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https://github.com/ZDoom/qzdoom.git
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- made CheckMeleeRange a normal function again.
This way it can be directly used as a native ZScript export. Like SuggestMissileAttack the change to a method was for virtual overrides that have been turned into flags since then.
This commit is contained in:
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ac48518abc
commit
854e11a9de
4 changed files with 20 additions and 23 deletions
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@ -693,9 +693,6 @@ public:
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int AbsorbDamage(int damage, FName dmgtype, AActor *inflictor, AActor *source, int flags);
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int AbsorbDamage(int damage, FName dmgtype, AActor *inflictor, AActor *source, int flags);
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void AlterWeaponSprite(visstyle_t *vis);
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void AlterWeaponSprite(visstyle_t *vis);
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// Returns true if this actor is within melee range of its target
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bool CheckMeleeRange(double range = -1);
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bool CheckNoDelay();
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bool CheckNoDelay();
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virtual void BeginPlay(); // Called immediately after the actor is created
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virtual void BeginPlay(); // Called immediately after the actor is created
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@ -1073,7 +1073,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_CustomMeleeAttack)
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return 0;
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return 0;
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A_FaceTarget (self);
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A_FaceTarget (self);
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if (self->CheckMeleeRange ())
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if (P_CheckMeleeRange(self))
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{
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{
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if (meleesound)
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if (meleesound)
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S_Sound (self, CHAN_WEAPON, 0, meleesound, 1, ATTN_NORM);
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S_Sound (self, CHAN_WEAPON, 0, meleesound, 1, ATTN_NORM);
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@ -1108,7 +1108,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_CustomComboAttack)
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return 0;
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return 0;
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A_FaceTarget (self);
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A_FaceTarget (self);
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if (self->CheckMeleeRange())
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if (P_CheckMeleeRange(self))
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{
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{
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if (damagetype == NAME_None)
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if (damagetype == NAME_None)
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damagetype = NAME_Melee; // Melee is the default type
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damagetype = NAME_Melee; // Melee is the default type
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@ -262,49 +262,49 @@ void P_NoiseAlert (AActor *emitter, AActor *target, bool splash, double maxdist)
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//
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//
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//----------------------------------------------------------------------------
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//----------------------------------------------------------------------------
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bool AActor::CheckMeleeRange (double range)
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int P_CheckMeleeRange (AActor* actor, double range)
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{
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{
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AActor *pl = target;
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AActor *pl = actor->target;
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double dist;
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double dist;
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if (!pl || (Sector->Flags & SECF_NOATTACK))
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if (!pl || (actor->Sector->Flags & SECF_NOATTACK))
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return false;
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return false;
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dist = Distance2D (pl);
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dist = actor->Distance2D (pl);
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if (range < 0) range = meleerange;
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if (range < 0) range = actor->meleerange;
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if (dist >= range + pl->radius)
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if (dist >= range + pl->radius)
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return false;
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return false;
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// [RH] If moving toward goal, then we've reached it.
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// [RH] If moving toward goal, then we've reached it.
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if (pl == goal)
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if (pl == actor->goal)
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return true;
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return true;
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// [RH] Don't melee things too far above or below actor.
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// [RH] Don't melee things too far above or below actor.
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if (!(flags5 & MF5_NOVERTICALMELEERANGE))
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if (!(actor->flags5 & MF5_NOVERTICALMELEERANGE))
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{
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{
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if (pl->Z() > Top())
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if (pl->Z() > actor->Top())
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return false;
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return false;
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if (pl->Top() < Z())
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if (pl->Top() < actor->Z())
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return false;
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return false;
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}
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}
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// killough 7/18/98: friendly monsters don't attack other friends
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// killough 7/18/98: friendly monsters don't attack other friends
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if (IsFriend(pl))
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if (actor->IsFriend(pl))
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return false;
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return false;
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if (!P_CheckSight (this, pl, 0))
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if (!P_CheckSight (actor, pl, 0))
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return false;
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return false;
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return true;
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return true;
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}
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}
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DEFINE_ACTION_FUNCTION(AActor, CheckMeleeRange)
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DEFINE_ACTION_FUNCTION_NATIVE(AActor, CheckMeleeRange, P_CheckMeleeRange)
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{
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{
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PARAM_SELF_PROLOGUE(AActor);
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PARAM_SELF_PROLOGUE(AActor);
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PARAM_FLOAT(range);
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PARAM_FLOAT(range);
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ACTION_RETURN_INT(self->CheckMeleeRange(range));
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ACTION_RETURN_INT(P_CheckMeleeRange(self, range));
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}
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}
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//=============================================================================
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//=============================================================================
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@ -313,7 +313,7 @@ DEFINE_ACTION_FUNCTION(AActor, CheckMeleeRange)
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//
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//
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//=============================================================================
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//=============================================================================
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bool P_CheckMissileRange (AActor *actor)
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static int P_CheckMissileRange (AActor *actor)
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{
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{
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double dist;
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double dist;
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@ -2434,7 +2434,7 @@ void A_DoChase (AActor *actor, bool fastchase, FState *meleestate, FState *missi
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{
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{
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AActor * savedtarget = actor->target;
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AActor * savedtarget = actor->target;
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actor->target = actor->goal;
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actor->target = actor->goal;
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bool result = actor->CheckMeleeRange();
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bool result = P_CheckMeleeRange(actor);
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actor->target = savedtarget;
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actor->target = savedtarget;
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if (result)
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if (result)
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@ -2518,7 +2518,7 @@ void A_DoChase (AActor *actor, bool fastchase, FState *meleestate, FState *missi
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pr_scaredycat() < 43)
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pr_scaredycat() < 43)
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{
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{
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// check for melee attack
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// check for melee attack
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if (meleestate && actor->CheckMeleeRange ())
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if (meleestate && P_CheckMeleeRange(actor))
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{
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{
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if (actor->AttackSound)
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if (actor->AttackSound)
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S_Sound (actor, CHAN_WEAPON, 0, actor->AttackSound, 1, ATTN_NORM);
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S_Sound (actor, CHAN_WEAPON, 0, actor->AttackSound, 1, ATTN_NORM);
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@ -47,7 +47,8 @@ struct FLookExParams
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};
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};
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int P_HitFriend (AActor *self);
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int P_HitFriend (AActor *self);
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void P_NoiseAlert (AActor *emmiter, AActor *target, bool splash=false, double maxdist=0);
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void P_NoiseAlert (AActor *emitter, AActor *target, bool splash=false, double maxdist=0);
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int P_CheckMeleeRange(AActor* actor, double range = -1);
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bool P_CheckMeleeRange2 (AActor *actor);
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bool P_CheckMeleeRange2 (AActor *actor);
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int P_SmartMove (AActor *actor);
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int P_SmartMove (AActor *actor);
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@ -76,7 +77,6 @@ class FSoundID;
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int CheckBossDeath (AActor *);
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int CheckBossDeath (AActor *);
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int P_Massacre (bool baddies = false, PClassActor *cls = nullptr);
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int P_Massacre (bool baddies = false, PClassActor *cls = nullptr);
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bool P_CheckMissileRange (AActor *actor);
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#define SKULLSPEED (20.)
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#define SKULLSPEED (20.)
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void A_SkullAttack(AActor *self, double speed);
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void A_SkullAttack(AActor *self, double speed);
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