mirror of
https://github.com/ZDoom/qzdoom.git
synced 2024-11-10 14:51:51 +00:00
Added 'lifestealmax' parameter and STEALARMOR flag to A_Saw and A_CustomPunch.
This commit is contained in:
parent
24f1bfae99
commit
a150e0686c
4 changed files with 62 additions and 6 deletions
|
@ -109,6 +109,7 @@ enum SAW_Flags
|
|||
SF_NOUSEAMMO = 16,
|
||||
SF_NOPULLIN = 32,
|
||||
SF_NOTURN = 64,
|
||||
SF_STEALARMOR = 128,
|
||||
};
|
||||
|
||||
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Saw)
|
||||
|
@ -119,7 +120,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Saw)
|
|||
AActor *linetarget;
|
||||
int actualdamage;
|
||||
|
||||
ACTION_PARAM_START(9);
|
||||
ACTION_PARAM_START(11);
|
||||
ACTION_PARAM_SOUND(fullsound, 0);
|
||||
ACTION_PARAM_SOUND(hitsound, 1);
|
||||
ACTION_PARAM_INT(damage, 2);
|
||||
|
@ -129,6 +130,8 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Saw)
|
|||
ACTION_PARAM_ANGLE(Spread_XY, 6);
|
||||
ACTION_PARAM_ANGLE(Spread_Z, 7);
|
||||
ACTION_PARAM_FIXED(LifeSteal, 8);
|
||||
ACTION_PARAM_INT(lifestealmax, 9);
|
||||
ACTION_PARAM_CLASS(armorbonustype, 10);
|
||||
|
||||
if (NULL == (player = self->player))
|
||||
{
|
||||
|
@ -184,7 +187,31 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Saw)
|
|||
}
|
||||
|
||||
if (LifeSteal && !(linetarget->flags5 & MF5_DONTDRAIN))
|
||||
P_GiveBody (self, (actualdamage * LifeSteal) >> FRACBITS);
|
||||
{
|
||||
if (flags & SF_STEALARMOR)
|
||||
{
|
||||
if (!armorbonustype) armorbonustype = PClass::FindClass("ArmorBonus");
|
||||
|
||||
if (armorbonustype->IsDescendantOf (RUNTIME_CLASS(ABasicArmorBonus)))
|
||||
{
|
||||
ABasicArmorBonus *armorbonus = static_cast<ABasicArmorBonus *>(Spawn (armorbonustype, 0,0,0, NO_REPLACE));
|
||||
armorbonus->SaveAmount *= (actualdamage * LifeSteal) >> FRACBITS;
|
||||
armorbonus->MaxSaveAmount = lifestealmax <= 0 ? armorbonus->MaxSaveAmount : lifestealmax;
|
||||
armorbonus->flags |= MF_DROPPED;
|
||||
armorbonus->ClearCounters();
|
||||
|
||||
if (!armorbonus->CallTryPickup (self))
|
||||
{
|
||||
armorbonus->Destroy ();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
else
|
||||
{
|
||||
P_GiveBody (self, (actualdamage * LifeSteal) >> FRACBITS, lifestealmax);
|
||||
}
|
||||
}
|
||||
|
||||
S_Sound (self, CHAN_WEAPON, hitsound, 1, ATTN_NORM);
|
||||
|
||||
|
|
|
@ -1385,17 +1385,20 @@ enum
|
|||
CPF_PULLIN = 4,
|
||||
CPF_NORANDOMPUFFZ = 8,
|
||||
CPF_NOTURN = 16,
|
||||
CPF_STEALARMOR = 32,
|
||||
};
|
||||
|
||||
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CustomPunch)
|
||||
{
|
||||
ACTION_PARAM_START(5);
|
||||
ACTION_PARAM_START(8);
|
||||
ACTION_PARAM_INT(Damage, 0);
|
||||
ACTION_PARAM_BOOL(norandom, 1);
|
||||
ACTION_PARAM_INT(flags, 2);
|
||||
ACTION_PARAM_CLASS(PuffType, 3);
|
||||
ACTION_PARAM_FIXED(Range, 4);
|
||||
ACTION_PARAM_FIXED(LifeSteal, 5);
|
||||
ACTION_PARAM_INT(lifestealmax, 6);
|
||||
ACTION_PARAM_CLASS(armorbonustype, 7);
|
||||
|
||||
if (!self->player) return;
|
||||
|
||||
|
@ -1428,7 +1431,31 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CustomPunch)
|
|||
if (linetarget)
|
||||
{
|
||||
if (LifeSteal && !(linetarget->flags5 & MF5_DONTDRAIN))
|
||||
P_GiveBody (self, (actualdamage * LifeSteal) >> FRACBITS);
|
||||
{
|
||||
if (flags & CPF_STEALARMOR)
|
||||
{
|
||||
if (!armorbonustype) armorbonustype = PClass::FindClass("ArmorBonus");
|
||||
|
||||
if (armorbonustype->IsDescendantOf (RUNTIME_CLASS(ABasicArmorBonus)))
|
||||
{
|
||||
ABasicArmorBonus *armorbonus = static_cast<ABasicArmorBonus *>(Spawn (armorbonustype, 0,0,0, NO_REPLACE));
|
||||
armorbonus->SaveAmount *= (actualdamage * LifeSteal) >> FRACBITS;
|
||||
armorbonus->MaxSaveAmount = lifestealmax <= 0 ? armorbonus->MaxSaveAmount : lifestealmax;
|
||||
armorbonus->flags |= MF_DROPPED;
|
||||
armorbonus->ClearCounters();
|
||||
|
||||
if (!armorbonus->CallTryPickup (self))
|
||||
{
|
||||
armorbonus->Destroy ();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
else
|
||||
{
|
||||
P_GiveBody (self, (actualdamage * LifeSteal) >> FRACBITS, lifestealmax);
|
||||
}
|
||||
}
|
||||
|
||||
if (weapon != NULL)
|
||||
{
|
||||
|
|
|
@ -16,6 +16,7 @@ const int SF_NOUSEAMMOMISS = 8;
|
|||
const int SF_NOUSEAMMO = 16;
|
||||
const int SF_NOPULLIN = 32;
|
||||
const int SF_NOTURN = 64;
|
||||
const int SF_STEALARMOR = 128;
|
||||
|
||||
// Flags for A_CustomMissile
|
||||
const int CMF_AIMOFFSET = 1;
|
||||
|
@ -176,6 +177,7 @@ const int CPF_DAGGER = 2;
|
|||
const int CPF_PULLIN = 4;
|
||||
const int CPF_NORANDOMPUFFZ = 8;
|
||||
const int CPF_NOTURN = 16;
|
||||
const int CPF_STEALARMOR = 32;
|
||||
|
||||
// Flags for A_CustomMissile
|
||||
const int FPF_AIMATANGLE = 1;
|
||||
|
|
|
@ -8,7 +8,7 @@ ACTOR Inventory native
|
|||
Inventory.PickupMessage "$TXT_DEFAULTPICKUPMSG"
|
||||
|
||||
action native A_JumpIfNoAmmo(state label);
|
||||
action native A_CustomPunch(int damage, bool norandom = false, int flags = CPF_USEAMMO, class<Actor> pufftype = "BulletPuff", float range = 0, float lifesteal = 0);
|
||||
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");
|
||||
action native A_FireBullets(float spread_xy, float spread_z, int numbullets, int damageperbullet, class<Actor> pufftype = "BulletPuff", int flags = 1, float range = 0);
|
||||
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);
|
||||
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);
|
||||
|
@ -41,7 +41,7 @@ ACTOR Inventory native
|
|||
action native A_ClearReFire();
|
||||
action native A_CheckReload();
|
||||
action native A_GunFlash(state flash = "", int flags = 0);
|
||||
action native A_Saw(sound fullsound = "weapons/sawfull", sound hitsound = "weapons/sawhit", int damage = 2, class<Actor> pufftype = "BulletPuff", int flags = 0, float range = 0, float spread_xy = 2.8125, float spread_z = 0, float lifesteal = 0);
|
||||
action native A_Saw(sound fullsound = "weapons/sawfull", sound hitsound = "weapons/sawhit", int damage = 2, class<Actor> pufftype = "BulletPuff", int flags = 0, float range = 0, float spread_xy = 2.8125, float spread_z = 0, float lifesteal = 0, int lifestealmax = 0, class<BasicArmorBonus> armorbonustype = "ArmorBonus");
|
||||
action native A_CheckForReload(int counter, state label, bool dontincrement = false);
|
||||
action native A_ResetReloadCounter();
|
||||
action native A_RestoreSpecialPosition();
|
||||
|
|
Loading…
Reference in a new issue