELD(AActor, maxtargetrange)
|
||||
DEFINE_FIELD(AActor, bouncefactor)
|
||||
DEFINE_FIELD(AActor, wallbouncefactor)
|
||||
DEFINE_FIELD(AActor, bouncecount)
|
||||
DEFINE_FIELD(AActor, Friction)
|
||||
DEFINE_FIELD(AActor, FastChaseStrafeCount)
|
||||
DEFINE_FIELD(AActor, pushfactor)
|
||||
DEFINE_FIELD(AActor, lastpush)
|
||||
DEFINE_FIELD(AActor, activationtype)
|
||||
DEFINE_FIELD(AActor, lastbump)
|
||||
DEFINE_FIELD(AActor, DesignatedTeam)
|
||||
DEFINE_FIELD(AActor, BlockingMobj)
|
||||
DEFINE_FIELD(AActor, BlockingLine)
|
||||
DEFINE_FIELD(AActor, Blocking3DFloor)
|
||||
DEFINE_FIELD(AActor, BlockingCeiling)
|
||||
DEFINE_FIELD(AActor, BlockingFloor)
|
||||
DEFINE_FIELD(AActor, PoisonDamage)
|
||||
DEFINE_FIELD(AActor, PoisonDamageType)
|
||||
DEFINE_FIELD(AActor, PoisonDuration)
|
||||
DEFINE_FIELD(AActor, PoisonPeriod)
|
||||
DEFINE_FIELD(AActor, PoisonDamageReceived)
|
||||
DEFINE_FIELD(AActor, PoisonDamageTypeReceived)
|
||||
DEFINE_FIELD(AActor, PoisonDurationReceived)
|
||||
DEFINE_FIELD(AActor, PoisonPeriodReceived)
|
||||
DEFINE_FIELD(AActor, Poisoner)
|
||||
DEFINE_FIELD_NAMED(AActor, Inventory, Inv) // clashes with type 'Inventory'.
|
||||
DEFINE_FIELD(AActor, smokecounter)
|
||||
DEFINE_FIELD(AActor, FriendPlayer)
|
||||
DEFINE_FIELD(AActor, Translation)
|
||||
DEFINE_FIELD(AActor, AttackSound)
|
||||
DEFINE_FIELD(AActor, DeathSound)
|
||||
DEFINE_FIELD(AActor, SeeSound)
|
||||
DEFINE_FIELD(AActor, PainSound)
|
||||
DEFINE_FIELD(AActor, ActiveSound)
|
||||
DEFINE_FIELD(AActor, UseSound)
|
||||
DEFINE_FIELD(AActor, BounceSound)
|
||||
DEFINE_FIELD(AActor, WallBounceSound)
|
||||
DEFINE_FIELD(AActor, CrushPainSound)
|
||||
DEFINE_FIELD(AActor, MaxDropOffHeight)
|
||||
DEFINE_FIELD(AActor, MaxStepHeight)
|
||||
DEFINE_FIELD(AActor, PainChance)
|
||||
DEFINE_FIELD(AActor, PainType)
|
||||
DEFINE_FIELD(AActor, DeathType)
|
||||
DEFINE_FIELD(AActor, DamageFactor)
|
||||
DEFINE_FIELD(AActor, DamageMultiply)
|
||||
DEFINE_FIELD(AActor, TeleFogSourceType)
|
||||
DEFINE_FIELD(AActor, TeleFogDestType)
|
||||
DEFINE_FIELD(AActor, SpawnState)
|
||||
DEFINE_FIELD(AActor, SeeState)
|
||||
DEFINE_FIELD(AActor, MeleeState)
|
||||
DEFINE_FIELD(AActor, MissileState)
|
||||
DEFINE_FIELD(AActor, ConversationRoot)
|
||||
DEFINE_FIELD(AActor, Conversation)
|
||||
DEFINE_FIELD(AActor, DecalGenerator)
|
||||
DEFINE_FIELD(AActor, fountaincolor)
|
||||
DEFINE_FIELD(AActor, CameraHeight)
|
||||
DEFINE_FIELD(AActor, CameraFOV)
|
||||
DEFINE_FIELD(AActor, RadiusDamageFactor)
|
||||
DEFINE_FIELD(AActor, SelfDamageFactor)
|
||||
DEFINE_FIELD(AActor, StealthAlpha)
|
||||
DEFINE_FIELD(AActor, WoundHealth)
|
||||
DEFINE_FIELD(AActor, BloodColor)
|
||||
DEFINE_FIELD(AActor, BloodTranslation)
|
||||
DEFINE_FIELD(AActor, RenderHidden)
|
||||
DEFINE_FIELD(AActor, RenderRequired)
|
||||
DEFINE_FIELD(AActor, friendlyseeblocks)
|
||||
DEFINE_FIELD(AActor, SpawnTime)
|
||||
DEFINE_FIELD(AActor, InventoryID)
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
|
@ -7319,23 +7146,6 @@ int AActor::GetGibHealth() const
|
|||
return -SpawnHealth();
|
||||
}
|
||||
|
||||
double AActor::GetCameraHeight() const
|
||||
{
|
||||
return CameraHeight == INT_MIN ? Height / 2 : CameraHeight;
|
||||
}
|
||||
|
||||
|
||||
FDropItem *AActor::GetDropItems() const
|
||||
{
|
||||
return GetInfo()->DropItems;
|
||||
}
|
||||
|
||||
double AActor::GetGravity() const
|
||||
{
|
||||
if (flags & MF_NOGRAVITY) return 0;
|
||||
return level.gravity * Sector->gravity * Gravity * 0.00125;
|
||||
}
|
||||
|
||||
|
||||
// killough 11/98:
|
||||
// Whether an object is "sentient" or not. Used for environmental influences.
|
||||
|
|
|
@ -936,14 +936,6 @@ done:
|
|||
return res;
|
||||
}
|
||||
|
||||
DEFINE_ACTION_FUNCTION(AActor, CheckSight)
|
||||
{
|
||||
PARAM_SELF_PROLOGUE(AActor);
|
||||
PARAM_OBJECT_NOT_NULL(target, AActor);
|
||||
PARAM_INT(flags);
|
||||
ACTION_RETURN_BOOL(P_CheckSight(self, target, flags));
|
||||
}
|
||||
|
||||
ADD_STAT (sight)
|
||||
{
|
||||
FString out;
|
||||
|
|
|
@ -614,16 +614,6 @@ void P_GiveSecret(AActor *actor, bool printmessage, bool playsound, int sectornu
|
|||
level.found_secrets++;
|
||||
}
|
||||
|
||||
DEFINE_ACTION_FUNCTION(AActor, GiveSecret)
|
||||
{
|
||||
PARAM_SELF_PROLOGUE(AActor);
|
||||
PARAM_BOOL(printmessage);
|
||||
PARAM_BOOL(playsound);
|
||||
P_GiveSecret(self, printmessage, playsound, -1);
|
||||
return 0;
|
||||
}
|
||||
|
||||
|
||||
DEFINE_ACTION_FUNCTION(FLevelLocals, GiveSecret)
|
||||
{
|
||||
PARAM_PROLOGUE;
|
||||
|
|
|
@ -1813,8 +1813,9 @@ void S_RelinkSound (AActor *from, AActor *to)
|
|||
//
|
||||
//==========================================================================
|
||||
|
||||
bool S_ChangeSoundVolume(AActor *actor, int channel, float volume)
|
||||
bool S_ChangeSoundVolume(AActor *actor, int channel, double dvolume)
|
||||
{
|
||||
float volume = float(dvolume);
|
||||
// don't let volume get out of bounds
|
||||
if (volume < 0.0)
|
||||
volume = 0.0;
|
||||
|
|
|
@ -307,7 +307,7 @@ bool S_GetSoundPlayingInfo (const FPolyObj *poly, int sound_id);
|
|||
bool S_IsActorPlayingSomething (AActor *actor, int channel, int sound_id);
|
||||
|
||||
// Change a playing sound's volume
|
||||
bool S_ChangeSoundVolume(AActor *actor, int channel, float volume);
|
||||
bool S_ChangeSoundVolume(AActor *actor, int channel, double volume);
|
||||
|
||||
// Moves all sounds from one mobj to another
|
||||
void S_RelinkSound (AActor *from, AActor *to);
|
||||
|
|
|
@ -592,6 +592,9 @@ struct DirectNativeDesc
|
|||
template<typename Ret, TP(1), TP(2), TP(3), TP(4), TP(5), TP(6), TP(7), TP(8)> DirectNativeDesc(Ret(*func)(P1, P2, P3, P4, P5, P6, P7, P8)) : Ptr(reinterpret_cast<void*>(func)) { ValidateType<Ret>(); VP(1); VP(2); VP(3); VP(4); VP(5); VP(6); VP(7); VP(8); }
|
||||
template<typename Ret, TP(1), TP(2), TP(3), TP(4), TP(5), TP(6), TP(7), TP(8), TP(9)> DirectNativeDesc(Ret(*func)(P1, P2, P3, P4, P5, P6, P7, P8, P9)) : Ptr(reinterpret_cast<void*>(func)) { ValidateType<Ret>(); VP(1); VP(2); VP(3); VP(4); VP(5); VP(6); VP(7); VP(8); VP(9); }
|
||||
template<typename Ret, TP(1), TP(2), TP(3), TP(4), TP(5), TP(6), TP(7), TP(8), TP(9), TP(10)> DirectNativeDesc(Ret(*func)(P1, P2, P3, P4, P5, P6, P7, P8, P9, P10)) : Ptr(reinterpret_cast<void*>(func)) { ValidateType<Ret>(); VP(1); VP(2); VP(3); VP(4); VP(5); VP(6); VP(7); VP(8); VP(9); VP(10); }
|
||||
template<typename Ret, TP(1), TP(2), TP(3), TP(4), TP(5), TP(6), TP(7), TP(8), TP(9), TP(10), TP(11)> DirectNativeDesc(Ret(*func)(P1, P2, P3, P4, P5, P6, P7, P8, P9, P10, P11)) : Ptr(reinterpret_cast<void*>(func)) { ValidateType<Ret>(); VP(1); VP(2); VP(3); VP(4); VP(5); VP(6); VP(7); VP(8); VP(9); VP(10); VP(11); }
|
||||
template<typename Ret, TP(1), TP(2), TP(3), TP(4), TP(5), TP(6), TP(7), TP(8), TP(9), TP(10), TP(11), TP(12)> DirectNativeDesc(Ret(*func)(P1, P2, P3, P4, P5, P6, P7, P8, P9, P10, P11, P12)) : Ptr(reinterpret_cast<void*>(func)) { ValidateType<Ret>(); VP(1); VP(2); VP(3); VP(4); VP(5); VP(6); VP(7); VP(8); VP(9); VP(10); VP(11); VP(12); }
|
||||
template<typename Ret, TP(1), TP(2), TP(3), TP(4), TP(5), TP(6), TP(7), TP(8), TP(9), TP(10), TP(11), TP(12), TP(13)> DirectNativeDesc(Ret(*func)(P1, P2, P3, P4, P5, P6, P7, P8, P9, P10, P11, P12, P13)) : Ptr(reinterpret_cast<void*>(func)) { ValidateType<Ret>(); VP(1); VP(2); VP(3); VP(4); VP(5); VP(6); VP(7); VP(8); VP(9); VP(10); VP(11); VP(12); VP(13); }
|
||||
#undef TP
|
||||
#undef VP
|
||||
|
||||
|
|
File diff suppressed because it is too large
Load diff
|
@ -764,7 +764,11 @@ class Actor : Thinker native
|
|||
return level.totaltime - SpawnTime;
|
||||
}
|
||||
|
||||
|
||||
double AccuracyFactor()
|
||||
{
|
||||
return 1. / (1 << (accuracy * 5 / 100));
|
||||
}
|
||||
|
||||
|
||||
|
||||
native bool CheckClass(class<Actor> checkclass, int ptr_select = AAPTR_DEFAULT, bool match_superclass = false);
|
||||
|
@ -773,8 +777,7 @@ class Actor : Thinker native
|
|||
native Inventory GiveInventoryType(class<Inventory> itemtype);
|
||||
native void ObtainInventory(Actor other);
|
||||
native bool UsePuzzleItem(int PuzzleItemType);
|
||||
native float AccuracyFactor();
|
||||
|
||||
|
||||
action native void SetCamera(Actor cam, bool revert = false);
|
||||
native bool Warp(Actor dest, double xofs = 0, double yofs = 0, double zofs = 0, double angle = 0, int flags = 0, double heightoffset = 0, double radiusoffset = 0, double pitch = 0);
|
||||
|
||||
|
|
Loading…
Reference in a new issue