- moved A_Light to Actor after finding some mods which used it badly. Besides, it should be fine to use this from PlayerPawns as well.

This commit is contained in:
Christoph Oelckers 2016-11-15 13:39:41 +01:00
parent 96d093d01f
commit a63c749f04
4 changed files with 8 additions and 24 deletions

View file

@ -937,23 +937,6 @@ DEFINE_ACTION_FUNCTION(AActor, A_SigilCharge)
return 0;
}
//============================================================================
//
// A_LightInverse
//
//============================================================================
DEFINE_ACTION_FUNCTION(AActor, A_LightInverse)
{
PARAM_ACTION_PROLOGUE(AActor);
if (self->player != NULL)
{
self->player->extralight = INT_MIN;
}
return 0;
}
//============================================================================
//
// A_FireSigil1

View file

@ -1415,9 +1415,9 @@ void P_GunShot (AActor *mo, bool accurate, PClassActor *pufftype, DAngle pitch)
P_LineAttack (mo, angle, PLAYERMISSILERANGE, pitch, damage, NAME_Hitscan, pufftype);
}
DEFINE_ACTION_FUNCTION_PARAMS(AInventory, A_Light)
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Light)
{
PARAM_ACTION_PROLOGUE(AActor);
PARAM_SELF_PROLOGUE(AActor);
PARAM_INT(light);
if (self->player != NULL)

View file

@ -77,6 +77,12 @@ class Actor : Thinker native
native Actor SpawnMissile(Actor dest, class<Actor> type, Actor owner = null);
native Actor SpawnMissileZ (double z, Actor dest, class<Actor> type);
native Actor SpawnMissileAngleZSpeed (double z, class<Actor> type, float angle, double vz, double speed, Actor owner = null, bool checkspawn = true);
native void A_Light(int extralight);
void A_Light0() { A_Light(0); }
void A_Light1() { A_Light(1); }
void A_Light2() { A_Light(2); }
void A_LightInverse() { A_Light(0x80000000); }
native Actor OldSpawnMissile(Actor dest, class<Actor> type, Actor owner = null);
native Actor SpawnPuff(class<Actor> pufftype, vector3 pos, float hitdir, float particledir, int updown, int flags = 0, Actor vict = null);

View file

@ -46,11 +46,6 @@ class StateProvider : Inventory native
action native void A_FireBullets(float spread_xy, float spread_z, int numbullets, int damageperbullet, class<Actor> pufftype = "BulletPuff", int flags = 1, float range = 0, class<Actor> missile = null, float Spawnheight = 32, float Spawnofs_xy = 0);
action native void A_FireCustomMissile(class<Actor> missiletype, float angle = 0, bool useammo = true, float spawnofs_xy = 0, float spawnheight = 0, int flags = 0, float pitch = 0);
action native void A_RailAttack(int damage, int spawnofs_xy = 0, bool useammo = true, color color1 = 0, color color2 = 0, 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, int spiraloffset = 270, int limit = 0);
native action void A_Light(int extralight);
action void A_Light0() { A_Light(0); }
action void A_Light1() { A_Light(1); }
action void A_Light2() { A_Light(2); }
action native void A_LightInverse();
action native void A_WeaponReady(int flags = 0);
action native void A_Lower();
action native void A_Raise();