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Merge pull request #375 from XaserAcheron/master
Added FPF_NOAUTOAIM to A_FireCustomMissile
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commit
890233d5fe
5 changed files with 7 additions and 5 deletions
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@ -153,7 +153,7 @@ AActor *P_SpawnMissileZAimed (AActor *source, fixed_t z, AActor *dest, const PCl
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AActor *P_SpawnPlayerMissile (AActor* source, const PClass *type);
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AActor *P_SpawnPlayerMissile (AActor *source, const PClass *type, angle_t angle);
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AActor *P_SpawnPlayerMissile (AActor *source, fixed_t x, fixed_t y, fixed_t z, const PClass *type, angle_t angle,
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AActor **pLineTarget = NULL, AActor **MissileActor = NULL, bool nofreeaim = false);
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AActor **pLineTarget = NULL, AActor **MissileActor = NULL, bool nofreeaim = false, bool noautoaim = false);
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void P_CheckFakeFloorTriggers (AActor *mo, fixed_t oldz, bool oldz_has_viewheight=false);
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@ -5923,7 +5923,7 @@ AActor *P_SpawnPlayerMissile (AActor *source, const PClass *type, angle_t angle)
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AActor *P_SpawnPlayerMissile (AActor *source, fixed_t x, fixed_t y, fixed_t z,
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const PClass *type, angle_t angle, AActor **pLineTarget, AActor **pMissileActor,
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bool nofreeaim)
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bool nofreeaim, bool noautoaim)
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{
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static const int angdiff[3] = { -1<<26, 1<<26, 0 };
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angle_t an = angle;
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@ -5936,7 +5936,7 @@ AActor *P_SpawnPlayerMissile (AActor *source, fixed_t x, fixed_t y, fixed_t z,
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{
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return NULL;
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}
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if (source->player && source->player->ReadyWeapon && (source->player->ReadyWeapon->WeaponFlags & WIF_NOAUTOAIM))
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if (source->player && source->player->ReadyWeapon && ((source->player->ReadyWeapon->WeaponFlags & WIF_NOAUTOAIM) || noautoaim))
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{
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// Keep exactly the same angle and pitch as the player's own aim
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an = angle;
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@ -1320,6 +1320,7 @@ enum FP_Flags
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{
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FPF_AIMATANGLE = 1,
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FPF_TRANSFERTRANSLATION = 2,
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FPF_NOAUTOAIM = 4,
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};
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DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_FireCustomMissile)
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{
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@ -1358,7 +1359,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_FireCustomMissile)
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// Temporarily adjusts the pitch
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fixed_t SavedPlayerPitch = self->pitch;
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self->pitch -= pitch;
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AActor * misl=P_SpawnPlayerMissile (self, x, y, z, ti, shootangle, &linetarget);
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AActor * misl=P_SpawnPlayerMissile (self, x, y, z, ti, shootangle, &linetarget, NULL, false, (Flags & FPF_NOAUTOAIM) != 0);
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self->pitch = SavedPlayerPitch;
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// automatic handling of seeker missiles
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@ -188,6 +188,7 @@ const int CPF_STEALARMOR = 32;
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// Flags for A_CustomMissile
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const int FPF_AIMATANGLE = 1;
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const int FPF_TRANSFERTRANSLATION = 2;
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const int FPF_NOAUTOAIM = 4;
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// Flags for A_Teleport
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enum
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@ -10,7 +10,7 @@ ACTOR Inventory native
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action native A_JumpIfNoAmmo(state label);
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action native A_CustomPunch(int damage, bool norandom = false, int flags = CPF_USEAMMO, class<Actor> pufftype = "BulletPuff", float range = 0, float lifesteal = 0, int lifestealmax = 0, class<BasicArmorBonus> armorbonustype = "ArmorBonus");
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action native A_FireBullets(float spread_xy, float spread_z, int numbullets, int damageperbullet, class<Actor> pufftype = "BulletPuff", int flags = 1, float range = 0);
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action native A_FireCustomMissile(class<Actor> missiletype, float angle = 0, bool useammo = true, int spawnofs_xy = 0, float spawnheight = 0, bool aimatangle = false, float pitch = 0);
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action native A_FireCustomMissile(class<Actor> missiletype, float angle = 0, bool useammo = true, int spawnofs_xy = 0, float spawnheight = 0, int flags = 0, float pitch = 0);
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action native A_RailAttack(int damage, int spawnofs_xy = 0, int useammo = true, color color1 = "", color color2 = "", int flags = 0, float maxdiff = 0, class<Actor> 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<Actor> spawnclass = "none", float spawnofs_z = 0, int spiraloffset = 270);
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action native A_Light(int extralight);
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action native A_Light0();
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