Merge remote-tracking branch 'zdoom/master' into openal

This commit is contained in:
Chris Robinson 2015-02-01 22:48:40 -08:00
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)
P_RadiusAttack (fire, self, blastdmg, blastrad, dmgtype, 0); P_RadiusAttack (fire, self, blastdmg, blastrad, dmgtype, 0);
} }
target->velz = Scale(thrust, 1000, target->Mass); if (!(target->flags7 & MF7_DONTTHRUST))
target->velz = Scale(thrust, 1000, target->Mass);
} }

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@ -1280,8 +1280,8 @@ public:
// We can't use DTA_HUDRules since it forces a width and height. // We can't use DTA_HUDRules since it forces a width and height.
// Translation: No high res. // Translation: No high res.
bool xright = rx < 0; bool xright = *x < 0 && !x.RelCenter();
bool ybot = ry < 0; bool ybot = *y < 0 && !y.RelCenter();
w = (forceWidth < 0 ? texture->GetScaledWidthDouble() : forceWidth); w = (forceWidth < 0 ? texture->GetScaledWidthDouble() : forceWidth);
h = (forceHeight < 0 ? texture->GetScaledHeightDouble() : forceHeight); h = (forceHeight < 0 ? texture->GetScaledHeightDouble() : forceHeight);

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@ -14,27 +14,27 @@ class ALoreShot : public AActor
{ {
DECLARE_CLASS (ALoreShot, AActor) DECLARE_CLASS (ALoreShot, AActor)
public: public:
int DoSpecialDamage (AActor *target, int damage, FName damagetype); int DoSpecialDamage (AActor *victim, int damage, FName damagetype);
}; };
IMPLEMENT_CLASS (ALoreShot) IMPLEMENT_CLASS (ALoreShot)
int ALoreShot::DoSpecialDamage (AActor *target, int damage, FName damagetype) int ALoreShot::DoSpecialDamage (AActor *victim, int damage, FName damagetype)
{ {
FVector3 thrust; FVector3 thrust;
if (this->target != NULL && !(this->target->flags7 & MF7_DONTTHRUST)) if (victim != NULL && target != NULL && !(victim->flags7 & MF7_DONTTHRUST))
{ {
thrust.X = float(this->target->x - target->x); thrust.X = float(target->x - victim->x);
thrust.Y = float(this->target->y - target->y); thrust.Y = float(target->y - victim->y);
thrust.Z = float(this->target->z - target->z); thrust.Z = float(target->z - victim->z);
thrust.MakeUnit(); thrust.MakeUnit();
thrust *= float((255*50*FRACUNIT) / (target->Mass ? target->Mass : 1)); thrust *= float((255*50*FRACUNIT) / (victim->Mass ? victim->Mass : 1));
target->velx += fixed_t(thrust.X); victim->velx += fixed_t(thrust.X);
target->vely += fixed_t(thrust.Y); victim->vely += fixed_t(thrust.Y);
target->velz += fixed_t(thrust.Z); victim->velz += fixed_t(thrust.Z);
} }
return damage; return damage;
} }

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@ -196,9 +196,9 @@ bool DOptionMenu::MenuEvent (int mkey, bool fromcontroller)
--mDesc->mSelectedItem; --mDesc->mSelectedItem;
if (mDesc->mScrollPos > 0 && if (mDesc->mScrollPos > 0 &&
mDesc->mSelectedItem == mDesc->mScrollTop + mDesc->mScrollPos) mDesc->mSelectedItem <= mDesc->mScrollTop + mDesc->mScrollPos)
{ {
mDesc->mScrollPos--; mDesc->mScrollPos = MAX(mDesc->mSelectedItem - mDesc->mScrollTop - 1, 0);
} }
if (mDesc->mSelectedItem < 0) if (mDesc->mSelectedItem < 0)

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@ -1278,7 +1278,10 @@ int P_DamageMobj (AActor *target, AActor *inflictor, AActor *source, int damage,
if (!(flags & DMG_NO_ARMOR) && player->mo->Inventory != NULL) if (!(flags & DMG_NO_ARMOR) && player->mo->Inventory != NULL)
{ {
int newdam = damage; int newdam = damage;
player->mo->Inventory->AbsorbDamage(damage, mod, newdam); if (damage > 0)
{
player->mo->Inventory->AbsorbDamage(damage, mod, newdam);
}
if (damage < TELEFRAG_DAMAGE) if (damage < TELEFRAG_DAMAGE)
{ {
// if we are telefragging don't let the damage value go below that magic value. Some further checks would fail otherwise. // 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)
{ {
//int dir; //int dir;
//angle_t delta; //angle_t delta;
angle = R_PointToAngle2(BlockingMobj->x, BlockingMobj->y, mo->x, mo->y);
bool dontReflect = (mo->AdjustReflectionAngle(BlockingMobj, angle)); bool dontReflect = (mo->AdjustReflectionAngle(BlockingMobj, angle));
// Change angle for deflection/reflection // Change angle for deflection/reflection
@ -1989,18 +1990,13 @@ fixed_t P_XYMovement (AActor *mo, fixed_t scrollx, fixed_t scrolly)
//dest->x - source->x //dest->x - source->x
FVector3 velocity(origin->x - mo->x, origin->y - mo->y, (origin->z + (origin->height/2)) - mo->z); FVector3 velocity(origin->x - mo->x, origin->y - mo->y, (origin->z + (origin->height/2)) - mo->z);
velocity.Resize(speed); velocity.Resize(speed);
angle = mo->angle >> ANGLETOFINESHIFT;
mo->velx = (fixed_t)(velocity.X); mo->velx = (fixed_t)(velocity.X);
mo->vely = (fixed_t)(velocity.Y); mo->vely = (fixed_t)(velocity.Y);
mo->velz = (fixed_t)(velocity.Z); mo->velz = (fixed_t)(velocity.Z);
/*
mo->velx = FixedMul(mo->Speed, finecosine[angle]);
mo->vely = FixedMul(mo->Speed, finesine[angle]);
mo->velz = -mo->velz;
*/
} }
else else
{ {
mo->angle = angle; mo->angle = angle;
angle >>= ANGLETOFINESHIFT; angle >>= ANGLETOFINESHIFT;
mo->velx = FixedMul(mo->Speed >> 1, finecosine[angle]); 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
} }
SDLFB *fb = new SDLFB (width, height, fullscreen); SDLFB *fb = new SDLFB (width, height, fullscreen);
retry = 0;
// If we could not create the framebuffer, try again with slightly // If we could not create the framebuffer, try again with slightly
// different parameters in this order: // different parameters in this order:
@ -327,6 +326,7 @@ DFrameBuffer *SDLVideo::CreateFrameBuffer (int width, int height, bool fullscree
++retry; ++retry;
fb = static_cast<SDLFB *>(CreateFrameBuffer (width, height, fullscreen, NULL)); fb = static_cast<SDLFB *>(CreateFrameBuffer (width, height, fullscreen, NULL));
} }
retry = 0;
fb->SetFlash (flashColor, flashAmount); fb->SetFlash (flashColor, flashAmount);

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@ -1670,14 +1670,17 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CustomRailgun)
// //
//=========================================================================== //===========================================================================
static void DoGiveInventory(AActor * receiver, DECLARE_PARAMINFO) static void DoGiveInventory(AActor * receiver, bool use_aaptr, DECLARE_PARAMINFO)
{ {
ACTION_PARAM_START(3); ACTION_PARAM_START(2+use_aaptr);
ACTION_PARAM_CLASS(mi, 0); ACTION_PARAM_CLASS(mi, 0);
ACTION_PARAM_INT(amount, 1); ACTION_PARAM_INT(amount, 1);
ACTION_PARAM_INT(setreceiver, 2);
COPY_AAPTR_NOT_NULL(receiver, receiver, setreceiver); if (use_aaptr)
{
ACTION_PARAM_INT(setreceiver, 2);
COPY_AAPTR_NOT_NULL(receiver, receiver, setreceiver);
}
bool res=true; bool res=true;
@ -1685,6 +1688,11 @@ static void DoGiveInventory(AActor * receiver, DECLARE_PARAMINFO)
if (mi) if (mi)
{ {
AInventory *item = static_cast<AInventory *>(Spawn (mi, 0, 0, 0, NO_REPLACE)); AInventory *item = static_cast<AInventory *>(Spawn (mi, 0, 0, 0, NO_REPLACE));
if (!item)
{
ACTION_SET_RESULT(false);
return;
}
if (item->IsKindOf(RUNTIME_CLASS(AHealth))) if (item->IsKindOf(RUNTIME_CLASS(AHealth)))
{ {
item->Amount *= amount; item->Amount *= amount;
@ -1709,12 +1717,12 @@ static void DoGiveInventory(AActor * receiver, DECLARE_PARAMINFO)
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_GiveInventory) DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_GiveInventory)
{ {
DoGiveInventory(self, PUSH_PARAMINFO); DoGiveInventory(self, true, PUSH_PARAMINFO);
} }
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_GiveToTarget) DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_GiveToTarget)
{ {
DoGiveInventory(self->target, PUSH_PARAMINFO); DoGiveInventory(self->target, true, PUSH_PARAMINFO);
} }
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_GiveToChildren) DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_GiveToChildren)
@ -1724,7 +1732,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_GiveToChildren)
while ((mo = it.Next())) while ((mo = it.Next()))
{ {
if (mo->master == self) DoGiveInventory(mo, PUSH_PARAMINFO); if (mo->master == self) DoGiveInventory(mo, false, PUSH_PARAMINFO);
} }
} }
@ -1737,7 +1745,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_GiveToSiblings)
{ {
while ((mo = it.Next())) while ((mo = it.Next()))
{ {
if (mo->master == self->master && mo != self) DoGiveInventory(mo, PUSH_PARAMINFO); if (mo->master == self->master && mo != self) DoGiveInventory(mo, false, PUSH_PARAMINFO);
} }
} }
} }
@ -1753,16 +1761,23 @@ enum
TIF_NOTAKEINFINITE = 1, TIF_NOTAKEINFINITE = 1,
}; };
void DoTakeInventory(AActor * receiver, DECLARE_PARAMINFO) void DoTakeInventory(AActor * receiver, bool use_aaptr, DECLARE_PARAMINFO)
{ {
ACTION_PARAM_START(4); ACTION_PARAM_START(3+use_aaptr);
ACTION_PARAM_CLASS(item, 0); ACTION_PARAM_CLASS(item, 0);
ACTION_PARAM_INT(amount, 1); ACTION_PARAM_INT(amount, 1);
ACTION_PARAM_INT(flags, 2); ACTION_PARAM_INT(flags, 2);
ACTION_PARAM_INT(setreceiver, 3);
if (!item) return; if (!item)
COPY_AAPTR_NOT_NULL(receiver, receiver, setreceiver); {
ACTION_SET_RESULT(false);
return;
}
if (use_aaptr)
{
ACTION_PARAM_INT(setreceiver, 3);
COPY_AAPTR_NOT_NULL(receiver, receiver, setreceiver);
}
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);
AActor *ref = COPY_AAPTR(self, ptr);
if (!ref)
{
ACTION_SET_RESULT(false);
return;
}
self->Speed = speed; 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)

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@ -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

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@ -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);