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