mirror of
https://github.com/ZDoom/qzdoom.git
synced 2024-11-10 14:51:51 +00:00
Merge remote-tracking branch 'zdoom/master' into openal
This commit is contained in:
commit
90ed80abe5
10 changed files with 235 additions and 78 deletions
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@ -151,5 +151,6 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_VileAttack)
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P_RadiusAttack (fire, self, blastdmg, blastrad, dmgtype, 0);
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P_RadiusAttack (fire, self, blastdmg, blastrad, dmgtype, 0);
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}
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}
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if (!(target->flags7 & MF7_DONTTHRUST))
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target->velz = Scale(thrust, 1000, target->Mass);
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target->velz = Scale(thrust, 1000, target->Mass);
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}
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}
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@ -1280,8 +1280,8 @@ public:
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// We can't use DTA_HUDRules since it forces a width and height.
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// We can't use DTA_HUDRules since it forces a width and height.
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// Translation: No high res.
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// Translation: No high res.
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bool xright = rx < 0;
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bool xright = *x < 0 && !x.RelCenter();
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bool ybot = ry < 0;
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bool ybot = *y < 0 && !y.RelCenter();
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w = (forceWidth < 0 ? texture->GetScaledWidthDouble() : forceWidth);
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w = (forceWidth < 0 ? texture->GetScaledWidthDouble() : forceWidth);
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h = (forceHeight < 0 ? texture->GetScaledHeightDouble() : forceHeight);
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h = (forceHeight < 0 ? texture->GetScaledHeightDouble() : forceHeight);
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@ -14,27 +14,27 @@ class ALoreShot : public AActor
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{
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{
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DECLARE_CLASS (ALoreShot, AActor)
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DECLARE_CLASS (ALoreShot, AActor)
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public:
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public:
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int DoSpecialDamage (AActor *target, int damage, FName damagetype);
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int DoSpecialDamage (AActor *victim, int damage, FName damagetype);
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};
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};
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IMPLEMENT_CLASS (ALoreShot)
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IMPLEMENT_CLASS (ALoreShot)
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int ALoreShot::DoSpecialDamage (AActor *target, int damage, FName damagetype)
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int ALoreShot::DoSpecialDamage (AActor *victim, int damage, FName damagetype)
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{
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{
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FVector3 thrust;
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FVector3 thrust;
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if (this->target != NULL && !(this->target->flags7 & MF7_DONTTHRUST))
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if (victim != NULL && target != NULL && !(victim->flags7 & MF7_DONTTHRUST))
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{
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{
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thrust.X = float(this->target->x - target->x);
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thrust.X = float(target->x - victim->x);
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thrust.Y = float(this->target->y - target->y);
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thrust.Y = float(target->y - victim->y);
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thrust.Z = float(this->target->z - target->z);
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thrust.Z = float(target->z - victim->z);
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thrust.MakeUnit();
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thrust.MakeUnit();
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thrust *= float((255*50*FRACUNIT) / (target->Mass ? target->Mass : 1));
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thrust *= float((255*50*FRACUNIT) / (victim->Mass ? victim->Mass : 1));
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target->velx += fixed_t(thrust.X);
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victim->velx += fixed_t(thrust.X);
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target->vely += fixed_t(thrust.Y);
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victim->vely += fixed_t(thrust.Y);
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target->velz += fixed_t(thrust.Z);
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victim->velz += fixed_t(thrust.Z);
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}
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}
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return damage;
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return damage;
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}
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}
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@ -196,9 +196,9 @@ bool DOptionMenu::MenuEvent (int mkey, bool fromcontroller)
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--mDesc->mSelectedItem;
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--mDesc->mSelectedItem;
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if (mDesc->mScrollPos > 0 &&
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if (mDesc->mScrollPos > 0 &&
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mDesc->mSelectedItem == mDesc->mScrollTop + mDesc->mScrollPos)
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mDesc->mSelectedItem <= mDesc->mScrollTop + mDesc->mScrollPos)
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{
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{
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mDesc->mScrollPos--;
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mDesc->mScrollPos = MAX(mDesc->mSelectedItem - mDesc->mScrollTop - 1, 0);
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}
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}
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if (mDesc->mSelectedItem < 0)
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if (mDesc->mSelectedItem < 0)
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@ -1278,7 +1278,10 @@ int P_DamageMobj (AActor *target, AActor *inflictor, AActor *source, int damage,
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if (!(flags & DMG_NO_ARMOR) && player->mo->Inventory != NULL)
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if (!(flags & DMG_NO_ARMOR) && player->mo->Inventory != NULL)
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{
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{
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int newdam = damage;
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int newdam = damage;
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if (damage > 0)
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{
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player->mo->Inventory->AbsorbDamage(damage, mod, newdam);
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player->mo->Inventory->AbsorbDamage(damage, mod, newdam);
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}
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if (damage < TELEFRAG_DAMAGE)
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if (damage < TELEFRAG_DAMAGE)
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{
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{
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// if we are telefragging don't let the damage value go below that magic value. Some further checks would fail otherwise.
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// if we are telefragging don't let the damage value go below that magic value. Some further checks would fail otherwise.
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@ -1970,6 +1970,7 @@ fixed_t P_XYMovement (AActor *mo, fixed_t scrollx, fixed_t scrolly)
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{
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{
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//int dir;
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//int dir;
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//angle_t delta;
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//angle_t delta;
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angle = R_PointToAngle2(BlockingMobj->x, BlockingMobj->y, mo->x, mo->y);
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bool dontReflect = (mo->AdjustReflectionAngle(BlockingMobj, angle));
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bool dontReflect = (mo->AdjustReflectionAngle(BlockingMobj, angle));
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// Change angle for deflection/reflection
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// Change angle for deflection/reflection
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@ -1989,18 +1990,13 @@ fixed_t P_XYMovement (AActor *mo, fixed_t scrollx, fixed_t scrolly)
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//dest->x - source->x
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//dest->x - source->x
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FVector3 velocity(origin->x - mo->x, origin->y - mo->y, (origin->z + (origin->height/2)) - mo->z);
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FVector3 velocity(origin->x - mo->x, origin->y - mo->y, (origin->z + (origin->height/2)) - mo->z);
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velocity.Resize(speed);
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velocity.Resize(speed);
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angle = mo->angle >> ANGLETOFINESHIFT;
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mo->velx = (fixed_t)(velocity.X);
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mo->velx = (fixed_t)(velocity.X);
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mo->vely = (fixed_t)(velocity.Y);
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mo->vely = (fixed_t)(velocity.Y);
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mo->velz = (fixed_t)(velocity.Z);
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mo->velz = (fixed_t)(velocity.Z);
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/*
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mo->velx = FixedMul(mo->Speed, finecosine[angle]);
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mo->vely = FixedMul(mo->Speed, finesine[angle]);
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mo->velz = -mo->velz;
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*/
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}
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}
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else
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else
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{
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{
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mo->angle = angle;
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mo->angle = angle;
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angle >>= ANGLETOFINESHIFT;
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angle >>= ANGLETOFINESHIFT;
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mo->velx = FixedMul(mo->Speed >> 1, finecosine[angle]);
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mo->velx = FixedMul(mo->Speed >> 1, finecosine[angle]);
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@ -286,7 +286,6 @@ DFrameBuffer *SDLVideo::CreateFrameBuffer (int width, int height, bool fullscree
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}
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}
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SDLFB *fb = new SDLFB (width, height, fullscreen);
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SDLFB *fb = new SDLFB (width, height, fullscreen);
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retry = 0;
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// If we could not create the framebuffer, try again with slightly
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// If we could not create the framebuffer, try again with slightly
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// different parameters in this order:
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// different parameters in this order:
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@ -327,6 +326,7 @@ DFrameBuffer *SDLVideo::CreateFrameBuffer (int width, int height, bool fullscree
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++retry;
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++retry;
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fb = static_cast<SDLFB *>(CreateFrameBuffer (width, height, fullscreen, NULL));
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fb = static_cast<SDLFB *>(CreateFrameBuffer (width, height, fullscreen, NULL));
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}
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}
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retry = 0;
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fb->SetFlash (flashColor, flashAmount);
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fb->SetFlash (flashColor, flashAmount);
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@ -1670,14 +1670,17 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CustomRailgun)
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//
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//
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//===========================================================================
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//===========================================================================
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static void DoGiveInventory(AActor * receiver, DECLARE_PARAMINFO)
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static void DoGiveInventory(AActor * receiver, bool use_aaptr, DECLARE_PARAMINFO)
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{
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{
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ACTION_PARAM_START(3);
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ACTION_PARAM_START(2+use_aaptr);
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ACTION_PARAM_CLASS(mi, 0);
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ACTION_PARAM_CLASS(mi, 0);
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ACTION_PARAM_INT(amount, 1);
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ACTION_PARAM_INT(amount, 1);
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ACTION_PARAM_INT(setreceiver, 2);
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if (use_aaptr)
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{
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ACTION_PARAM_INT(setreceiver, 2);
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COPY_AAPTR_NOT_NULL(receiver, receiver, setreceiver);
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COPY_AAPTR_NOT_NULL(receiver, receiver, setreceiver);
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}
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bool res=true;
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bool res=true;
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@ -1685,6 +1688,11 @@ static void DoGiveInventory(AActor * receiver, DECLARE_PARAMINFO)
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if (mi)
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if (mi)
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{
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{
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AInventory *item = static_cast<AInventory *>(Spawn (mi, 0, 0, 0, NO_REPLACE));
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AInventory *item = static_cast<AInventory *>(Spawn (mi, 0, 0, 0, NO_REPLACE));
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if (!item)
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{
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ACTION_SET_RESULT(false);
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return;
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}
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if (item->IsKindOf(RUNTIME_CLASS(AHealth)))
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if (item->IsKindOf(RUNTIME_CLASS(AHealth)))
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{
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{
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item->Amount *= amount;
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item->Amount *= amount;
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@ -1709,12 +1717,12 @@ static void DoGiveInventory(AActor * receiver, DECLARE_PARAMINFO)
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DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_GiveInventory)
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DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_GiveInventory)
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{
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{
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DoGiveInventory(self, PUSH_PARAMINFO);
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DoGiveInventory(self, true, PUSH_PARAMINFO);
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}
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}
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DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_GiveToTarget)
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DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_GiveToTarget)
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{
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{
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DoGiveInventory(self->target, PUSH_PARAMINFO);
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DoGiveInventory(self->target, true, PUSH_PARAMINFO);
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}
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}
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DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_GiveToChildren)
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DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_GiveToChildren)
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@ -1724,7 +1732,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_GiveToChildren)
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while ((mo = it.Next()))
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while ((mo = it.Next()))
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{
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{
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if (mo->master == self) DoGiveInventory(mo, PUSH_PARAMINFO);
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if (mo->master == self) DoGiveInventory(mo, false, PUSH_PARAMINFO);
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}
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}
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}
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}
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|
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@ -1737,7 +1745,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_GiveToSiblings)
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{
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{
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while ((mo = it.Next()))
|
while ((mo = it.Next()))
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{
|
{
|
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if (mo->master == self->master && mo != self) DoGiveInventory(mo, PUSH_PARAMINFO);
|
if (mo->master == self->master && mo != self) DoGiveInventory(mo, false, PUSH_PARAMINFO);
|
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}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
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|
@ -1753,16 +1761,23 @@ enum
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TIF_NOTAKEINFINITE = 1,
|
TIF_NOTAKEINFINITE = 1,
|
||||||
};
|
};
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|
|
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void DoTakeInventory(AActor * receiver, DECLARE_PARAMINFO)
|
void DoTakeInventory(AActor * receiver, bool use_aaptr, DECLARE_PARAMINFO)
|
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{
|
{
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ACTION_PARAM_START(4);
|
ACTION_PARAM_START(3+use_aaptr);
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ACTION_PARAM_CLASS(item, 0);
|
ACTION_PARAM_CLASS(item, 0);
|
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ACTION_PARAM_INT(amount, 1);
|
ACTION_PARAM_INT(amount, 1);
|
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ACTION_PARAM_INT(flags, 2);
|
ACTION_PARAM_INT(flags, 2);
|
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ACTION_PARAM_INT(setreceiver, 3);
|
|
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|
|
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if (!item) return;
|
if (!item)
|
||||||
|
{
|
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|
ACTION_SET_RESULT(false);
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|
return;
|
||||||
|
}
|
||||||
|
if (use_aaptr)
|
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|
{
|
||||||
|
ACTION_PARAM_INT(setreceiver, 3);
|
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COPY_AAPTR_NOT_NULL(receiver, receiver, setreceiver);
|
COPY_AAPTR_NOT_NULL(receiver, receiver, setreceiver);
|
||||||
|
}
|
||||||
|
|
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bool res = false;
|
bool res = false;
|
||||||
|
|
||||||
|
@ -1794,12 +1809,12 @@ void DoTakeInventory(AActor * receiver, DECLARE_PARAMINFO)
|
||||||
|
|
||||||
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_TakeInventory)
|
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_TakeInventory)
|
||||||
{
|
{
|
||||||
DoTakeInventory(self, PUSH_PARAMINFO);
|
DoTakeInventory(self, true, PUSH_PARAMINFO);
|
||||||
}
|
}
|
||||||
|
|
||||||
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_TakeFromTarget)
|
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_TakeFromTarget)
|
||||||
{
|
{
|
||||||
DoTakeInventory(self->target, PUSH_PARAMINFO);
|
DoTakeInventory(self->target, true, PUSH_PARAMINFO);
|
||||||
}
|
}
|
||||||
|
|
||||||
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_TakeFromChildren)
|
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_TakeFromChildren)
|
||||||
|
@ -1809,7 +1824,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_TakeFromChildren)
|
||||||
|
|
||||||
while ((mo = it.Next()))
|
while ((mo = it.Next()))
|
||||||
{
|
{
|
||||||
if (mo->master == self) DoTakeInventory(mo, PUSH_PARAMINFO);
|
if (mo->master == self) DoTakeInventory(mo, false, PUSH_PARAMINFO);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -1822,7 +1837,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_TakeFromSiblings)
|
||||||
{
|
{
|
||||||
while ((mo = it.Next()))
|
while ((mo = it.Next()))
|
||||||
{
|
{
|
||||||
if (mo->master == self->master && mo != self) DoTakeInventory(mo, PUSH_PARAMINFO);
|
if (mo->master == self->master && mo != self) DoTakeInventory(mo, false, PUSH_PARAMINFO);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
@ -2504,12 +2519,21 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_FadeTo)
|
||||||
//===========================================================================
|
//===========================================================================
|
||||||
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SetScale)
|
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SetScale)
|
||||||
{
|
{
|
||||||
ACTION_PARAM_START(2);
|
ACTION_PARAM_START(3);
|
||||||
ACTION_PARAM_FIXED(scalex, 0);
|
ACTION_PARAM_FIXED(scalex, 0);
|
||||||
ACTION_PARAM_FIXED(scaley, 1);
|
ACTION_PARAM_FIXED(scaley, 1);
|
||||||
|
ACTION_PARAM_INT(ptr, 2);
|
||||||
|
|
||||||
self->scaleX = scalex;
|
AActor *ref = COPY_AAPTR(self, ptr);
|
||||||
self->scaleY = scaley ? scaley : scalex;
|
|
||||||
|
if (!ref)
|
||||||
|
{
|
||||||
|
ACTION_SET_RESULT(false);
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
ref->scaleX = scalex;
|
||||||
|
ref->scaleY = scaley ? scaley : scalex;
|
||||||
}
|
}
|
||||||
|
|
||||||
//===========================================================================
|
//===========================================================================
|
||||||
|
@ -3934,10 +3958,19 @@ enum
|
||||||
|
|
||||||
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SetAngle)
|
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SetAngle)
|
||||||
{
|
{
|
||||||
ACTION_PARAM_START(2);
|
ACTION_PARAM_START(3);
|
||||||
ACTION_PARAM_ANGLE(angle, 0);
|
ACTION_PARAM_ANGLE(angle, 0);
|
||||||
ACTION_PARAM_INT(flags, 1)
|
ACTION_PARAM_INT(flags, 1);
|
||||||
self->SetAngle(angle, !!(flags & SPF_INTERPOLATE));
|
ACTION_PARAM_INT(ptr, 2);
|
||||||
|
|
||||||
|
AActor *ref = COPY_AAPTR(self, ptr);
|
||||||
|
|
||||||
|
if (!ref)
|
||||||
|
{
|
||||||
|
ACTION_SET_RESULT(false);
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
ref->SetAngle(angle, !!(flags & SPF_INTERPOLATE));
|
||||||
}
|
}
|
||||||
|
|
||||||
//===========================================================================
|
//===========================================================================
|
||||||
|
@ -3950,18 +3983,27 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SetAngle)
|
||||||
|
|
||||||
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SetPitch)
|
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SetPitch)
|
||||||
{
|
{
|
||||||
ACTION_PARAM_START(2);
|
ACTION_PARAM_START(3);
|
||||||
ACTION_PARAM_ANGLE(pitch, 0);
|
ACTION_PARAM_ANGLE(pitch, 0);
|
||||||
ACTION_PARAM_INT(flags, 1);
|
ACTION_PARAM_INT(flags, 1);
|
||||||
|
ACTION_PARAM_INT(ptr, 2);
|
||||||
|
|
||||||
if (self->player != NULL || (flags & SPF_FORCECLAMP))
|
AActor *ref = COPY_AAPTR(self, ptr);
|
||||||
|
|
||||||
|
if (!ref)
|
||||||
|
{
|
||||||
|
ACTION_SET_RESULT(false);
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
if (ref->player != NULL || (flags & SPF_FORCECLAMP))
|
||||||
{ // clamp the pitch we set
|
{ // clamp the pitch we set
|
||||||
int min, max;
|
int min, max;
|
||||||
|
|
||||||
if (self->player != NULL)
|
if (ref->player != NULL)
|
||||||
{
|
{
|
||||||
min = self->player->MinPitch;
|
min = ref->player->MinPitch;
|
||||||
max = self->player->MaxPitch;
|
max = ref->player->MaxPitch;
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
|
@ -3970,7 +4012,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SetPitch)
|
||||||
}
|
}
|
||||||
pitch = clamp<int>(pitch, min, max);
|
pitch = clamp<int>(pitch, min, max);
|
||||||
}
|
}
|
||||||
self->SetPitch(pitch, !!(flags & SPF_INTERPOLATE));
|
ref->SetPitch(pitch, !!(flags & SPF_INTERPOLATE));
|
||||||
}
|
}
|
||||||
|
|
||||||
//===========================================================================
|
//===========================================================================
|
||||||
|
@ -3983,10 +4025,19 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SetPitch)
|
||||||
|
|
||||||
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SetRoll)
|
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SetRoll)
|
||||||
{
|
{
|
||||||
ACTION_PARAM_START(2);
|
ACTION_PARAM_START(3);
|
||||||
ACTION_PARAM_ANGLE(roll, 0);
|
ACTION_PARAM_ANGLE(roll, 0);
|
||||||
ACTION_PARAM_INT(flags, 1);
|
ACTION_PARAM_INT(flags, 1);
|
||||||
self->SetRoll(roll, !!(flags & SPF_INTERPOLATE));
|
ACTION_PARAM_INT(ptr, 2);
|
||||||
|
|
||||||
|
AActor *ref = COPY_AAPTR(self, ptr);
|
||||||
|
|
||||||
|
if (!ref)
|
||||||
|
{
|
||||||
|
ACTION_SET_RESULT(false);
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
ref->SetRoll(roll, !!(flags & SPF_INTERPOLATE));
|
||||||
}
|
}
|
||||||
|
|
||||||
//===========================================================================
|
//===========================================================================
|
||||||
|
@ -3999,20 +4050,29 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SetRoll)
|
||||||
|
|
||||||
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_ScaleVelocity)
|
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_ScaleVelocity)
|
||||||
{
|
{
|
||||||
ACTION_PARAM_START(1);
|
ACTION_PARAM_START(2);
|
||||||
ACTION_PARAM_FIXED(scale, 0);
|
ACTION_PARAM_FIXED(scale, 0);
|
||||||
|
ACTION_PARAM_INT(ptr, 1);
|
||||||
|
|
||||||
|
AActor *ref = COPY_AAPTR(self, ptr);
|
||||||
|
|
||||||
|
if (!ref)
|
||||||
|
{
|
||||||
|
ACTION_SET_RESULT(false);
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
INTBOOL was_moving = self->velx | self->vely | self->velz;
|
INTBOOL was_moving = self->velx | self->vely | self->velz;
|
||||||
|
|
||||||
self->velx = FixedMul(self->velx, scale);
|
ref->velx = FixedMul(ref->velx, scale);
|
||||||
self->vely = FixedMul(self->vely, scale);
|
ref->vely = FixedMul(ref->vely, scale);
|
||||||
self->velz = FixedMul(self->velz, scale);
|
ref->velz = FixedMul(ref->velz, scale);
|
||||||
|
|
||||||
// If the actor was previously moving but now is not, and is a player,
|
// If the actor was previously moving but now is not, and is a player,
|
||||||
// update its player variables. (See A_Stop.)
|
// update its player variables. (See A_Stop.)
|
||||||
if (was_moving)
|
if (was_moving)
|
||||||
{
|
{
|
||||||
CheckStopped(self);
|
CheckStopped(ref);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -4029,12 +4089,21 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_ChangeVelocity)
|
||||||
ACTION_PARAM_FIXED(y, 1);
|
ACTION_PARAM_FIXED(y, 1);
|
||||||
ACTION_PARAM_FIXED(z, 2);
|
ACTION_PARAM_FIXED(z, 2);
|
||||||
ACTION_PARAM_INT(flags, 3);
|
ACTION_PARAM_INT(flags, 3);
|
||||||
|
ACTION_PARAM_INT(ptr, 4);
|
||||||
|
|
||||||
INTBOOL was_moving = self->velx | self->vely | self->velz;
|
AActor *ref = COPY_AAPTR(self, ptr);
|
||||||
|
|
||||||
|
if (!ref)
|
||||||
|
{
|
||||||
|
ACTION_SET_RESULT(false);
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
INTBOOL was_moving = ref->velx | ref->vely | ref->velz;
|
||||||
|
|
||||||
fixed_t vx = x, vy = y, vz = z;
|
fixed_t vx = x, vy = y, vz = z;
|
||||||
fixed_t sina = finesine[self->angle >> ANGLETOFINESHIFT];
|
fixed_t sina = finesine[ref->angle >> ANGLETOFINESHIFT];
|
||||||
fixed_t cosa = finecosine[self->angle >> ANGLETOFINESHIFT];
|
fixed_t cosa = finecosine[ref->angle >> ANGLETOFINESHIFT];
|
||||||
|
|
||||||
if (flags & 1) // relative axes - make x, y relative to actor's current angle
|
if (flags & 1) // relative axes - make x, y relative to actor's current angle
|
||||||
{
|
{
|
||||||
|
@ -4043,15 +4112,15 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_ChangeVelocity)
|
||||||
}
|
}
|
||||||
if (flags & 2) // discard old velocity - replace old velocity with new velocity
|
if (flags & 2) // discard old velocity - replace old velocity with new velocity
|
||||||
{
|
{
|
||||||
self->velx = vx;
|
ref->velx = vx;
|
||||||
self->vely = vy;
|
ref->vely = vy;
|
||||||
self->velz = vz;
|
ref->velz = vz;
|
||||||
}
|
}
|
||||||
else // add new velocity to old velocity
|
else // add new velocity to old velocity
|
||||||
{
|
{
|
||||||
self->velx += vx;
|
ref->velx += vx;
|
||||||
self->vely += vy;
|
ref->vely += vy;
|
||||||
self->velz += vz;
|
ref->velz += vz;
|
||||||
}
|
}
|
||||||
|
|
||||||
if (was_moving)
|
if (was_moving)
|
||||||
|
@ -5064,10 +5133,19 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_DropItem)
|
||||||
|
|
||||||
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SetSpeed)
|
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SetSpeed)
|
||||||
{
|
{
|
||||||
ACTION_PARAM_START(1);
|
ACTION_PARAM_START(2);
|
||||||
ACTION_PARAM_FIXED(speed, 0);
|
ACTION_PARAM_FIXED(speed, 0);
|
||||||
|
ACTION_PARAM_INT(ptr, 1);
|
||||||
|
|
||||||
self->Speed = speed;
|
AActor *ref = COPY_AAPTR(self, ptr);
|
||||||
|
|
||||||
|
if (!ref)
|
||||||
|
{
|
||||||
|
ACTION_SET_RESULT(false);
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
ref->Speed = speed;
|
||||||
}
|
}
|
||||||
|
|
||||||
static bool DoCheckSpecies(AActor *mo, FName species, bool exclude)
|
static bool DoCheckSpecies(AActor *mo, FName species, bool exclude)
|
||||||
|
@ -5656,7 +5734,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_SwapTeleFog)
|
||||||
//
|
//
|
||||||
// A_SetFloatBobPhase
|
// A_SetFloatBobPhase
|
||||||
//
|
//
|
||||||
// Changes the FloatBobPhase of the
|
// Changes the FloatBobPhase of the actor.
|
||||||
//===========================================================================
|
//===========================================================================
|
||||||
|
|
||||||
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SetFloatBobPhase)
|
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SetFloatBobPhase)
|
||||||
|
@ -5669,6 +5747,73 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SetFloatBobPhase)
|
||||||
self->FloatBobPhase = bob;
|
self->FloatBobPhase = bob;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
//===========================================================================
|
||||||
|
// A_SetHealth
|
||||||
|
//
|
||||||
|
// Changes the health of the actor.
|
||||||
|
// Takes a pointer as well.
|
||||||
|
//===========================================================================
|
||||||
|
|
||||||
|
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SetHealth)
|
||||||
|
{
|
||||||
|
ACTION_PARAM_START(2);
|
||||||
|
ACTION_PARAM_INT(health, 0);
|
||||||
|
ACTION_PARAM_INT(ptr, 1);
|
||||||
|
|
||||||
|
AActor *mobj = COPY_AAPTR(self, ptr);
|
||||||
|
|
||||||
|
if (!mobj)
|
||||||
|
{
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
player_t *player = mobj->player;
|
||||||
|
if (player)
|
||||||
|
{
|
||||||
|
if (health <= 0)
|
||||||
|
player->mo->health = mobj->health = player->health = 1; //Copied from the buddha cheat.
|
||||||
|
else
|
||||||
|
player->mo->health = mobj->health = player->health = health;
|
||||||
|
}
|
||||||
|
else if (mobj)
|
||||||
|
{
|
||||||
|
if (health <= 0)
|
||||||
|
mobj->health = 1;
|
||||||
|
else
|
||||||
|
mobj->health = health;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
//===========================================================================
|
||||||
|
// A_ResetHealth
|
||||||
|
//
|
||||||
|
// Resets the health of the actor to default, except if their dead.
|
||||||
|
// Takes a pointer.
|
||||||
|
//===========================================================================
|
||||||
|
|
||||||
|
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_ResetHealth)
|
||||||
|
{
|
||||||
|
ACTION_PARAM_START(1);
|
||||||
|
ACTION_PARAM_INT(ptr, 0);
|
||||||
|
|
||||||
|
AActor *mobj = COPY_AAPTR(self, ptr);
|
||||||
|
|
||||||
|
if (!mobj)
|
||||||
|
{
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
player_t *player = mobj->player;
|
||||||
|
if (player && (player->mo->health > 0))
|
||||||
|
{
|
||||||
|
player->health = player->mo->health = player->mo->GetDefault()->health; //Copied from the resurrect cheat.
|
||||||
|
}
|
||||||
|
else if (mobj && (mobj->health > 0))
|
||||||
|
{
|
||||||
|
mobj->health = mobj->SpawnHealth();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
//===========================================================================
|
//===========================================================================
|
||||||
//
|
//
|
||||||
// A_SetRipperLevel(int level)
|
// A_SetRipperLevel(int level)
|
||||||
|
|
|
@ -296,6 +296,16 @@ protected:
|
||||||
static FNullStringData NullString;
|
static FNullStringData NullString;
|
||||||
|
|
||||||
friend struct FStringData;
|
friend struct FStringData;
|
||||||
|
|
||||||
|
private:
|
||||||
|
// Prevent these from being called as current practices are to use Compare.
|
||||||
|
// Without this FStrings will be accidentally compared against char* ptrs.
|
||||||
|
bool operator == (const FString &illegal) const;
|
||||||
|
bool operator != (const FString &illegal) const;
|
||||||
|
bool operator < (const FString &illegal) const;
|
||||||
|
bool operator > (const FString &illegal) const;
|
||||||
|
bool operator <= (const FString &illegal) const;
|
||||||
|
bool operator >= (const FString &illegal) const;
|
||||||
};
|
};
|
||||||
|
|
||||||
namespace StringFormat
|
namespace StringFormat
|
||||||
|
|
|
@ -231,7 +231,7 @@ ACTOR Actor native //: Thinker
|
||||||
action native A_FadeIn(float reduce = 0.1, int flags = 0);
|
action native A_FadeIn(float reduce = 0.1, int flags = 0);
|
||||||
action native A_FadeOut(float reduce = 0.1, int flags = 1); //bool remove == true
|
action native A_FadeOut(float reduce = 0.1, int flags = 1); //bool remove == true
|
||||||
action native A_FadeTo(float target, float amount = 0.1, int flags = 0);
|
action native A_FadeTo(float target, float amount = 0.1, int flags = 0);
|
||||||
action native A_SetScale(float scalex, float scaley = 0);
|
action native A_SetScale(float scalex, float scaley = 0, int ptr = AAPTR_DEFAULT);
|
||||||
action native A_SetMass(int mass);
|
action native A_SetMass(int mass);
|
||||||
action native A_SpawnDebris(class<Actor> spawntype, bool transfer_translation = false, float mult_h = 1, float mult_v = 1);
|
action native A_SpawnDebris(class<Actor> spawntype, bool transfer_translation = false, float mult_h = 1, float mult_v = 1);
|
||||||
action native A_CheckSight(state label);
|
action native A_CheckSight(state label);
|
||||||
|
@ -289,11 +289,11 @@ ACTOR Actor native //: Thinker
|
||||||
action native A_DropWeaponPieces(class<Actor> p1, class<Actor> p2, class<Actor> p3);
|
action native A_DropWeaponPieces(class<Actor> p1, class<Actor> p2, class<Actor> p3);
|
||||||
action native A_PigPain ();
|
action native A_PigPain ();
|
||||||
action native A_MonsterRefire(int chance, state label);
|
action native A_MonsterRefire(int chance, state label);
|
||||||
action native A_SetAngle(float angle = 0, int flags = 0);
|
action native A_SetAngle(float angle = 0, int flags = 0, int ptr = AAPTR_DEFAULT);
|
||||||
action native A_SetPitch(float pitch, int flags = 0);
|
action native A_SetPitch(float pitch, int flags = 0, int ptr = AAPTR_DEFAULT);
|
||||||
action native A_SetRoll(float roll, int flags = 0);
|
action native A_SetRoll(float roll, int flags = 0, int ptr = AAPTR_DEFAULT);
|
||||||
action native A_ScaleVelocity(float scale);
|
action native A_ScaleVelocity(float scale, int ptr = AAPTR_DEFAULT);
|
||||||
action native A_ChangeVelocity(float x = 0, float y = 0, float z = 0, int flags = 0);
|
action native A_ChangeVelocity(float x = 0, float y = 0, float z = 0, int flags = 0, int ptr = AAPTR_DEFAULT);
|
||||||
action native A_SetArg(int pos, int value);
|
action native A_SetArg(int pos, int value);
|
||||||
action native A_SetUserVar(name varname, int value);
|
action native A_SetUserVar(name varname, int value);
|
||||||
action native A_SetUserArray(name varname, int index, int value);
|
action native A_SetUserArray(name varname, int index, int value);
|
||||||
|
@ -302,7 +302,7 @@ ACTOR Actor native //: Thinker
|
||||||
action native A_SetTics(int tics);
|
action native A_SetTics(int tics);
|
||||||
action native A_SetDamageType(name damagetype);
|
action native A_SetDamageType(name damagetype);
|
||||||
action native A_DropItem(class<Actor> item, int dropamount = -1, int chance = 256);
|
action native A_DropItem(class<Actor> item, int dropamount = -1, int chance = 256);
|
||||||
action native A_SetSpeed(float speed);
|
action native A_SetSpeed(float speed, int ptr = AAPTR_DEFAULT);
|
||||||
action native A_DamageSelf(int amount, name damagetype = "none", int flags = 0, class<Actor> filter = "None", name species = "None");
|
action native A_DamageSelf(int amount, name damagetype = "none", int flags = 0, class<Actor> filter = "None", name species = "None");
|
||||||
action native A_DamageTarget(int amount, name damagetype = "none", int flags = 0, class<Actor> filter = "None", name species = "None");
|
action native A_DamageTarget(int amount, name damagetype = "none", int flags = 0, class<Actor> filter = "None", name species = "None");
|
||||||
action native A_DamageMaster(int amount, name damagetype = "none", int flags = 0, class<Actor> filter = "None", name species = "None");
|
action native A_DamageMaster(int amount, name damagetype = "none", int flags = 0, class<Actor> filter = "None", name species = "None");
|
||||||
|
@ -327,6 +327,8 @@ ACTOR Actor native //: Thinker
|
||||||
action native A_SetTeleFog(name oldpos, name newpos);
|
action native A_SetTeleFog(name oldpos, name newpos);
|
||||||
action native A_SwapTeleFog();
|
action native A_SwapTeleFog();
|
||||||
action native A_SetFloatBobPhase(int bob);
|
action native A_SetFloatBobPhase(int bob);
|
||||||
|
action native A_SetHealth(int health, int ptr = AAPTR_DEFAULT);
|
||||||
|
action native A_ResetHealth(int ptr = AAPTR_DEFAULT);
|
||||||
action native A_SetRipperLevel(int level);
|
action native A_SetRipperLevel(int level);
|
||||||
action native A_SetRipMin(int min);
|
action native A_SetRipMin(int min);
|
||||||
action native A_SetRipMax(int max);
|
action native A_SetRipMax(int max);
|
||||||
|
|
Loading…
Reference in a new issue