mirror of
https://github.com/ZDoom/qzdoom.git
synced 2024-11-10 23:02:08 +00:00
- Exported AActor::Grind to ZScript.
This commit is contained in:
parent
df6fe563c3
commit
927d333063
8 changed files with 52 additions and 32 deletions
|
@ -814,7 +814,8 @@ public:
|
|||
virtual bool Massacre ();
|
||||
|
||||
// Transforms the actor into a finely-ground paste
|
||||
virtual bool Grind(bool items);
|
||||
bool Grind(bool items);
|
||||
bool CallGrind(bool items);
|
||||
|
||||
// Get this actor's team
|
||||
int GetTeam();
|
||||
|
|
|
@ -173,33 +173,6 @@ void AInventory::MarkPrecacheSounds() const
|
|||
PickupSound.MarkUsed();
|
||||
}
|
||||
|
||||
//===========================================================================
|
||||
//
|
||||
// AInventory :: Grind
|
||||
//
|
||||
//===========================================================================
|
||||
|
||||
bool AInventory::Grind(bool items)
|
||||
{
|
||||
// Does this grind request even care about items?
|
||||
if (!items)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
// Dropped items are normally destroyed by crushers. Set the DONTGIB flag,
|
||||
// and they'll act like corpses with it set and be immune to crushers.
|
||||
if (flags & MF_DROPPED)
|
||||
{
|
||||
if (!(flags3 & MF3_DONTGIB))
|
||||
{
|
||||
Destroy();
|
||||
}
|
||||
return false;
|
||||
}
|
||||
// Non-dropped items call the super method for compatibility.
|
||||
return Super::Grind(items);
|
||||
}
|
||||
|
||||
//===========================================================================
|
||||
//
|
||||
// AInventory :: BecomeItem
|
||||
|
|
|
@ -76,7 +76,6 @@ public:
|
|||
virtual void OnDestroy() override;
|
||||
virtual void Tick() override;
|
||||
virtual bool Massacre() override;
|
||||
virtual bool Grind(bool items) override;
|
||||
|
||||
bool CallTryPickup(AActor *toucher, AActor **toucher_return = NULL); // Wrapper for script function.
|
||||
|
||||
|
|
|
@ -6485,7 +6485,7 @@ void P_FindBelowIntersectors(AActor *actor)
|
|||
|
||||
void P_DoCrunch(AActor *thing, FChangePosition *cpos)
|
||||
{
|
||||
if (!(thing && thing->Grind(true) && cpos)) return;
|
||||
if (!(thing && thing->CallGrind(true) && cpos)) return;
|
||||
cpos->nofit = true;
|
||||
|
||||
if ((cpos->crushchange > 0) && !(level.maptime & 3))
|
||||
|
|
|
@ -1903,6 +1903,26 @@ bool AActor::Grind(bool items)
|
|||
return true;
|
||||
}
|
||||
|
||||
DEFINE_ACTION_FUNCTION(AActor, Grind)
|
||||
{
|
||||
PARAM_SELF_PROLOGUE(AActor);
|
||||
PARAM_BOOL(items);
|
||||
ACTION_RETURN_BOOL(self->Grind(items));
|
||||
}
|
||||
|
||||
bool AActor::CallGrind(bool items)
|
||||
{
|
||||
IFVIRTUAL(AActor, Grind)
|
||||
{
|
||||
VMValue params[] = { (DObject*)this, items };
|
||||
int retv;
|
||||
VMReturn ret(&retv);
|
||||
VMCall(func, params, 2, &ret, 1);
|
||||
return !!retv;
|
||||
}
|
||||
return Grind(items);
|
||||
}
|
||||
|
||||
//============================================================================
|
||||
//
|
||||
// AActor :: Massacre
|
||||
|
|
|
@ -869,7 +869,7 @@ void FPolyObj::ThrustMobj (AActor *actor, side_t *side)
|
|||
P_TraceBleed (newdam > 0 ? newdam : crush, actor);
|
||||
}
|
||||
}
|
||||
if (level.flags2 & LEVEL2_POLYGRIND) actor->Grind(false); // crush corpses that get caught in a polyobject's way
|
||||
if (level.flags2 & LEVEL2_POLYGRIND) actor->CallGrind(false); // crush corpses that get caught in a polyobject's way
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
|
|
|
@ -577,6 +577,7 @@ class Actor : Thinker native
|
|||
native void ClearCounters();
|
||||
native bool GiveBody (int num, int max=0);
|
||||
native bool HitFloor();
|
||||
native virtual bool Grind(bool items);
|
||||
native clearscope bool isTeammate(Actor other) const;
|
||||
native clearscope int PlayerNumber() const;
|
||||
native void SetFriendPlayer(PlayerInfo player);
|
||||
|
|
|
@ -144,7 +144,33 @@ class Inventory : Actor native
|
|||
Spawn ("ItemFog", Pos, ALLOW_REPLACE);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
//===========================================================================
|
||||
//
|
||||
// AInventory :: Grind
|
||||
//
|
||||
//===========================================================================
|
||||
|
||||
override bool Grind(bool items)
|
||||
{
|
||||
// Does this grind request even care about items?
|
||||
if (!items)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
// Dropped items are normally destroyed by crushers. Set the DONTGIB flag,
|
||||
// and they'll act like corpses with it set and be immune to crushers.
|
||||
if (bDropped)
|
||||
{
|
||||
if (!bDontGib)
|
||||
{
|
||||
Destroy();
|
||||
}
|
||||
return false;
|
||||
}
|
||||
// Non-dropped items call the super method for compatibility.
|
||||
return Super.Grind(items);
|
||||
}
|
||||
|
||||
//===========================================================================
|
||||
//
|
||||
|
|
Loading…
Reference in a new issue