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- added DavidPH's A_Saw extension submission.
SVN r2453 (trunk)
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3 changed files with 64 additions and 20 deletions
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@ -100,52 +100,88 @@ DEFINE_ACTION_FUNCTION(AActor, A_FirePistol)
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//
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// A_Saw
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//
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enum SAW_Flags
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{
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SF_NORANDOM = 1,
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SF_RANDOMLIGHTMISS = 2,
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SF_RANDOMLIGHTHIT = 4,
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SF_NOUSEAMMOMISS = 8,
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SF_NOUSEAMMO = 16,
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};
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DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Saw)
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{
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angle_t angle;
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angle_t slope;
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player_t *player;
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AActor *linetarget;
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ACTION_PARAM_START(4);
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ACTION_PARAM_START(9);
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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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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(Flags, 4);
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ACTION_PARAM_FIXED(Range, 5);
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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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if (NULL == (player = self->player))
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{
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return;
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}
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if (pufftype == NULL) pufftype = PClass::FindClass(NAME_BulletPuff);
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if (damage == 0) damage = 2;
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if (!(Flags & SF_NORANDOM))
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damage *= (pr_saw()%10+1);
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// use meleerange + 1 so the puff doesn't skip the flash (i.e. plays all states)
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if (Range == 0) Range = MELEERANGE+1;
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angle = self->angle + (pr_saw.Random2() * (Spread_XY / 255));
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slope = P_AimLineAttack (self, angle, Range, &linetarget) + (pr_saw.Random2() * (Spread_Z / 255));
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P_LineAttack (self, angle, Range,
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slope, damage,
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NAME_None, pufftype);
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AWeapon *weapon = self->player->ReadyWeapon;
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if (weapon != NULL)
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if ((weapon != NULL) && !(Flags & SF_NOUSEAMMO) && !(!linetarget && (Flags & SF_NOUSEAMMOMISS)))
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{
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if (!weapon->DepleteAmmo (weapon->bAltFire))
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return;
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}
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if (pufftype == NULL) pufftype = PClass::FindClass(NAME_BulletPuff);
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if (damage == 0) damage = 2;
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damage *= (pr_saw()%10+1);
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angle = self->angle;
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angle += pr_saw.Random2() << 18;
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// use meleerange + 1 so the puff doesn't skip the flash (i.e. plays all states)
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if (Range == 0) Range = MELEERANGE+1;
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P_LineAttack (self, angle, Range,
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P_AimLineAttack (self, angle, Range, &linetarget), damage,
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NAME_None, pufftype);
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if (!linetarget)
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{
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if ((Flags & SF_RANDOMLIGHTMISS) && (pr_saw() > 64))
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{
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player->extralight = !player->extralight;
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}
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S_Sound (self, CHAN_WEAPON, fullsound, 1, ATTN_NORM);
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return;
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}
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if (Flags & SF_RANDOMLIGHTHIT)
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{
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int randVal = pr_saw();
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if (randVal < 64)
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{
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player->extralight = 0;
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}
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else if (randVal < 160)
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{
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player->extralight = 1;
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}
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else
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{
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player->extralight = 2;
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}
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}
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if (LifeSteal)
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P_GiveBody (self, (damage * LifeSteal) >> FRACBITS);
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@ -1,4 +1,12 @@
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// Flags for A_Saw
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const int SF_NORANDOM = 1;
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const int SF_RANDOMLIGHTMISS = 2;
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const int SF_RANDOMLIGHTHIT = 4;
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const int SF_RANDOMLIGHTBOTH = 6;
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const int SF_NOUSEAMMOMISS = 8;
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const int SF_NOUSEAMMO = 16;
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// Flags for A_CustomMissile
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const int CMF_AIMOFFSET = 1;
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const int CMF_AIMDIRECTION = 2;
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@ -40,7 +40,7 @@ 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 = "");
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action native A_Saw(sound fullsound = "weapons/sawfull", sound hitsound = "weapons/sawhit", int damage = 2, class<Actor> pufftype = "BulletPuff", float range = 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);
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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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