mirror of
https://github.com/ZDoom/qzdoom.git
synced 2024-11-28 06:53:58 +00:00
- fixed: Sector_SetWind and Sector_SetCurrent were not usable in scripts called from a line.
- added Gez's A_Mushroom extension. SVN r2144 (trunk)
This commit is contained in:
parent
24a12a04b4
commit
a5e1fe6906
6 changed files with 33 additions and 19 deletions
|
@ -118,7 +118,14 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_FatAttack3)
|
|||
// Original idea: Linguica
|
||||
//
|
||||
|
||||
AActor * P_OldSpawnMissile(AActor * source, AActor * dest, const PClass *type);
|
||||
AActor * P_OldSpawnMissile(AActor * source, AActor * owner, AActor * dest, const PClass *type);
|
||||
|
||||
enum
|
||||
{
|
||||
MSF_Standard = 0,
|
||||
MSF_Classic = 1,
|
||||
MSF_DontHurt = 2,
|
||||
};
|
||||
|
||||
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Mushroom)
|
||||
{
|
||||
|
@ -134,11 +141,12 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Mushroom)
|
|||
if (n == 0) n = self->Damage; // GetMissileDamage (0, 1);
|
||||
if (spawntype == NULL) spawntype = PClass::FindClass("FatShot");
|
||||
|
||||
P_RadiusAttack (self, self->target, 128, 128, self->DamageType, true);
|
||||
P_RadiusAttack (self, self->target, 128, 128, self->DamageType, !(flags & MSF_DontHurt));
|
||||
P_CheckSplash(self, 128<<FRACBITS);
|
||||
|
||||
// Now launch mushroom cloud
|
||||
AActor *target = Spawn("Mapspot", 0, 0, 0, NO_REPLACE); // We need something to aim at.
|
||||
AActor *master = (flags & MSF_DontHurt) ? self->target : self;
|
||||
target->height = self->height;
|
||||
for (i = -n; i <= n; i += 8)
|
||||
{
|
||||
|
@ -148,13 +156,14 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Mushroom)
|
|||
target->x = self->x + (i << FRACBITS); // Aim in many directions from source
|
||||
target->y = self->y + (j << FRACBITS);
|
||||
target->z = self->z + (P_AproxDistance(i,j) * vrange); // Aim up fairly high
|
||||
if (flags == 0 && (!(self->state->DefineFlags & SDF_DEHACKED) || !(i_compatflags & COMPATF_MUSHROOM)))
|
||||
{
|
||||
mo = P_SpawnMissile (self, target, spawntype); // Launch fireball
|
||||
if ((flags & MSF_Classic) || // Flag explicitely set, or no flags and compat options
|
||||
(flags == 0 && (self->state->DefineFlags & SDF_DEHACKED) && (i_compatflags & COMPATF_MUSHROOM)))
|
||||
{ // Use old function for MBF compatibility
|
||||
mo = P_OldSpawnMissile (self, master, target, spawntype);
|
||||
}
|
||||
else
|
||||
else // Use normal function
|
||||
{
|
||||
mo = P_OldSpawnMissile (self, target, spawntype); // Launch fireball
|
||||
mo = P_SpawnMissile(self, target, spawntype, master);
|
||||
}
|
||||
if (mo != NULL)
|
||||
{ // Slow it down a bit
|
||||
|
|
|
@ -1853,7 +1853,7 @@ void AdjustPusher (int tag, int magnitude, int angle, DPusher::EPusher type)
|
|||
FUNC(LS_Sector_SetWind)
|
||||
// Sector_SetWind (tag, amount, angle)
|
||||
{
|
||||
if (ln || arg3)
|
||||
if (arg3)
|
||||
return false;
|
||||
|
||||
AdjustPusher (arg0, arg1, arg2, DPusher::p_wind);
|
||||
|
@ -1863,7 +1863,7 @@ FUNC(LS_Sector_SetWind)
|
|||
FUNC(LS_Sector_SetCurrent)
|
||||
// Sector_SetCurrent (tag, amount, angle)
|
||||
{
|
||||
if (ln || arg3)
|
||||
if (arg3)
|
||||
return false;
|
||||
|
||||
AdjustPusher (arg0, arg1, arg2, DPusher::p_current);
|
||||
|
|
|
@ -111,9 +111,9 @@ void P_RipperBlood (AActor *mo, AActor *bleeder);
|
|||
int P_GetThingFloorType (AActor *thing);
|
||||
void P_ExplodeMissile (AActor *missile, line_t *explodeline, AActor *target);
|
||||
|
||||
AActor *P_SpawnMissile (AActor* source, AActor* dest, const PClass *type);
|
||||
AActor *P_SpawnMissile (AActor* source, AActor* dest, const PClass *type, AActor* owner = NULL);
|
||||
AActor *P_SpawnMissileZ (AActor* source, fixed_t z, AActor* dest, const PClass *type);
|
||||
AActor *P_SpawnMissileXYZ (fixed_t x, fixed_t y, fixed_t z, AActor *source, AActor *dest, const PClass *type, bool checkspawn = true);
|
||||
AActor *P_SpawnMissileXYZ (fixed_t x, fixed_t y, fixed_t z, AActor *source, AActor *dest, const PClass *type, bool checkspawn = true, AActor *owner = NULL);
|
||||
AActor *P_SpawnMissileAngle (AActor *source, const PClass *type, angle_t angle, fixed_t velz);
|
||||
AActor *P_SpawnMissileAngleSpeed (AActor *source, const PClass *type, angle_t angle, fixed_t velz, fixed_t speed);
|
||||
AActor *P_SpawnMissileAngleZ (AActor *source, fixed_t z, const PClass *type, angle_t angle, fixed_t velz);
|
||||
|
|
|
@ -5042,10 +5042,10 @@ static fixed_t GetDefaultSpeed(const PClass *type)
|
|||
//
|
||||
//---------------------------------------------------------------------------
|
||||
|
||||
AActor *P_SpawnMissile (AActor *source, AActor *dest, const PClass *type)
|
||||
AActor *P_SpawnMissile (AActor *source, AActor *dest, const PClass *type, AActor *owner)
|
||||
{
|
||||
return P_SpawnMissileXYZ (source->x, source->y, source->z + 32*FRACUNIT,
|
||||
source, dest, type);
|
||||
source, dest, type, true, owner);
|
||||
}
|
||||
|
||||
AActor *P_SpawnMissileZ (AActor *source, fixed_t z, AActor *dest, const PClass *type)
|
||||
|
@ -5054,7 +5054,7 @@ AActor *P_SpawnMissileZ (AActor *source, fixed_t z, AActor *dest, const PClass *
|
|||
}
|
||||
|
||||
AActor *P_SpawnMissileXYZ (fixed_t x, fixed_t y, fixed_t z,
|
||||
AActor *source, AActor *dest, const PClass *type, bool checkspawn)
|
||||
AActor *source, AActor *dest, const PClass *type, bool checkspawn, AActor *owner)
|
||||
{
|
||||
if (dest == NULL)
|
||||
{
|
||||
|
@ -5071,7 +5071,10 @@ AActor *P_SpawnMissileXYZ (fixed_t x, fixed_t y, fixed_t z,
|
|||
AActor *th = Spawn (type, x, y, z, ALLOW_REPLACE);
|
||||
|
||||
P_PlaySpawnSound(th, source);
|
||||
th->target = source; // record missile's originator
|
||||
|
||||
// record missile's originator
|
||||
if (owner) th->target = owner;
|
||||
else th->target = source;
|
||||
|
||||
float speed = (float)(th->Speed);
|
||||
|
||||
|
@ -5114,14 +5117,14 @@ AActor *P_SpawnMissileXYZ (fixed_t x, fixed_t y, fixed_t z,
|
|||
return (!checkspawn || P_CheckMissileSpawn (th)) ? th : NULL;
|
||||
}
|
||||
|
||||
AActor * P_OldSpawnMissile(AActor * source, AActor * dest, const PClass *type)
|
||||
AActor * P_OldSpawnMissile(AActor * source, AActor * owner, AActor * dest, const PClass *type)
|
||||
{
|
||||
angle_t an;
|
||||
fixed_t dist;
|
||||
AActor *th = Spawn (type, source->x, source->y, source->z + 4*8*FRACUNIT, ALLOW_REPLACE);
|
||||
|
||||
P_PlaySpawnSound(th, source);
|
||||
th->target = source; // record missile's originator
|
||||
th->target = owner; // record missile's originator
|
||||
|
||||
th->angle = an = R_PointToAngle2 (source->x, source->y, dest->x, dest->y);
|
||||
an >>= ANGLETOFINESHIFT;
|
||||
|
@ -5250,8 +5253,6 @@ AActor *P_SpawnPlayerMissile (AActor *source, fixed_t x, fixed_t y, fixed_t z,
|
|||
AActor *linetarget;
|
||||
int vrange = nofreeaim? ANGLE_1*35 : 0;
|
||||
|
||||
// Note: NOAUTOAIM is implemented only here, and not in the hitscan or rail attack functions.
|
||||
// That is because it is only justified for projectiles affected by gravity, not for other attacks.
|
||||
if (source && source->player && source->player->ReadyWeapon && (source->player->ReadyWeapon->WeaponFlags & WIF_NOAUTOAIM))
|
||||
{
|
||||
// Keep exactly the same angle and pitch as the player's own aim
|
||||
|
|
|
@ -2059,11 +2059,13 @@ static void P_SpawnPushers ()
|
|||
case Sector_SetWind: // wind
|
||||
for (s = -1; (s = P_FindSectorFromTag (l->args[0],s)) >= 0 ; )
|
||||
new DPusher (DPusher::p_wind, l->args[3] ? l : NULL, l->args[1], l->args[2], NULL, s);
|
||||
l->special = 0;
|
||||
break;
|
||||
|
||||
case Sector_SetCurrent: // current
|
||||
for (s = -1; (s = P_FindSectorFromTag (l->args[0],s)) >= 0 ; )
|
||||
new DPusher (DPusher::p_current, l->args[3] ? l : NULL, l->args[1], l->args[2], NULL, s);
|
||||
l->special = 0;
|
||||
break;
|
||||
|
||||
case PointPush_SetForce: // push/pull
|
||||
|
@ -2092,6 +2094,7 @@ static void P_SpawnPushers ()
|
|||
}
|
||||
}
|
||||
}
|
||||
l->special = 0;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
|
|
@ -70,6 +70,7 @@ const int RGF_NOPIERCING = 2;
|
|||
// Flags for A_Mushroom
|
||||
const int MSF_Standard = 0;
|
||||
const int MSF_Classic = 1;
|
||||
const int MSF_DontHurt = 2;
|
||||
|
||||
// Flags for A_Blast
|
||||
const int BF_USEAMMO = 1;
|
||||
|
|
Loading…
Reference in a new issue