diff --git a/src/p_local.h b/src/p_local.h index a2fa00c71..a8aaaeb0d 100644 --- a/src/p_local.h +++ b/src/p_local.h @@ -153,7 +153,7 @@ AActor *P_SpawnMissileZAimed (AActor *source, fixed_t z, AActor *dest, const PCl AActor *P_SpawnPlayerMissile (AActor* source, const PClass *type); AActor *P_SpawnPlayerMissile (AActor *source, const PClass *type, angle_t angle); AActor *P_SpawnPlayerMissile (AActor *source, fixed_t x, fixed_t y, fixed_t z, const PClass *type, angle_t angle, - AActor **pLineTarget = NULL, AActor **MissileActor = NULL, bool nofreeaim = false); + AActor **pLineTarget = NULL, AActor **MissileActor = NULL, bool nofreeaim = false, bool noautoaim = false); void P_CheckFakeFloorTriggers (AActor *mo, fixed_t oldz, bool oldz_has_viewheight=false); diff --git a/src/p_mobj.cpp b/src/p_mobj.cpp index 267e71bb9..901372eef 100644 --- a/src/p_mobj.cpp +++ b/src/p_mobj.cpp @@ -5923,7 +5923,7 @@ AActor *P_SpawnPlayerMissile (AActor *source, const PClass *type, angle_t angle) AActor *P_SpawnPlayerMissile (AActor *source, fixed_t x, fixed_t y, fixed_t z, const PClass *type, angle_t angle, AActor **pLineTarget, AActor **pMissileActor, - bool nofreeaim) + bool nofreeaim, bool noautoaim) { static const int angdiff[3] = { -1<<26, 1<<26, 0 }; angle_t an = angle; @@ -5936,7 +5936,7 @@ AActor *P_SpawnPlayerMissile (AActor *source, fixed_t x, fixed_t y, fixed_t z, { return NULL; } - if (source->player && source->player->ReadyWeapon && (source->player->ReadyWeapon->WeaponFlags & WIF_NOAUTOAIM)) + if (source->player && source->player->ReadyWeapon && ((source->player->ReadyWeapon->WeaponFlags & WIF_NOAUTOAIM) || noautoaim)) { // Keep exactly the same angle and pitch as the player's own aim an = angle; diff --git a/src/thingdef/thingdef_codeptr.cpp b/src/thingdef/thingdef_codeptr.cpp index 62a22532c..dab68867b 100644 --- a/src/thingdef/thingdef_codeptr.cpp +++ b/src/thingdef/thingdef_codeptr.cpp @@ -1320,6 +1320,7 @@ enum FP_Flags { FPF_AIMATANGLE = 1, FPF_TRANSFERTRANSLATION = 2, + FPF_NOAUTOAIM = 4, }; DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_FireCustomMissile) { @@ -1358,7 +1359,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_FireCustomMissile) // Temporarily adjusts the pitch fixed_t SavedPlayerPitch = self->pitch; self->pitch -= pitch; - AActor * misl=P_SpawnPlayerMissile (self, x, y, z, ti, shootangle, &linetarget); + AActor * misl=P_SpawnPlayerMissile (self, x, y, z, ti, shootangle, &linetarget, NULL, false, (Flags & FPF_NOAUTOAIM) != 0); self->pitch = SavedPlayerPitch; // automatic handling of seeker missiles diff --git a/wadsrc/static/actors/constants.txt b/wadsrc/static/actors/constants.txt index 04ed6f1fc..b5a8b8cd4 100644 --- a/wadsrc/static/actors/constants.txt +++ b/wadsrc/static/actors/constants.txt @@ -188,6 +188,7 @@ const int CPF_STEALARMOR = 32; // Flags for A_CustomMissile const int FPF_AIMATANGLE = 1; const int FPF_TRANSFERTRANSLATION = 2; +const int FPF_NOAUTOAIM = 4; // Flags for A_Teleport enum diff --git a/wadsrc/static/actors/shared/inventory.txt b/wadsrc/static/actors/shared/inventory.txt index 541dd37ac..13ae00936 100644 --- a/wadsrc/static/actors/shared/inventory.txt +++ b/wadsrc/static/actors/shared/inventory.txt @@ -10,7 +10,7 @@ ACTOR Inventory native action native A_JumpIfNoAmmo(state label); action native A_CustomPunch(int damage, bool norandom = false, int flags = CPF_USEAMMO, class pufftype = "BulletPuff", float range = 0, float lifesteal = 0, int lifestealmax = 0, class armorbonustype = "ArmorBonus"); action native A_FireBullets(float spread_xy, float spread_z, int numbullets, int damageperbullet, class pufftype = "BulletPuff", int flags = 1, float range = 0); - action native A_FireCustomMissile(class missiletype, float angle = 0, bool useammo = true, int spawnofs_xy = 0, float spawnheight = 0, bool aimatangle = false, float pitch = 0); + action native A_FireCustomMissile(class missiletype, float angle = 0, bool useammo = true, int spawnofs_xy = 0, float spawnheight = 0, int flags = 0, float pitch = 0); action native A_RailAttack(int damage, int spawnofs_xy = 0, int useammo = true, color color1 = "", color color2 = "", int flags = 0, float maxdiff = 0, class pufftype = "BulletPuff", float spread_xy = 0, float spread_z = 0, float range = 0, int duration = 0, float sparsity = 1.0, float driftspeed = 1.0, class spawnclass = "none", float spawnofs_z = 0, int spiraloffset = 270); action native A_Light(int extralight); action native A_Light0();