mirror of
https://github.com/ZDoom/qzdoom.git
synced 2024-11-10 23:02:08 +00:00
Merge branch 'zmaster'
This commit is contained in:
commit
6f28735b45
21 changed files with 661 additions and 431 deletions
15
src/actor.h
15
src/actor.h
|
@ -1409,21 +1409,8 @@ AActor *P_LinePickActor(AActor *t1, angle_t angle, fixed_t distance, int pitch,
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struct FTranslatedLineTarget
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{
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AActor *linetarget;
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angle_t hitangle;
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fixedvec3 targetPosFromSrc;
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angle_t targetAngleFromSrc;
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fixedvec3 sourcePosFromTarget;
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angle_t sourceAngleFromTarget;
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angle_t angleFromSource;
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bool unlinked; // found by a trace that went through an unlinked portal.
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angle_t SourceAngleToTarget() const
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{
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return R_PointToAngle2(sourcePosFromTarget.x, sourcePosFromTarget.y, linetarget->X(), linetarget->Y());
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}
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angle_t TargetAngleToSource() const
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{
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return R_PointToAngle2(linetarget->X(), linetarget->Y(), sourcePosFromTarget.x, sourcePosFromTarget.y);
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}
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};
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@ -61,7 +61,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_Punch)
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if (t.linetarget)
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{
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S_Sound (self, CHAN_WEAPON, "*fist", 1, ATTN_NORM);
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self->angle = t.SourceAngleToTarget();
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self->angle = t.angleFromSource;
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}
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return 0;
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}
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@ -232,7 +232,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Saw)
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// turn to face target
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if (!(flags & SF_NOTURN))
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{
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angle = t.SourceAngleToTarget();
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angle = t.angleFromSource;
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if (angle - self->angle > ANG180)
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{
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if (angle - self->angle < (angle_t)(-ANG90 / 20))
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@ -696,7 +696,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_BFGSpray)
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damage = defdamage;
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}
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int newdam = P_DamageMobj(t.linetarget, self->target, self->target, damage, dmgType, dmgFlags|DMG_USEANGLE, t.SourceAngleToTarget());
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int newdam = P_DamageMobj(t.linetarget, self->target, self->target, damage, dmgType, dmgFlags|DMG_USEANGLE, t.angleFromSource);
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P_TraceBleed(newdam > 0 ? newdam : damage, &t, self);
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}
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}
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@ -293,7 +293,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_M_Saw)
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S_Sound (self, CHAN_WEAPON, hitsound, 1, ATTN_NORM);
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// turn to face target
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angle = t.SourceAngleToTarget();
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angle = t.angleFromSource;
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if (angle - self->angle > ANG180)
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{
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if (angle - self->angle < (angle_t)(-ANG90/20))
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@ -344,7 +344,7 @@ static void MarinePunch(AActor *self, int damagemul)
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if (t.linetarget)
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{
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S_Sound (self, CHAN_WEAPON, "*fist", 1, ATTN_NORM);
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self->angle = t.SourceAngleToTarget();
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self->angle = t.angleFromSource;
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}
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}
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@ -189,7 +189,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_BeakAttackPL1)
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P_LineAttack (player->mo, angle, MELEERANGE, slope, damage, NAME_Melee, "BeakPuff", true, &t);
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if (t.linetarget)
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{
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player->mo->angle = t.SourceAngleToTarget();
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player->mo->angle = t.angleFromSource;
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}
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P_PlayPeck (player->mo);
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player->chickenPeck = 12;
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@ -224,7 +224,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_BeakAttackPL2)
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P_LineAttack (player->mo, angle, MELEERANGE, slope, damage, NAME_Melee, "BeakPuff", true, &t);
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if (t.linetarget)
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{
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player->mo->angle = t.SourceAngleToTarget();
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player->mo->angle = t.angleFromSource;
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}
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P_PlayPeck (player->mo);
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player->chickenPeck = 12;
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@ -94,7 +94,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_StaffAttack)
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{
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//S_StartSound(player->mo, sfx_stfhit);
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// turn to face target
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self->angle = t.SourceAngleToTarget();
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self->angle = t.angleFromSource;
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}
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return 0;
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}
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@ -324,7 +324,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_GauntletAttack)
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S_Sound (self, CHAN_AUTO, "weapons/gauntletshit", 1, ATTN_NORM);
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}
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// turn to face target
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angle = t.SourceAngleToTarget();
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angle = t.angleFromSource;
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if (angle-self->angle > ANG180)
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{
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if ((int)(angle-self->angle) < -ANG90/20)
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|
@ -675,7 +675,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_DeathBallImpact)
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if (t.linetarget && self->target != t.linetarget)
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{
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self->tracer = t.linetarget;
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angle = t.SourceAngleToTarget();
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angle = t.angleFromSource;
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newAngle = true;
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break;
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}
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|
|
|
@ -79,7 +79,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_CStaffCheck)
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P_LineAttack(pmo, angle, fixed_t(1.5*MELEERANGE), slope, damage, NAME_Melee, puff, false, &t);
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if (t.linetarget != NULL)
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{
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pmo->angle = t.SourceAngleToTarget();
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pmo->angle = t.angleFromSource;
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if (((t.linetarget->player && (!t.linetarget->IsTeammate(pmo) || level.teamdamage != 0)) || t.linetarget->flags3&MF3_ISMONSTER)
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&& (!(t.linetarget->flags2&(MF2_DORMANT | MF2_INVULNERABLE))))
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{
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|
|
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@ -245,7 +245,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_FAxeAttack)
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{
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if (t.linetarget->flags3&MF3_ISMONSTER || t.linetarget->player)
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{
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P_ThrustMobj(t.linetarget, t.hitangle, power);
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P_ThrustMobj(t.linetarget, t.angleFromSource, power);
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}
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AdjustPlayerAngle(pmo, &t);
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useMana++;
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|
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@ -57,7 +57,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_FHammerAttack)
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AdjustPlayerAngle(pmo, &t);
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if (t.linetarget->flags3 & MF3_ISMONSTER || t.linetarget->player)
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{
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P_ThrustMobj(t.linetarget, t.hitangle, power);
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P_ThrustMobj(t.linetarget, t.angleFromSource, power);
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}
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pmo->weaponspecial = false; // Don't throw a hammer
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goto hammerdone;
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@ -73,7 +73,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_FHammerAttack)
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AdjustPlayerAngle(pmo, &t);
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if (t.linetarget->flags3 & MF3_ISMONSTER || t.linetarget->player)
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{
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P_ThrustMobj(t.linetarget, t.hitangle, power);
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P_ThrustMobj(t.linetarget, t.angleFromSource, power);
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}
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pmo->weaponspecial = false; // Don't throw a hammer
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goto hammerdone;
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|
|
|
@ -30,7 +30,7 @@ void AdjustPlayerAngle (AActor *pmo, FTranslatedLineTarget *t)
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angle_t angle;
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int difference;
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angle = t->SourceAngleToTarget();
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angle = t->angleFromSource;
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difference = (int)angle - (int)pmo->angle;
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if (abs(difference) > MAX_ANGLE_ADJUST)
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{
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|
@ -82,7 +82,7 @@ static bool TryPunch(APlayerPawn *pmo, angle_t angle, int damage, fixed_t power)
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if (t.linetarget->player != NULL ||
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(t.linetarget->Mass != INT_MAX && (t.linetarget->flags3 & MF3_ISMONSTER)))
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{
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P_ThrustMobj (t.linetarget, t.hitangle, power);
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P_ThrustMobj (t.linetarget, t.angleFromSource, power);
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}
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AdjustPlayerAngle (pmo, &t);
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return true;
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|
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@ -82,7 +82,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_FireConePL1)
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slope = P_AimLineAttack (self, angle, MELEERANGE, &t, 0, ALF_CHECK3D);
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if (t.linetarget)
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{
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P_DamageMobj (t.linetarget, self, self, damage, NAME_Ice, DMG_USEANGLE, t.SourceAngleToTarget());
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P_DamageMobj (t.linetarget, self, self, damage, NAME_Ice, DMG_USEANGLE, t.angleFromSource);
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conedone = true;
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break;
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}
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|
|
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@ -120,7 +120,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_JabDagger)
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S_Sound (self, CHAN_WEAPON,
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t.linetarget->flags & MF_NOBLOOD ? "misc/metalhit" : "misc/meathit",
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1, ATTN_NORM);
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self->angle = t.SourceAngleToTarget();
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self->angle = t.angleFromSource;
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self->flags |= MF_JUSTATTACKED;
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P_DaggerAlert (self, t.linetarget);
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}
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|
|
|
@ -690,4 +690,5 @@ xx(Max_10_Exp)
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xx(__decorate_internal_int__)
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xx(__decorate_internal_bool__)
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xx(__decorate_internal_state__)
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xx(__decorate_internal_state__)
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xx(__decorate_internal_float__)
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|
|
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@ -300,6 +300,7 @@ enum
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FFCF_NOFLOOR = 32,
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FFCF_NOCEILING = 64,
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FFCF_RESTRICTEDPORTAL = 128, // current values in the iterator's return are through a restricted portal type (i.e. some features are blocked.)
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FFCF_NODROPOFF = 256, // Caller does not need a dropoff (saves some time when checking portals)
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};
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void P_FindFloorCeiling (AActor *actor, int flags=0);
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|
|
876
src/p_map.cpp
876
src/p_map.cpp
File diff suppressed because it is too large
Load diff
|
@ -210,7 +210,7 @@ void P_LineOpening (FLineOpening &open, AActor *actor, const line_t *linedef,
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open.floorpic = front->GetTexture(sector_t::floor);
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open.floorterrain = front->GetTerrain(sector_t::floor);
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if (bf != FIXED_MIN) open.lowfloor = bf;
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else
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else if (!(flags & FFCF_NODROPOFF))
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{
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// We must check through the portal for the actual dropoff.
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// If there's no lines in the lower sections we'd never get a usable value otherwise.
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|
@ -224,7 +224,7 @@ void P_LineOpening (FLineOpening &open, AActor *actor, const line_t *linedef,
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open.floorpic = back->GetTexture(sector_t::floor);
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open.floorterrain = back->GetTerrain(sector_t::floor);
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if (ff != FIXED_MIN) open.lowfloor = ff;
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else
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else if (!(flags & FFCF_NODROPOFF))
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{
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// We must check through the portal for the actual dropoff.
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// If there's no lines in the lower sections we'd never get a usable value otherwise.
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|
@ -264,7 +264,8 @@ void P_LineOpening (FLineOpening &open, AActor *actor, const line_t *linedef,
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open.abovemidtex = open.touchmidtex = false;
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}
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open.range = open.top - open.bottom;
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// avoid overflows in the opening.
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open.range = (fixed_t)MIN<QWORD>((QWORD)open.top - open.bottom, FIXED_MAX);
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}
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|
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|
@ -1286,9 +1287,33 @@ void FPathTraverse::AddThingIntercepts (int bx, int by, FBlockThingsIterator &it
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fixed_t frac = P_InterceptVector (&trace, &line);
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if (frac < startfrac)
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{ // behind source
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if (startfrac > 0)
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{
|
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// check if the trace starts within this actor
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switch (i)
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{
|
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case 0:
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line.y -= 2 * thing->radius;
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break;
|
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|
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case 1:
|
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line.x -= 2 * thing->radius;
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break;
|
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|
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case 2:
|
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line.y += 2 * thing->radius;
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break;
|
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|
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case 3:
|
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line.x += 2 * thing->radius;
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break;
|
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}
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fixed_t frac2 = P_InterceptVector(&trace, &line);
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if (frac2 >= startfrac) goto addit;
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}
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continue;
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}
|
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|
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addit:
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intercept_t newintercept;
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newintercept.frac = frac;
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newintercept.isaline = false;
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|
@ -1421,16 +1446,6 @@ void FPathTraverse::init (fixed_t x1, fixed_t y1, fixed_t x2, fixed_t y2, int fl
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|||
int mapystep;
|
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|
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int count;
|
||||
|
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validcount++;
|
||||
intercept_index = intercepts.Size();
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this->startfrac = startfrac;
|
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|
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if ( ((x1-bmaporgx)&(MAPBLOCKSIZE-1)) == 0)
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x1 += FRACUNIT; // don't side exactly on a line
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|
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if ( ((y1-bmaporgy)&(MAPBLOCKSIZE-1)) == 0)
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y1 += FRACUNIT; // don't side exactly on a line
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|
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trace.x = x1;
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trace.y = y1;
|
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|
@ -1444,9 +1459,30 @@ void FPathTraverse::init (fixed_t x1, fixed_t y1, fixed_t x2, fixed_t y2, int fl
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|||
trace.dx = x2 - x1;
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trace.dy = y2 - y1;
|
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}
|
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if (startfrac > 0)
|
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{
|
||||
fixed_t startdx = FixedMul(trace.dx, startfrac);
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fixed_t startdy = FixedMul(trace.dy, startfrac);
|
||||
|
||||
_x1 = (long long)x1 + FixedMul(trace.dx, startfrac) - bmaporgx;
|
||||
_y1 = (long long)y1 + FixedMul(trace.dy, startfrac) - bmaporgy;
|
||||
x1 += startdx;
|
||||
y1 += startdy;
|
||||
x2 = trace.dx - startdx;
|
||||
y2 = trace.dy - startdy;
|
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flags |= PT_DELTA;
|
||||
}
|
||||
|
||||
validcount++;
|
||||
intercept_index = intercepts.Size();
|
||||
this->startfrac = startfrac;
|
||||
|
||||
if ( ((x1-bmaporgx)&(MAPBLOCKSIZE-1)) == 0)
|
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x1 += FRACUNIT; // don't side exactly on a line
|
||||
|
||||
if ( ((y1-bmaporgy)&(MAPBLOCKSIZE-1)) == 0)
|
||||
y1 += FRACUNIT; // don't side exactly on a line
|
||||
|
||||
_x1 = (long long)x1 - bmaporgx;
|
||||
_y1 = (long long)y1 - bmaporgy;
|
||||
x1 -= bmaporgx;
|
||||
y1 -= bmaporgy;
|
||||
xt1 = int(_x1 >> MAPBLOCKSHIFT);
|
||||
|
@ -1615,7 +1651,7 @@ void FPathTraverse::init (fixed_t x1, fixed_t y1, fixed_t x2, fixed_t y2, int fl
|
|||
//
|
||||
//===========================================================================
|
||||
|
||||
bool FPathTraverse::PortalRelocate(intercept_t *in, int flags, fixedvec3 *optpos)
|
||||
int FPathTraverse::PortalRelocate(intercept_t *in, int flags, fixedvec3 *optpos)
|
||||
{
|
||||
if (!in->isaline || !in->d.line->isLinePortal()) return false;
|
||||
if (P_PointOnLineSidePrecise(trace.x, trace.y, in->d.line) == 1) return false;
|
||||
|
@ -1635,7 +1671,7 @@ bool FPathTraverse::PortalRelocate(intercept_t *in, int flags, fixedvec3 *optpos
|
|||
}
|
||||
intercepts.Resize(intercept_index);
|
||||
init(hitx, hity, endx, endy, flags, in->frac);
|
||||
return true;
|
||||
return in->d.line->getPortal()->mType == PORTT_LINKED? 1:-1;
|
||||
}
|
||||
|
||||
//===========================================================================
|
||||
|
|
|
@ -26,7 +26,6 @@ struct intercept_t
|
|||
} d;
|
||||
};
|
||||
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
// P_PointOnLineSide
|
||||
|
@ -107,6 +106,10 @@ struct FLineOpening
|
|||
};
|
||||
|
||||
void P_LineOpening (FLineOpening &open, AActor *thing, const line_t *linedef, fixed_t x, fixed_t y, fixed_t refx=FIXED_MIN, fixed_t refy=0, int flags=0);
|
||||
inline void P_LineOpening(FLineOpening &open, AActor *thing, const line_t *linedef, fixedvec2 xy, fixed_t refx = FIXED_MIN, fixed_t refy = 0, int flags = 0)
|
||||
{
|
||||
P_LineOpening(open, thing, linedef, xy.x, xy.y, refx, refy, flags);
|
||||
}
|
||||
|
||||
class FBoundingBox;
|
||||
struct polyblock_t;
|
||||
|
@ -351,14 +354,24 @@ public:
|
|||
|
||||
intercept_t *Next();
|
||||
|
||||
FPathTraverse(fixed_t x1, fixed_t y1, fixed_t x2, fixed_t y2, int flags)
|
||||
FPathTraverse(fixed_t x1, fixed_t y1, fixed_t x2, fixed_t y2, int flags, fixed_t startfrac = 0)
|
||||
{
|
||||
init(x1, y1, x2, y2, flags);
|
||||
init(x1, y1, x2, y2, flags, startfrac);
|
||||
}
|
||||
void init(fixed_t x1, fixed_t y1, fixed_t x2, fixed_t y2, int flags, fixed_t startfrac = 0);
|
||||
bool PortalRelocate(intercept_t *in, int flags, fixedvec3 *optpos = NULL);
|
||||
int PortalRelocate(intercept_t *in, int flags, fixedvec3 *optpos = NULL);
|
||||
virtual ~FPathTraverse();
|
||||
const divline_t &Trace() const { return trace; }
|
||||
|
||||
inline fixedvec2 InterceptPoint(const intercept_t *in)
|
||||
{
|
||||
return
|
||||
{
|
||||
trace.x + FixedMul(trace.dx, in->frac),
|
||||
trace.y + FixedMul(trace.dy, in->frac)
|
||||
};
|
||||
}
|
||||
|
||||
};
|
||||
|
||||
//============================================================================
|
||||
|
|
|
@ -709,14 +709,13 @@ fixedvec2 P_GetOffsetPosition(fixed_t x, fixed_t y, fixed_t dx, fixed_t dy)
|
|||
// Teleport portals are intentionally ignored since skipping this stuff is their entire reason for existence.
|
||||
if (port->mFlags & PORTF_INTERACTIVE)
|
||||
{
|
||||
fixed_t hitdx = FixedMul(it.Trace().dx, in->frac);
|
||||
fixed_t hitdy = FixedMul(it.Trace().dy, in->frac);
|
||||
fixedvec2 hit = it.InterceptPoint(in);
|
||||
|
||||
if (port->mType == PORTT_LINKED)
|
||||
{
|
||||
// optimized handling for linked portals where we only need to add an offset.
|
||||
actx = it.Trace().x + hitdx + port->mXDisplacement;
|
||||
acty = it.Trace().y + hitdy + port->mYDisplacement;
|
||||
hit.x += port->mXDisplacement;
|
||||
hit.y += port->mYDisplacement;
|
||||
dest.x += port->mXDisplacement;
|
||||
dest.y += port->mYDisplacement;
|
||||
}
|
||||
|
@ -724,15 +723,12 @@ fixedvec2 P_GetOffsetPosition(fixed_t x, fixed_t y, fixed_t dx, fixed_t dy)
|
|||
{
|
||||
// interactive ones are more complex because the vector may be rotated.
|
||||
// Note: There is no z-translation here, there's just too much code in the engine that wouldn't be able to handle interactive portals with a height difference.
|
||||
actx = it.Trace().x + hitdx;
|
||||
acty = it.Trace().y + hitdy;
|
||||
|
||||
P_TranslatePortalXY(line, out, actx, acty);
|
||||
P_TranslatePortalXY(line, out, hit.x, hit.y);
|
||||
P_TranslatePortalXY(line, out, dest.x, dest.y);
|
||||
}
|
||||
// update the fields, end this trace and restart from the new position
|
||||
dx = dest.x - actx;
|
||||
dy = dest.y - acty;
|
||||
dx = dest.x - hit.x;
|
||||
dy = dest.y - hit.y;
|
||||
repeat = true;
|
||||
}
|
||||
|
||||
|
@ -1108,9 +1104,16 @@ bool P_CollectConnectedGroups(int startgroup, const fixedvec3 &position, fixed_t
|
|||
|
||||
bool retval = false;
|
||||
out.inited = true;
|
||||
|
||||
processMask.setSize(Displacements.size);
|
||||
if (Displacements.size == 1)
|
||||
{
|
||||
processMask.setBit(startgroup);
|
||||
return false;
|
||||
}
|
||||
|
||||
if (linkedPortals.Size() != 0)
|
||||
{
|
||||
processMask.setSize(linkedPortals.Size());
|
||||
processMask.clear();
|
||||
foundPortals.Clear();
|
||||
|
||||
|
|
|
@ -360,8 +360,12 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, GetGibHealth)
|
|||
//===========================================================================
|
||||
//
|
||||
// __decorate_internal_state__
|
||||
// __decorate_internal_int__
|
||||
// __decorate_internal_bool__
|
||||
// __decorate_internal_float__
|
||||
//
|
||||
// Returns the state passed in.
|
||||
// Placeholders for forcing DECORATE to cast numbers. If actually called,
|
||||
// returns whatever was passed.
|
||||
//
|
||||
//===========================================================================
|
||||
|
||||
|
@ -373,14 +377,6 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, __decorate_internal_state__)
|
|||
ACTION_RETURN_STATE(returnme);
|
||||
}
|
||||
|
||||
//===========================================================================
|
||||
//
|
||||
// __decorate_internal_int__
|
||||
//
|
||||
// Returns the int passed in.
|
||||
//
|
||||
//===========================================================================
|
||||
|
||||
DEFINE_ACTION_FUNCTION_PARAMS(AActor, __decorate_internal_int__)
|
||||
{
|
||||
PARAM_PROLOGUE;
|
||||
|
@ -389,14 +385,6 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, __decorate_internal_int__)
|
|||
ACTION_RETURN_INT(returnme);
|
||||
}
|
||||
|
||||
//===========================================================================
|
||||
//
|
||||
// __decorate_internal_bool__
|
||||
//
|
||||
// Returns the bool passed in.
|
||||
//
|
||||
//===========================================================================
|
||||
|
||||
DEFINE_ACTION_FUNCTION_PARAMS(AActor, __decorate_internal_bool__)
|
||||
{
|
||||
PARAM_PROLOGUE;
|
||||
|
@ -405,6 +393,19 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, __decorate_internal_bool__)
|
|||
ACTION_RETURN_BOOL(returnme);
|
||||
}
|
||||
|
||||
DEFINE_ACTION_FUNCTION_PARAMS(AActor, __decorate_internal_float__)
|
||||
{
|
||||
PARAM_PROLOGUE;
|
||||
PARAM_OBJECT(self, AActor);
|
||||
PARAM_FLOAT(returnme);
|
||||
if (numret > 0)
|
||||
{
|
||||
ret->SetFloat(returnme);
|
||||
return 1;
|
||||
}
|
||||
return 0;
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
// A_RearrangePointers
|
||||
|
@ -1796,7 +1797,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CustomPunch)
|
|||
if (!(flags & CPF_NOTURN))
|
||||
{
|
||||
// turn to face target
|
||||
self->angle = t.SourceAngleToTarget();
|
||||
self->angle = t.angleFromSource;
|
||||
}
|
||||
|
||||
if (flags & CPF_PULLIN) self->flags |= MF_JUSTATTACKED;
|
||||
|
|
|
@ -3420,7 +3420,8 @@ bool FxVMFunctionCall::CheckEmitCast(VMFunctionBuilder *build, bool returnit, Ex
|
|||
FName funcname = Function->SymbolName;
|
||||
if (funcname == NAME___decorate_internal_int__ ||
|
||||
funcname == NAME___decorate_internal_bool__ ||
|
||||
funcname == NAME___decorate_internal_state__)
|
||||
funcname == NAME___decorate_internal_state__ ||
|
||||
funcname == NAME___decorate_internal_float__)
|
||||
{
|
||||
FxExpression *arg = (*ArgList)[0];
|
||||
if (returnit)
|
||||
|
|
|
@ -711,6 +711,8 @@ FName CheckCastKludges(FName in)
|
|||
return NAME___decorate_internal_bool__;
|
||||
case NAME_State:
|
||||
return NAME___decorate_internal_state__;
|
||||
case NAME_Float:
|
||||
return NAME___decorate_internal_float__;
|
||||
default:
|
||||
return in;
|
||||
}
|
||||
|
|
|
@ -356,4 +356,5 @@ ACTOR Actor native //: Thinker
|
|||
native state __decorate_internal_state__(state);
|
||||
native int __decorate_internal_int__(int);
|
||||
native bool __decorate_internal_bool__(bool);
|
||||
native float __decorate_internal_float__(float);
|
||||
}
|
||||
|
|
Loading…
Reference in a new issue