This commit is contained in:
Christoph Oelckers 2016-04-20 05:23:14 +02:00
commit b0a0fb5ff0
25 changed files with 499 additions and 354 deletions

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@ -26,7 +26,7 @@ static FRandom pr_fswordflame ("FSwordFlame");
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_DropWeaponPieces)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
PARAM_CLASS(p1, AActor);
PARAM_CLASS(p2, AActor);
PARAM_CLASS(p3, AActor);

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@ -28,7 +28,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_Bang4Cloud)
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_GiveQuestItem)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
PARAM_INT(questitem);
// Give one of these quest items to every player in the game

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@ -345,4 +345,8 @@ void AddStateLight(FState *state, const char *lname);
// Number of action paramaters
#define NAP 3
#define PARAM_SELF_PROLOGUE(type) \
PARAM_PROLOGUE; \
PARAM_OBJECT(self, type);
#endif // __INFO_H__

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@ -296,6 +296,8 @@ xx(Tan)
xx(CosH)
xx(SinH)
xx(TanH)
xx(ATan2)
xx(VectorAngle)
xx(Alpha)
xx(Angle)
xx(Args)

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@ -287,22 +287,21 @@ void P_ThinkParticles ()
particle->Pos.Z += particle->Vel.Z;
particle->Vel += particle->Acc;
particle->subsector = R_PointInSubsector(particle->Pos);
sector_t *s = particle->subsector->sector;
// Handle crossing a sector portal.
if (!particle->subsector->sector->PortalBlocksMovement(sector_t::ceiling))
if (!s->PortalBlocksMovement(sector_t::ceiling))
{
AActor *skybox = particle->subsector->sector->SkyBoxes[sector_t::ceiling];
if (particle->Pos.Z > skybox->specialf1)
if (particle->Pos.Z > s->GetPortalPlaneZ(sector_t::ceiling))
{
particle->Pos += skybox->Scale;
particle->Pos += s->GetPortalDisplacement(sector_t::ceiling);
particle->subsector = NULL;
}
}
else if (!particle->subsector->sector->PortalBlocksMovement(sector_t::floor))
else if (!s->PortalBlocksMovement(sector_t::floor))
{
AActor *skybox = particle->subsector->sector->SkyBoxes[sector_t::floor];
if (particle->Pos.Z < skybox->specialf1)
if (particle->Pos.Z < s->GetPortalPlaneZ(sector_t::floor))
{
particle->Pos += skybox->Scale;
particle->Pos += s->GetPortalDisplacement(sector_t::floor);
particle->subsector = NULL;
}
}

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@ -162,12 +162,12 @@ void P_RecursiveSound (sector_t *sec, AActor *soundtarget, bool splash, int soun
// I wish there was a better method to do this than randomly looking through the portal at a few places...
if (checkabove)
{
sector_t *upper = P_PointInSector(check->v1->fPos() + check->Delta() / 2 + sec->SkyBoxes[sector_t::ceiling]->Scale);
sector_t *upper = P_PointInSector(check->v1->fPos() + check->Delta() / 2 + sec->GetPortalDisplacement(sector_t::ceiling));
P_RecursiveSound(upper, soundtarget, splash, soundblocks, emitter, maxdist);
}
if (checkbelow)
{
sector_t *lower = P_PointInSector(check->v1->fPos() + check->Delta() / 2 + sec->SkyBoxes[sector_t::floor]->Scale);
sector_t *lower = P_PointInSector(check->v1->fPos() + check->Delta() / 2 + sec->GetPortalDisplacement(sector_t::floor));
P_RecursiveSound(lower, soundtarget, splash, soundblocks, emitter, maxdist);
}
FLinePortal *port = check->getPortal();
@ -2773,7 +2773,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_VileChase)
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_ExtChase)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
PARAM_BOOL (domelee);
PARAM_BOOL (domissile);
PARAM_BOOL_OPT (playactive) { playactive = true; }

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@ -656,20 +656,21 @@ double P_GetMoveFactor(const AActor *mo, double *frictionp)
// - 0 when intersecting
// - -1 when outside the portal
//
// Note that this check is done from the 'other' side of the portal
// so plane names seem to be inverted.
//
//==========================================================================
static int LineIsAbove(line_t *line, AActor *actor)
{
AActor *point = line->frontsector->SkyBoxes[sector_t::floor];
if (point == NULL) return -1;
return point->specialf1 >= actor->Top();
if (line->frontsector->PortalBlocksMovement(sector_t::floor)) return -1;
return line->frontsector->GetPortalPlaneZ(sector_t::floor) >= actor->Top();
}
static int LineIsBelow(line_t *line, AActor *actor)
{
AActor *point = line->frontsector->SkyBoxes[sector_t::ceiling];
if (point == NULL) return -1;
return point->specialf1 <= actor->Z();
if (line->frontsector->PortalBlocksMovement(sector_t::ceiling)) return -1;
return line->frontsector->GetPortalPlaneZ(sector_t::ceiling) <= actor->Z();
}
//
@ -762,7 +763,7 @@ bool PIT_CheckLine(FMultiBlockLinesIterator &mit, FMultiBlockLinesIterator::Chec
if (state == 1)
{
// the line should not block but we should set the ceilingz to the portal boundary so that we can't float up into that line.
double portalz = cres.line->frontsector->SkyBoxes[sector_t::floor]->specialf1;
double portalz = cres.line->frontsector->GetPortalPlaneZ(sector_t::floor);
if (portalz < tm.ceilingz)
{
tm.ceilingz = portalz;
@ -778,7 +779,7 @@ bool PIT_CheckLine(FMultiBlockLinesIterator &mit, FMultiBlockLinesIterator::Chec
if (state == -1) return true;
if (state == 1)
{
double portalz = cres.line->frontsector->SkyBoxes[sector_t::ceiling]->specialf1;
double portalz = cres.line->frontsector->GetPortalPlaneZ(sector_t::ceiling);
if (portalz > tm.floorz)
{
tm.floorz = portalz;
@ -3529,20 +3530,20 @@ struct aim_t
void EnterSectorPortal(int position, double frac, sector_t *entersec, DAngle newtoppitch, DAngle newbottompitch)
{
AActor *portal = entersec->SkyBoxes[position];
double portalz = entersec->GetPortalPlaneZ(position);
if (position == sector_t::ceiling && portal->specialf1 < limitz) return;
else if (position == sector_t::floor && portal->specialf1 > limitz) return;
if (position == sector_t::ceiling && portalz < limitz) return;
else if (position == sector_t::floor && portalz > limitz) return;
aim_t newtrace = Clone();
newtrace.toppitch = newtoppitch;
newtrace.bottompitch = newbottompitch;
newtrace.aimdir = position == sector_t::ceiling? aim_t::aim_up : aim_t::aim_down;
newtrace.startpos = startpos + portal->Scale;
newtrace.startpos = startpos + entersec->GetPortalDisplacement(position);
newtrace.startfrac = frac + 1. / attackrange; // this is to skip the transition line to the portal which would produce a bogus opening
newtrace.lastsector = P_PointInSector(newtrace.startpos + aimtrace * newtrace.startfrac);
newtrace.limitz = portal->specialf1;
newtrace.limitz = portalz;
if (aimdebug)
Printf("-----Entering %s portal from sector %d to sector %d\n", position ? "ceiling" : "floor", lastsector->sectornum, newtrace.lastsector->sectornum);
newtrace.AimTraverse();
@ -6253,22 +6254,22 @@ void AActor::UpdateRenderSectorList()
ClearRenderSectorList();
while (!sec->PortalBlocksMovement(sector_t::ceiling))
{
double planeh = sec->SkyBoxes[sector_t::ceiling]->specialf1;
double planeh = sec->GetPortalPlaneZ(sector_t::ceiling);
if (planeh < lasth) break; // broken setup.
if (Top() + SPRITE_SPACE < planeh) break;
lasth = planeh;
DVector2 newpos = Pos() + sec->SkyBoxes[sector_t::ceiling]->Scale;
DVector2 newpos = Pos() + sec->GetPortalDisplacement(sector_t::ceiling);
sec = P_PointInSector(newpos);
render_sectorlist = P_AddSecnode(sec, this, render_sectorlist, sec->render_thinglist);
}
lasth = FLT_MAX;
while (!sec->PortalBlocksMovement(sector_t::floor))
{
double planeh = sec->SkyBoxes[sector_t::floor]->specialf1;
double planeh = sec->GetPortalPlaneZ(sector_t::floor);
if (planeh > lasth) break; // broken setup.
if (Z() - SPRITE_SPACE > planeh) break;
lasth = planeh;
DVector2 newpos = Pos() + sec->SkyBoxes[sector_t::floor]->Scale;
DVector2 newpos = Pos() + sec->GetPortalDisplacement(sector_t::floor);
sec = P_PointInSector(newpos);
render_sectorlist = P_AddSecnode(sec, this, render_sectorlist, sec->render_thinglist);
}

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@ -174,7 +174,7 @@ void P_LineOpening (FLineOpening &open, AActor *actor, const line_t *linedef, co
{
// We must check through the portal for the actual dropoff.
// If there's no lines in the lower sections we'd never get a usable value otherwise.
open.lowfloor = back->NextLowestFloorAt(pos.X, pos.Y, back->SkyBoxes[sector_t::floor]->specialf1-1);
open.lowfloor = back->NextLowestFloorAt(pos.X, pos.Y, back->GetPortalPlaneZ(sector_t::floor) - EQUAL_EPSILON);
}
}
else
@ -188,7 +188,7 @@ void P_LineOpening (FLineOpening &open, AActor *actor, const line_t *linedef, co
{
// We must check through the portal for the actual dropoff.
// If there's no lines in the lower sections we'd never get a usable value otherwise.
open.lowfloor = front->NextLowestFloorAt(pos.X, pos.Y, front->SkyBoxes[sector_t::floor]->specialf1 - 1);
open.lowfloor = front->NextLowestFloorAt(pos.X, pos.Y, front->GetPortalPlaneZ(sector_t::floor) - EQUAL_EPSILON);
}
}
open.frontfloorplane = front->floorplane;
@ -735,7 +735,7 @@ bool FMultiBlockLinesIterator::GoUp(double x, double y)
{
if (!cursector->PortalBlocksMovement(sector_t::ceiling))
{
startIteratorForGroup(cursector->SkyBoxes[sector_t::ceiling]->Sector->PortalGroup);
startIteratorForGroup(cursector->GetOppositePortalGroup(sector_t::ceiling));
portalflags = FFCF_NOFLOOR;
return true;
}
@ -756,7 +756,7 @@ bool FMultiBlockLinesIterator::GoDown(double x, double y)
{
if (!cursector->PortalBlocksMovement(sector_t::floor))
{
startIteratorForGroup(cursector->SkyBoxes[sector_t::floor]->Sector->PortalGroup);
startIteratorForGroup(cursector->GetOppositePortalGroup(sector_t::floor));
portalflags = FFCF_NOCEILING;
return true;
}

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@ -3169,10 +3169,9 @@ DVector3 AActor::GetPortalTransition(double byoffset, sector_t **pSec)
while (!sec->PortalBlocksMovement(sector_t::ceiling))
{
AActor *port = sec->SkyBoxes[sector_t::ceiling];
if (testz > port->specialf1)
if (testz > sec->GetPortalPlaneZ(sector_t::ceiling))
{
pos = PosRelative(port->Sector);
pos = PosRelative(sec->GetOppositePortalGroup(sector_t::ceiling));
sec = P_PointInSector(pos);
moved = true;
}
@ -3182,10 +3181,9 @@ DVector3 AActor::GetPortalTransition(double byoffset, sector_t **pSec)
{
while (!sec->PortalBlocksMovement(sector_t::floor))
{
AActor *port = sec->SkyBoxes[sector_t::floor];
if (testz <= port->specialf1)
if (testz <= sec->GetPortalPlaneZ(sector_t::floor))
{
pos = PosRelative(port->Sector);
pos = PosRelative(sec->GetOppositePortalGroup(sector_t::floor));
sec = P_PointInSector(pos);
}
else break;
@ -3202,12 +3200,11 @@ void AActor::CheckPortalTransition(bool islinked)
bool moved = false;
while (!Sector->PortalBlocksMovement(sector_t::ceiling))
{
AActor *port = Sector->SkyBoxes[sector_t::ceiling];
if (Z() > port->specialf1)
if (Z() > Sector->GetPortalPlaneZ(sector_t::ceiling))
{
DVector3 oldpos = Pos();
if (islinked && !moved) UnlinkFromWorld();
SetXYZ(PosRelative(port->Sector));
SetXYZ(PosRelative(Sector->GetOppositePortalGroup(sector_t::ceiling)));
Prev = Pos() - oldpos;
Sector = P_PointInSector(Pos());
PrevPortalGroup = Sector->PortalGroup;
@ -3219,12 +3216,12 @@ void AActor::CheckPortalTransition(bool islinked)
{
while (!Sector->PortalBlocksMovement(sector_t::floor))
{
AActor *port = Sector->SkyBoxes[sector_t::floor];
if (Z() < port->specialf1 && floorz < port->specialf1)
double portalz = Sector->GetPortalPlaneZ(sector_t::floor);
if (Z() < portalz && floorz < portalz)
{
DVector3 oldpos = Pos();
if (islinked && !moved) UnlinkFromWorld();
SetXYZ(PosRelative(port->Sector));
SetXYZ(PosRelative(Sector->GetOppositePortalGroup(sector_t::floor)));
Prev = Pos() - oldpos;
Sector = P_PointInSector(Pos());
PrevPortalGroup = Sector->PortalGroup;

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@ -895,10 +895,10 @@ double sector_t::HighestCeilingAt(const DVector2 &p, sector_t **resultsec)
DVector2 pos = p;
// Continue until we find a blocking portal or a portal below where we actually are.
while (!check->PortalBlocksMovement(ceiling) && planeheight < check->SkyBoxes[ceiling]->specialf1)
while (!check->PortalBlocksMovement(ceiling) && planeheight < check->GetPortalPlaneZ(ceiling))
{
pos += check->SkyBoxes[ceiling]->Scale;
planeheight = check->SkyBoxes[ceiling]->specialf1;
pos += check->GetPortalDisplacement(ceiling);
planeheight = check->GetPortalPlaneZ(ceiling);
check = P_PointInSector(pos);
}
if (resultsec) *resultsec = check;
@ -918,10 +918,10 @@ double sector_t::LowestFloorAt(const DVector2 &p, sector_t **resultsec)
DVector2 pos = p;
// Continue until we find a blocking portal or a portal above where we actually are.
while (!check->PortalBlocksMovement(floor) && planeheight > check->SkyBoxes[floor]->specialf1)
while (!check->PortalBlocksMovement(floor) && planeheight > check->GetPortalPlaneZ(floor))
{
pos += check->SkyBoxes[floor]->Scale;
planeheight = check->SkyBoxes[floor]->specialf1;
pos += check->GetPortalDisplacement(floor);
planeheight = check->GetPortalPlaneZ(ceiling);
check = P_PointInSector(pos);
}
if (resultsec) *resultsec = check;
@ -956,7 +956,7 @@ double sector_t::NextHighestCeilingAt(double x, double y, double bottomz, double
return ff_bottom;
}
}
if ((flags & FFCF_NOPORTALS) || sec->PortalBlocksMovement(ceiling) || planeheight >= sec->SkyBoxes[ceiling]->specialf1)
if ((flags & FFCF_NOPORTALS) || sec->PortalBlocksMovement(ceiling) || planeheight >= sec->GetPortalPlaneZ(ceiling))
{ // Use sector's floor
if (resultffloor) *resultffloor = NULL;
if (resultsec) *resultsec = sec;
@ -964,10 +964,10 @@ double sector_t::NextHighestCeilingAt(double x, double y, double bottomz, double
}
else
{
DVector2 pos = sec->SkyBoxes[ceiling]->Scale;
DVector2 pos = sec->GetPortalDisplacement(ceiling);
x += pos.X;
y += pos.Y;
planeheight = sec->SkyBoxes[ceiling]->specialf1;
planeheight = sec->GetPortalPlaneZ(ceiling);
sec = P_PointInSector(x, y);
}
}
@ -1001,7 +1001,7 @@ double sector_t::NextLowestFloorAt(double x, double y, double z, int flags, doub
}
}
}
if ((flags & FFCF_NOPORTALS) || sec->PortalBlocksMovement(sector_t::floor) || planeheight <= sec->SkyBoxes[floor]->specialf1)
if ((flags & FFCF_NOPORTALS) || sec->PortalBlocksMovement(sector_t::floor) || planeheight <= sec->GetPortalPlaneZ(floor))
{ // Use sector's floor
if (resultffloor) *resultffloor = NULL;
if (resultsec) *resultsec = sec;
@ -1009,10 +1009,10 @@ double sector_t::NextLowestFloorAt(double x, double y, double z, int flags, doub
}
else
{
DVector2 pos = sec->SkyBoxes[floor]->Scale;
DVector2 pos = sec->GetPortalDisplacement(floor);
x += pos.X;
y += pos.Y;
planeheight = sec->SkyBoxes[floor]->specialf1;
planeheight = sec->GetPortalPlaneZ(floor);
sec = P_PointInSector(x, y);
}
}

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@ -254,11 +254,11 @@ bool SightCheck::PTR_SightTraverse (intercept_t *in)
if (portaldir != sector_t::floor && (open.portalflags & SO_TOPBACK) && !(open.portalflags & SO_TOPFRONT))
{
portals.Push({ in->frac, topslope, bottomslope, sector_t::ceiling, backsec->SkyBoxes[sector_t::ceiling]->Sector->PortalGroup });
portals.Push({ in->frac, topslope, bottomslope, sector_t::ceiling, backsec->GetOppositePortalGroup(sector_t::ceiling) });
}
if (portaldir != sector_t::ceiling && (open.portalflags & SO_BOTTOMBACK) && !(open.portalflags & SO_BOTTOMFRONT))
{
portals.Push({ in->frac, topslope, bottomslope, sector_t::floor, backsec->SkyBoxes[sector_t::floor]->Sector->PortalGroup });
portals.Push({ in->frac, topslope, bottomslope, sector_t::floor, backsec->GetOppositePortalGroup(sector_t::floor) });
}
}
if (lport)
@ -628,11 +628,11 @@ bool SightCheck::P_SightPathTraverse ()
// We also must check if the starting sector contains portals, and start sight checks in those as well.
if (portaldir != sector_t::floor && checkceiling && !lastsector->PortalBlocksSight(sector_t::ceiling))
{
portals.Push({ 0, topslope, bottomslope, sector_t::ceiling, lastsector->SkyBoxes[sector_t::ceiling]->Sector->PortalGroup });
portals.Push({ 0, topslope, bottomslope, sector_t::ceiling, lastsector->GetOppositePortalGroup(sector_t::ceiling) });
}
if (portaldir != sector_t::ceiling && checkfloor && !lastsector->PortalBlocksSight(sector_t::floor))
{
portals.Push({ 0, topslope, bottomslope, sector_t::floor, lastsector->SkyBoxes[sector_t::floor]->Sector->PortalGroup });
portals.Push({ 0, topslope, bottomslope, sector_t::floor, lastsector->GetOppositePortalGroup(sector_t::floor) });
}
x1 -= bmaporgx;

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@ -112,10 +112,9 @@ static void GetPortalTransition(DVector3 &pos, sector_t *&sec)
while (!sec->PortalBlocksMovement(sector_t::ceiling))
{
AActor *port = sec->SkyBoxes[sector_t::ceiling];
if (pos.Z > port->specialf1)
if (pos.Z > sec->GetPortalPlaneZ(sector_t::ceiling))
{
pos += port->Scale;
pos += sec->GetPortalDisplacement(sector_t::ceiling);
sec = P_PointInSector(pos);
moved = true;
}
@ -125,10 +124,9 @@ static void GetPortalTransition(DVector3 &pos, sector_t *&sec)
{
while (!sec->PortalBlocksMovement(sector_t::floor))
{
AActor *port = sec->SkyBoxes[sector_t::floor];
if (pos.Z <= port->specialf1)
if (pos.Z <= sec->GetPortalPlaneZ(sector_t::floor))
{
pos += port->Scale;
pos += sec->GetPortalDisplacement(sector_t::floor);
sec = P_PointInSector(pos);
}
else break;
@ -208,18 +206,17 @@ bool Trace(const DVector3 &start, sector_t *sector, const DVector3 &direction, d
void FTraceInfo::EnterSectorPortal(FPathTraverse &pt, int position, double frac, sector_t *entersec)
{
AActor *portal = entersec->SkyBoxes[position];
DVector2 displacement = entersec->GetPortalDisplacement(position);;
double enterdist = MaxDist * frac;
DVector3 exit = Start + enterdist * Vec;
DVector3 enter = exit + portal->Scale;
DVector3 enter = exit + displacement;
Start += portal->Scale;
Start += displacement;
CurSector = P_PointInSector(enter);
inshootthrough = true;
startfrac = frac;
EnterDist = enterdist;
pt.PortalRelocate(portal, ptflags, frac);
pt.PortalRelocate(entersec->SkyBoxes[position], ptflags, frac);
if ((TraceFlags & TRACE_ReportPortals) && TraceCallback != NULL)
{
@ -763,7 +760,7 @@ bool FTraceInfo::TraceTraverse (int ptflags)
if (Vec.Z < 0 && !CurSector->PortalBlocksMovement(sector_t::floor))
{
// calculate position where the portal is crossed
double portz = CurSector->SkyBoxes[sector_t::floor]->specialf1;
double portz = CurSector->GetPortalPlaneZ(sector_t::floor);
if (hit.Z < portz && limitz > portz)
{
limitz = portz;
@ -775,7 +772,7 @@ bool FTraceInfo::TraceTraverse (int ptflags)
else if (Vec.Z > 0 && !CurSector->PortalBlocksMovement(sector_t::ceiling))
{
// calculate position where the portal is crossed
double portz = CurSector->SkyBoxes[sector_t::ceiling]->specialf1;
double portz = CurSector->GetPortalPlaneZ(sector_t::ceiling);
if (hit.Z > portz && limitz < portz)
{
limitz = portz;

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@ -1050,8 +1050,8 @@ void P_CreateLinkedPortals()
}
if (sectors[i].PortalIsLinked(sector_t::ceiling) && sectors[i].PortalIsLinked(sector_t::floor))
{
double cz = sectors[i].SkyBoxes[sector_t::ceiling]->specialf1;
double fz = sectors[i].SkyBoxes[sector_t::floor]->specialf1;
double cz = sectors[i].GetPortalPlaneZ(sector_t::ceiling);
double fz = sectors[i].GetPortalPlaneZ(sector_t::floor);
if (cz < fz)
{
// This is a fatal condition. We have to remove one of the two portals. Choose the one that doesn't match the current plane
@ -1162,22 +1162,22 @@ bool P_CollectConnectedGroups(int startgroup, const DVector3 &position, double u
{
sector_t *sec = P_PointInSector(position);
sector_t *wsec = sec;
while (!wsec->PortalBlocksMovement(sector_t::ceiling) && upperz > wsec->SkyBoxes[sector_t::ceiling]->specialf1)
while (!wsec->PortalBlocksMovement(sector_t::ceiling) && upperz > wsec->GetPortalPlaneZ(sector_t::ceiling))
{
sector_t *othersec = wsec->SkyBoxes[sector_t::ceiling]->Sector;
DVector2 pos = Displacements.getOffset(startgroup, othersec->PortalGroup) + position;
processMask.setBit(othersec->PortalGroup);
out.Add(othersec->PortalGroup | FPortalGroupArray::UPPER);
int othergroup = wsec->GetOppositePortalGroup(sector_t::ceiling);
DVector2 pos = Displacements.getOffset(startgroup, othergroup) + position;
processMask.setBit(othergroup);
out.Add(othergroup | FPortalGroupArray::UPPER);
wsec = P_PointInSector(pos); // get upper sector at the exact spot we want to check and repeat
retval = true;
}
wsec = sec;
while (!wsec->PortalBlocksMovement(sector_t::floor) && position.Z < wsec->SkyBoxes[sector_t::floor]->specialf1)
while (!wsec->PortalBlocksMovement(sector_t::floor) && position.Z < wsec->GetPortalPlaneZ(sector_t::floor))
{
sector_t *othersec = wsec->SkyBoxes[sector_t::floor]->Sector;
DVector2 pos = Displacements.getOffset(startgroup, othersec->PortalGroup) + position;
processMask.setBit(othersec->PortalGroup | FPortalGroupArray::LOWER);
out.Add(othersec->PortalGroup);
int othergroup = wsec->GetOppositePortalGroup(sector_t::floor);
DVector2 pos = Displacements.getOffset(startgroup, othergroup) + position;
processMask.setBit(othergroup | FPortalGroupArray::LOWER);
out.Add(othergroup);
wsec = P_PointInSector(pos); // get lower sector at the exact spot we want to check and repeat
retval = true;
}
@ -1204,9 +1204,9 @@ bool P_CollectConnectedGroups(int startgroup, const DVector3 &position, double u
sector_t *sec = s ? ld->backsector : ld->frontsector;
if (sec && !(sec->PortalBlocksMovement(sector_t::ceiling)))
{
if (sec->SkyBoxes[sector_t::ceiling]->specialf1 < upperz)
if (sec->GetPortalPlaneZ(sector_t::ceiling) < upperz)
{
int grp = sec->SkyBoxes[sector_t::ceiling]->Sector->PortalGroup;
int grp = sec->GetOppositePortalGroup(sector_t::ceiling);
if (!(processMask.getBit(grp)))
{
processMask.setBit(grp);
@ -1223,9 +1223,9 @@ bool P_CollectConnectedGroups(int startgroup, const DVector3 &position, double u
sector_t *sec = s ? ld->backsector : ld->frontsector;
if (sec && !(sec->PortalBlocksMovement(sector_t::floor)))
{
if (sec->SkyBoxes[sector_t::floor]->specialf1 > position.Z)
if (sec->GetPortalPlaneZ(sector_t::floor) > position.Z)
{
int grp = sec->SkyBoxes[sector_t::floor]->Sector->PortalGroup;
int grp = sec->GetOppositePortalGroup(sector_t::floor);
if (!(processMask.getBit(grp)))
{
processMask.setBit(grp);

View File

@ -964,7 +964,7 @@ public:
bool PortalBlocksView(int plane)
{
if (SkyBoxes[plane] == NULL) return true;
if (SkyBoxes[plane]->special1 != SKYBOX_LINKEDPORTAL) return false;
if (GetPortalType(plane) != SKYBOX_LINKEDPORTAL) return false;
return !!(planes[plane].Flags & (PLANEF_NORENDER | PLANEF_DISABLED | PLANEF_OBSTRUCTED));
}
@ -985,7 +985,28 @@ public:
bool PortalIsLinked(int plane)
{
return (SkyBoxes[plane] != NULL && SkyBoxes[plane]->special1 == SKYBOX_LINKEDPORTAL);
return (SkyBoxes[plane] != NULL && GetPortalType(plane) == SKYBOX_LINKEDPORTAL);
}
// These intentionally do not validate the SkyBoxes pointers.
double GetPortalPlaneZ(int plane)
{
return SkyBoxes[plane]->specialf1;
}
DVector2 GetPortalDisplacement(int plane)
{
return SkyBoxes[plane]->Scale;
}
int GetPortalType(int plane)
{
return SkyBoxes[plane]->special1;
}
int GetOppositePortalGroup(int plane)
{
return SkyBoxes[plane]->Sector->PortalGroup;
}
void SetVerticesDirty()

View File

@ -694,10 +694,9 @@ void R_InterpolateView (player_t *player, double Frac, InterpolationViewer *ivie
bool moved = false;
while (!viewsector->PortalBlocksMovement(sector_t::ceiling))
{
AActor *point = viewsector->SkyBoxes[sector_t::ceiling];
if (ViewPos.Z > point->specialf1)
if (ViewPos.Z > viewsector->GetPortalPlaneZ(sector_t::ceiling))
{
ViewPos += point->Scale;
ViewPos += viewsector->GetPortalDisplacement(sector_t::ceiling);
viewsector = R_PointInSubsector(ViewPos)->sector;
moved = true;
}
@ -707,10 +706,9 @@ void R_InterpolateView (player_t *player, double Frac, InterpolationViewer *ivie
{
while (!viewsector->PortalBlocksMovement(sector_t::floor))
{
AActor *point = viewsector->SkyBoxes[sector_t::floor];
if (ViewPos.Z < point->specialf1)
if (ViewPos.Z < viewsector->GetPortalPlaneZ(sector_t::floor))
{
ViewPos += point->Scale;
ViewPos += viewsector->GetPortalDisplacement(sector_t::floor);
viewsector = R_PointInSubsector(ViewPos)->sector;
moved = true;
}

File diff suppressed because it is too large Load Diff

View File

@ -56,6 +56,7 @@ static FxExpression *ParseRandom(FScanner &sc, FName identifier, PClassActor *cl
static FxExpression *ParseRandomPick(FScanner &sc, FName identifier, PClassActor *cls);
static FxExpression *ParseRandom2(FScanner &sc, PClassActor *cls);
static FxExpression *ParseAbs(FScanner &sc, PClassActor *cls);
static FxExpression *ParseAtan2(FScanner &sc, FName identifier, PClassActor *cls);
static FxExpression *ParseMinMax(FScanner &sc, FName identifier, PClassActor *cls);
static FxExpression *ParseClamp(FScanner &sc, PClassActor *cls);
@ -386,6 +387,9 @@ static FxExpression *ParseExpression0 (FScanner &sc, PClassActor *cls)
return ParseClamp(sc, cls);
case NAME_Abs:
return ParseAbs(sc, cls);
case NAME_ATan2:
case NAME_VectorAngle:
return ParseAtan2(sc, identifier, cls);
default:
args = new FArgumentList;
func = dyn_cast<PFunction>(cls->Symbols.FindSymbol(identifier, true));
@ -511,6 +515,15 @@ static FxExpression *ParseAbs(FScanner &sc, PClassActor *cls)
return new FxAbs(x);
}
static FxExpression *ParseAtan2(FScanner &sc, FName identifier, PClassActor *cls)
{
FxExpression *a = ParseExpressionM(sc, cls);
sc.MustGetToken(',');
FxExpression *b = ParseExpressionM(sc, cls);
sc.MustGetToken(')');
return identifier == NAME_ATan2 ? new FxATan2(a, b, sc) : new FxATan2(b, a, sc);
}
static FxExpression *ParseMinMax(FScanner &sc, FName identifier, PClassActor *cls)
{
TArray<FxExpression*> list;

View File

@ -623,6 +623,27 @@ public:
//
//==========================================================================
class FxATan2 : public FxExpression
{
FxExpression *yval, *xval;
public:
FxATan2(FxExpression *y, FxExpression *x, const FScriptPosition &pos);
~FxATan2();
FxExpression *Resolve(FCompileContext&);
ExpEmit Emit(VMFunctionBuilder *build);
private:
ExpEmit ToReg(VMFunctionBuilder *build, FxExpression *val);
};
//==========================================================================
//
//
//
//==========================================================================
class FxMinMax : public FxExpression
{
TDeletingArray<FxExpression *> choices;
@ -860,6 +881,7 @@ public:
ExpEmit Emit(VMFunctionBuilder *build, bool tailcall);
bool CheckEmitCast(VMFunctionBuilder *build, bool returnit, ExpEmit &reg);
unsigned GetArgCount() const { return ArgList == NULL ? 0 : ArgList->Size(); }
PFunction *GetFunction() const { return Function; }
VMFunction *GetVMFunction() const { return Function->Variants[0].Implementation; }
bool IsDirectFunction();
};

View File

@ -1991,6 +1991,99 @@ ExpEmit FxAbs::Emit(VMFunctionBuilder *build)
return out;
}
//==========================================================================
//
//
//
//==========================================================================
FxATan2::FxATan2(FxExpression *y, FxExpression *x, const FScriptPosition &pos)
: FxExpression(pos)
{
yval = y;
xval = x;
}
//==========================================================================
//
//
//
//==========================================================================
FxATan2::~FxATan2()
{
SAFE_DELETE(yval);
SAFE_DELETE(xval);
}
//==========================================================================
//
//
//
//==========================================================================
FxExpression *FxATan2::Resolve(FCompileContext &ctx)
{
CHECKRESOLVED();
SAFE_RESOLVE(yval, ctx);
SAFE_RESOLVE(xval, ctx);
if (!yval->IsNumeric() || !xval->IsNumeric())
{
ScriptPosition.Message(MSG_ERROR, "numeric value expected for parameter");
delete this;
return NULL;
}
if (yval->isConstant() && xval->isConstant())
{
double y = static_cast<FxConstant *>(yval)->GetValue().GetFloat();
double x = static_cast<FxConstant *>(xval)->GetValue().GetFloat();
FxExpression *z = new FxConstant(g_atan2(y, x) * (180 / M_PI), ScriptPosition);
delete this;
return z;
}
if (yval->ValueType->GetRegType() != REGT_FLOAT && !yval->isConstant())
{
yval = new FxFloatCast(yval);
}
if (xval->ValueType->GetRegType() != REGT_FLOAT && !xval->isConstant())
{
xval = new FxFloatCast(xval);
}
ValueType = TypeFloat64;
return this;
}
//==========================================================================
//
//
//
//==========================================================================
ExpEmit FxATan2::Emit(VMFunctionBuilder *build)
{
ExpEmit yreg = ToReg(build, yval);
ExpEmit xreg = ToReg(build, xval);
yreg.Free(build);
xreg.Free(build);
ExpEmit out(build, REGT_FLOAT);
build->Emit(OP_ATAN2, out.RegNum, yreg.RegNum, xreg.RegNum);
return out;
}
//==========================================================================
//
// The atan2 opcode only takes registers as parameters, so any constants
// must be loaded into registers first.
//
//==========================================================================
ExpEmit FxATan2::ToReg(VMFunctionBuilder *build, FxExpression *val)
{
if (val->isConstant())
{
ExpEmit reg(build, REGT_FLOAT);
build->Emit(OP_LKF, reg.RegNum, build->GetConstantFloat(static_cast<FxConstant*>(val)->GetValue().GetFloat()));
return reg;
}
return val->Emit(build);
}
//==========================================================================
//
//
@ -3751,7 +3844,7 @@ VMFunction *FxReturnStatement::GetDirectFunction()
// then it can be a "direct" function. That is, the DECORATE
// definition can call that function directly without wrapping
// it inside VM code.
if (Call != NULL && Call->GetArgCount() == 0)
if (Call != NULL && Call->GetArgCount() == 0 && (Call->GetFunction()->Flags & VARF_Action))
{
return Call->GetVMFunction();
}

View File

@ -473,7 +473,7 @@ static void ParseNativeFunction(FScanner &sc, PClassActor *cls)
FScriptPosition::ErrorCounter++;
}
// Read the type and make sure it's int or float.
// Read the type and make sure it's acceptable.
sc.MustGetAnyToken();
switch (sc.TokenType)
{
@ -490,6 +490,9 @@ static void ParseNativeFunction(FScanner &sc, PClassActor *cls)
rets.Push(TypeState);
break;
case TK_Void:
break;
case TK_Identifier:
rets.Push(NewPointer(RUNTIME_CLASS(DObject)));
// Todo: Object type

View File

@ -476,7 +476,7 @@ static int print_reg(FILE *out, int col, int arg, int mode, int immshift, const
case MODE_KF:
if (func != NULL)
{
return col+printf_wrapper(out, "%g", func->KonstF[arg]);
return col+printf_wrapper(out, "%#g", func->KonstF[arg]);
}
return col+printf_wrapper(out, "kf%d", arg);
case MODE_KS:

View File

@ -1039,6 +1039,11 @@ begin:
reg.f[a] = reg.f[B] > konstf[C] ? reg.f[B] : konstf[C];
NEXTOP;
OP(ATAN2):
ASSERTF(a); ASSERTF(B); ASSERTF(C);
reg.f[a] = g_atan2(reg.f[B], reg.f[C]) * (180 / M_PI);
NEXTOP;
OP(FLOP):
ASSERTF(a); ASSERTF(B);
fb = reg.f[B];

View File

@ -174,6 +174,7 @@ xx(MINF_RR, min, RFRFRF), // fA = min(fB),fkC)
xx(MINF_RK, min, RFRFKF),
xx(MAXF_RR, max, RFRFRF), // fA = max(fB),fkC)
xx(MAXF_RK, max, RFRFKF),
xx(ATAN2, atan2, RFRFRF), // fA = atan2(fB,fC), result is in degrees
xx(FLOP, flop, RFRFI8), // fA = f(fB), where function is selected by C
xx(EQF_R, beq, CFRR), // if ((fB == fkC) != (A & 1)) then pc++
xx(EQF_K, beq, CFRK),

View File

@ -110,7 +110,7 @@ ACTOR Actor native //: Thinker
action native A_Die(name damagetype = "none");
action native A_Detonate();
action native A_Mushroom(class<Actor> spawntype = "FatShot", int numspawns = 0, int flags = 0, float vrange = 4.0, float hrange = 0.5);
action native bool A_CallSpecial(int special, int arg1=0, int arg2=0, int arg3=0, int arg4=0, int arg5=0);
native bool A_CallSpecial(int special, int arg1=0, int arg2=0, int arg3=0, int arg4=0, int arg5=0);
action native A_SetFloorClip();
action native A_UnSetFloorClip();
@ -127,7 +127,7 @@ ACTOR Actor native //: Thinker
action native A_NoGravity();
action native A_Gravity();
action native A_LowGravity();
action native A_SetGravity(float gravity);
native void A_SetGravity(float gravity);
action native A_Fall();
action native A_SetSolid();
action native A_UnsetSolid();
@ -168,7 +168,7 @@ ACTOR Actor native //: Thinker
action native A_ClearSoundTarget();
action native A_FireAssaultGun();
action native A_CheckTerrain();
action native A_FaceConsolePlayer(float MaxTurnAngle = 0); // [TP]
action native A_FaceConsolePlayer(float MaxTurnAngle = 0); // [TP] no-op
action native A_MissileAttack();
action native A_MeleeAttack();
@ -176,71 +176,71 @@ ACTOR Actor native //: Thinker
action native A_BulletAttack();
action native A_WolfAttack(int flags = 0, sound whattoplay = "weapons/pistol", float snipe = 1.0, int maxdamage = 64, int blocksize = 128, int pointblank = 2, int longrange = 4, float runspeed = 160.0, class<Actor> pufftype = "BulletPuff");
action native A_PlaySound(sound whattoplay = "weapons/pistol", int slot = CHAN_BODY, float volume = 1.0, bool looping = false, float attenuation = ATTN_NORM);
action native A_PlayWeaponSound(sound whattoplay);
native void A_PlayWeaponSound(sound whattoplay);
action native A_FLoopActiveSound();
action native A_LoopActiveSound();
action native A_StopSound(int slot = CHAN_VOICE); // Bad default but that's what is originally was...
action native A_PlaySoundEx(sound whattoplay, coerce name slot, bool looping = false, int attenuation = 0);
action native A_StopSoundEx(coerce name slot);
action native A_SeekerMissile(int threshold, int turnmax, int flags = 0, int chance = 50, int distance = 10);
action native state A_Jump(int chance = 256, state label, ...);
action native A_CustomMissile(class<Actor> missiletype, float spawnheight = 32, float spawnofs_xy = 0, float angle = 0, int flags = 0, float pitch = 0, int ptr = AAPTR_TARGET);
action native A_CustomBulletAttack(float/*angle*/ spread_xy, float/*angle*/ spread_z, int numbullets, int damageperbullet, class<Actor> pufftype = "BulletPuff", float range = 0, int flags = 0, int ptr = AAPTR_TARGET);
action native A_CustomRailgun(int damage, int spawnofs_xy = 0, color color1 = "", color color2 = "", int flags = 0, int aim = 0, float maxdiff = 0, class<Actor> pufftype = "BulletPuff", float/*angle*/ spread_xy = 0, float/*angle*/ 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);
action native state A_JumpIfHealthLower(int health, state label, int ptr_selector = AAPTR_DEFAULT);
action native state A_JumpIfCloser(float distance, state label, bool noz = false);
action native state A_JumpIfTracerCloser(float distance, state label, bool noz = false);
action native state A_JumpIfMasterCloser(float distance, state label, bool noz = false);
action native state A_JumpIfTargetOutsideMeleeRange(state label);
action native state A_JumpIfTargetInsideMeleeRange(state label);
action native state A_JumpIfInventory(class<Inventory> itemtype, int itemamount, state label, int owner = AAPTR_DEFAULT);
action native state A_JumpIfArmorType(name Type, state label, int amount = 1);
action native bool A_GiveInventory(class<Inventory> itemtype, int amount = 0, int giveto = AAPTR_DEFAULT);
action native bool A_TakeInventory(class<Inventory> itemtype, int amount = 0, int flags = 0, int giveto = AAPTR_DEFAULT);
native void A_PlaySoundEx(sound whattoplay, coerce name slot, bool looping = false, int attenuation = 0);
native void A_StopSoundEx(coerce name slot);
native void A_SeekerMissile(int threshold, int turnmax, int flags = 0, int chance = 50, int distance = 10);
native state A_Jump(int chance = 256, state label, ...);
native void A_CustomMissile(class<Actor> missiletype, float spawnheight = 32, float spawnofs_xy = 0, float angle = 0, int flags = 0, float pitch = 0, int ptr = AAPTR_TARGET);
native void A_CustomBulletAttack(float/*angle*/ spread_xy, float/*angle*/ spread_z, int numbullets, int damageperbullet, class<Actor> pufftype = "BulletPuff", float range = 0, int flags = 0, int ptr = AAPTR_TARGET);
native void A_CustomRailgun(int damage, int spawnofs_xy = 0, color color1 = "", color color2 = "", int flags = 0, int aim = 0, float maxdiff = 0, class<Actor> pufftype = "BulletPuff", float/*angle*/ spread_xy = 0, float/*angle*/ 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);
native state A_JumpIfHealthLower(int health, state label, int ptr_selector = AAPTR_DEFAULT);
native state A_JumpIfCloser(float distance, state label, bool noz = false);
native state A_JumpIfTracerCloser(float distance, state label, bool noz = false);
native state A_JumpIfMasterCloser(float distance, state label, bool noz = false);
native state A_JumpIfTargetOutsideMeleeRange(state label);
native state A_JumpIfTargetInsideMeleeRange(state label);
native state A_JumpIfInventory(class<Inventory> itemtype, int itemamount, state label, int owner = AAPTR_DEFAULT);
native state A_JumpIfArmorType(name Type, state label, int amount = 1);
native bool A_GiveInventory(class<Inventory> itemtype, int amount = 0, int giveto = AAPTR_DEFAULT);
native bool A_TakeInventory(class<Inventory> itemtype, int amount = 0, int flags = 0, int giveto = AAPTR_DEFAULT);
action native bool A_SpawnItem(class<Actor> itemtype = "Unknown", float distance = 0, float zheight = 0, bool useammo = true, bool transfer_translation = false);
action native bool A_SpawnItemEx(class<Actor> itemtype, float xofs = 0, float yofs = 0, float zofs = 0, float xvel = 0, float yvel = 0, float zvel = 0, float angle = 0, int flags = 0, int failchance = 0, int tid=0);
action native A_Print(string whattoprint, float time = 0, name fontname = "");
action native A_PrintBold(string whattoprint, float time = 0, name fontname = "");
action native A_Log(string whattoprint);
action native A_LogInt(int whattoprint);
action native A_LogFloat(float whattoprint);
action native A_SetTranslucent(float alpha, int style = 0);
native bool A_SpawnItemEx(class<Actor> itemtype, float xofs = 0, float yofs = 0, float zofs = 0, float xvel = 0, float yvel = 0, float zvel = 0, float angle = 0, int flags = 0, int failchance = 0, int tid=0);
native void A_Print(string whattoprint, float time = 0, name fontname = "");
native void A_PrintBold(string whattoprint, float time = 0, name fontname = "");
native void A_Log(string whattoprint);
native void A_LogInt(int whattoprint);
native void A_LogFloat(float whattoprint);
native void A_SetTranslucent(float alpha, int style = 0);
action native A_FadeIn(float reduce = 0.1, int flags = 0);
action native A_FadeOut(float reduce = 0.1, int flags = 1); //bool remove == true
action native A_FadeTo(float target, float amount = 0.1, int flags = 0);
action native A_SetScale(float scalex, float scaley = 0, int ptr = AAPTR_DEFAULT, bool usezero = false);
action native A_SetMass(int mass);
action native A_SpawnDebris(class<Actor> spawntype, bool transfer_translation = false, float mult_h = 1, float mult_v = 1);
action native A_SpawnParticle(color color1, int flags = 0, int lifetime = 35, int size = 1, float angle = 0, float xoff = 0, float yoff = 0, float zoff = 0, float velx = 0, float vely = 0, float velz = 0, float accelx = 0, float accely = 0, float accelz = 0, float startalphaf = 1, float fadestepf = -1);
action native state A_CheckSight(state label);
action native A_ExtChase(bool usemelee, bool usemissile, bool playactive = true, bool nightmarefast = false);
action native A_DropInventory(class<Inventory> itemtype);
action native A_SetBlend(color color1, float alpha, int tics, color color2 = "");
action native A_ChangeFlag(string flagname, bool value);
action native state A_CheckFlag(string flagname, state label, int check_pointer = AAPTR_DEFAULT);
action native state A_JumpIf(bool expression, state label);
native void A_FadeTo(float target, float amount = 0.1, int flags = 0);
native void A_SetScale(float scalex, float scaley = 0, int ptr = AAPTR_DEFAULT, bool usezero = false);
native void A_SetMass(int mass);
native void A_SpawnDebris(class<Actor> spawntype, bool transfer_translation = false, float mult_h = 1, float mult_v = 1);
native void A_SpawnParticle(color color1, int flags = 0, int lifetime = 35, int size = 1, float angle = 0, float xoff = 0, float yoff = 0, float zoff = 0, float velx = 0, float vely = 0, float velz = 0, float accelx = 0, float accely = 0, float accelz = 0, float startalphaf = 1, float fadestepf = -1);
native state A_CheckSight(state label);
native void A_ExtChase(bool usemelee, bool usemissile, bool playactive = true, bool nightmarefast = false);
native void A_DropInventory(class<Inventory> itemtype);
native void A_SetBlend(color color1, float alpha, int tics, color color2 = "");
native void A_ChangeFlag(string flagname, bool value);
native state A_CheckFlag(string flagname, state label, int check_pointer = AAPTR_DEFAULT);
native state A_JumpIf(bool expression, state label);
action native A_RaiseMaster(bool copy = 0);
action native A_RaiseChildren(bool copy = 0);
action native A_RaiseSiblings(bool copy = 0);
action native state A_CheckFloor(state label);
action native state A_CheckCeiling(state label);
action native state A_PlayerSkinCheck(state label);
action native A_BasicAttack(int meleedamage, sound meleesound, class<actor> missiletype, float missileheight);
native state A_CheckFloor(state label);
native state A_CheckCeiling(state label);
native state A_PlayerSkinCheck(state label);
native void A_BasicAttack(int meleedamage, sound meleesound, class<actor> missiletype, float missileheight);
action native state, bool A_Teleport(state teleportstate = "", class<SpecialSpot> targettype = "BossSpot", class<Actor> fogtype = "TeleportFog", int flags = 0, float mindist = 0, float maxdist = 0, int ptr = AAPTR_DEFAULT);
action native state, bool A_Warp(int ptr_destination, float xofs = 0, float yofs = 0, float zofs = 0, float angle = 0, int flags = 0, state success_state = "", float heightoffset = 0, float radiusoffset = 0, float pitch = 0);
action native bool A_ThrowGrenade(class<Actor> itemtype, float zheight = 0, float xyvel = 0, float zvel = 0, bool useammo = true);
action native A_Weave(int xspeed, int yspeed, float xdist, float ydist);
native void A_Weave(int xspeed, int yspeed, float xdist, float ydist);
action native A_Recoil(float xyvel);
action native state A_JumpIfInTargetInventory(class<Inventory> itemtype, int amount, state label, int forward_ptr = AAPTR_DEFAULT);
action native bool A_GiveToTarget(class<Inventory> itemtype, int amount = 0, int forward_ptr = AAPTR_DEFAULT);
action native bool A_TakeFromTarget(class<Inventory> itemtype, int amount = 0, int flags = 0, int forward_ptr = AAPTR_DEFAULT);
action native int A_RadiusGive(class<Inventory> itemtype, float distance, int flags, int amount = 0, class<Actor> filter = "None", name species = "None", int mindist = 0);
action native state A_CheckSpecies(state jump, name species = "", int ptr = AAPTR_DEFAULT);
action native A_CountdownArg(int argnum, state targstate = "");
native void A_Recoil(float xyvel);
native state A_JumpIfInTargetInventory(class<Inventory> itemtype, int amount, state label, int forward_ptr = AAPTR_DEFAULT);
native bool A_GiveToTarget(class<Inventory> itemtype, int amount = 0, int forward_ptr = AAPTR_DEFAULT);
native bool A_TakeFromTarget(class<Inventory> itemtype, int amount = 0, int flags = 0, int forward_ptr = AAPTR_DEFAULT);
native int A_RadiusGive(class<Inventory> itemtype, float distance, int flags, int amount = 0, class<Actor> filter = "None", name species = "None", int mindist = 0);
native state A_CheckSpecies(state jump, name species = "", int ptr = AAPTR_DEFAULT);
native void A_CountdownArg(int argnum, state targstate = "");
action native A_CustomMeleeAttack(int damage = 0, sound meleesound = "", sound misssound = "", name damagetype = "none", bool bleed = true);
action native A_CustomComboAttack(class<Actor> missiletype, float spawnheight, int damage, sound meleesound = "", name damagetype = "none", bool bleed = true);
action native A_Burst(class<Actor> chunktype);
native void A_CustomComboAttack(class<Actor> missiletype, float spawnheight, int damage, sound meleesound = "", name damagetype = "none", bool bleed = true);
native void A_Burst(class<Actor> chunktype);
action native A_Blast(int flags = 0, float strength = 255, float radius = 255, float speed = 20, class<Actor> blasteffect = "BlastEffect", sound blastsound = "BlastRadius");
action native A_RadiusThrust(int force = 128, int distance = -1, int flags = RTF_AFFECTSOURCE, int fullthrustdistance = 0);
action native A_Explode(int damage = -1, int distance = -1, int flags = XF_HURTSOURCE, bool alert = false, int fulldamagedistance = 0, int nails = 0, int naildamage = 10, class<Actor> pufftype = "BulletPuff");
@ -252,10 +252,10 @@ ACTOR Actor native //: Thinker
action native A_LookEx(int flags = 0, float minseedist = 0, float maxseedist = 0, float maxheardist = 0, float fov = 0, state label = "");
action native A_ClearLastHeard();
action native A_ClearTarget();
action native state A_CheckLOF(state jump, int flags = 0, float range = 0, float minrange = 0, float angle = 0, float pitch = 0, float offsetheight = 0, float offsetwidth = 0, int ptr_target = AAPTR_DEFAULT, float offsetforward = 0);
action native state A_JumpIfTargetInLOS (state label, float/*angle*/ fov = 0, int flags = 0, float dist_max = 0, float dist_close = 0);
action native state A_JumpIfInTargetLOS (state label, float/*angle*/ fov = 0, int flags = 0, float dist_max = 0, float dist_close = 0);
action native bool A_SelectWeapon(class<Weapon> whichweapon);
native state A_CheckLOF(state jump, int flags = 0, float range = 0, float minrange = 0, float angle = 0, float pitch = 0, float offsetheight = 0, float offsetwidth = 0, int ptr_target = AAPTR_DEFAULT, float offsetforward = 0);
native state A_JumpIfTargetInLOS (state label, float/*angle*/ fov = 0, int flags = 0, float dist_max = 0, float dist_close = 0);
native state A_JumpIfInTargetLOS (state label, float/*angle*/ fov = 0, int flags = 0, float dist_max = 0, float dist_close = 0);
native bool A_SelectWeapon(class<Weapon> whichweapon);
action native A_Punch();
action native A_Feathers();
action native A_ClassBossHealth();
@ -263,36 +263,36 @@ ACTOR Actor native //: Thinker
action native A_RocketInFlight();
action native A_Bang4Cloud();
action native A_DropFire();
action native A_GiveQuestItem(int itemno);
native void A_GiveQuestItem(int itemno);
action native A_RemoveForcefield();
action native A_DropWeaponPieces(class<Actor> p1, class<Actor> p2, class<Actor> p3);
native void A_DropWeaponPieces(class<Actor> p1, class<Actor> p2, class<Actor> p3);
action native A_PigPain ();
action native state A_MonsterRefire(int chance, state label);
action native A_SetAngle(float angle = 0, int flags = 0, int ptr = AAPTR_DEFAULT);
action native A_SetPitch(float pitch, int flags = 0, int ptr = AAPTR_DEFAULT);
action native A_SetRoll(float/*angle*/ roll, int flags = 0, int ptr = AAPTR_DEFAULT);
action native A_ScaleVelocity(float scale, int ptr = AAPTR_DEFAULT);
native state A_MonsterRefire(int chance, state label);
native void A_SetAngle(float angle = 0, int flags = 0, int ptr = AAPTR_DEFAULT);
native void A_SetPitch(float pitch, int flags = 0, int ptr = AAPTR_DEFAULT);
native void A_SetRoll(float/*angle*/ roll, int flags = 0, int ptr = AAPTR_DEFAULT);
native void A_ScaleVelocity(float scale, int ptr = AAPTR_DEFAULT);
action native A_ChangeVelocity(float x = 0, float y = 0, float z = 0, int flags = 0, int ptr = AAPTR_DEFAULT);
action native A_SetArg(int pos, int value);
action native A_SetUserVar(name varname, int value);
action native A_SetUserArray(name varname, int index, int value);
action native A_SetUserVarFloat(name varname, float value);
action native A_SetUserArrayFloat(name varname, int index, float value);
action native A_SetSpecial(int spec, int arg0 = 0, int arg1 = 0, int arg2 = 0, int arg3 = 0, int arg4 = 0);
action native A_Quake(int intensity, int duration, int damrad, int tremrad, sound sfx = "world/quake");
action native A_QuakeEx(int intensityX, int intensityY, int intensityZ, int duration, int damrad, int tremrad, sound sfx = "world/quake", int flags = 0, float mulWaveX = 1, float mulWaveY = 1, float mulWaveZ = 1, int falloff = 0, int highpoint = 0);
native void A_SetArg(int pos, int value);
native void A_SetUserVar(name varname, int value);
native void A_SetUserArray(name varname, int index, int value);
native void A_SetUserVarFloat(name varname, float value);
native void A_SetUserArrayFloat(name varname, int index, float value);
native void A_SetSpecial(int spec, int arg0 = 0, int arg1 = 0, int arg2 = 0, int arg3 = 0, int arg4 = 0);
native void A_Quake(int intensity, int duration, int damrad, int tremrad, sound sfx = "world/quake");
native void A_QuakeEx(int intensityX, int intensityY, int intensityZ, int duration, int damrad, int tremrad, sound sfx = "world/quake", int flags = 0, float mulWaveX = 1, float mulWaveY = 1, float mulWaveZ = 1, int falloff = 0, int highpoint = 0);
action native A_SetTics(int tics);
action native A_SetDamageType(name damagetype);
action native A_DropItem(class<Actor> item, int dropamount = -1, int chance = 256);
action native A_SetSpeed(float speed, int ptr = AAPTR_DEFAULT);
action native A_SetFloatSpeed(float speed, int ptr = AAPTR_DEFAULT);
action native A_SetPainThreshold(int threshold, int ptr = AAPTR_DEFAULT);
action native A_DamageSelf(int amount, name damagetype = "none", int flags = 0, class<Actor> filter = "None", name species = "None");
action native A_DamageTarget(int amount, name damagetype = "none", int flags = 0, class<Actor> filter = "None", name species = "None");
action native A_DamageMaster(int amount, name damagetype = "none", int flags = 0, class<Actor> filter = "None", name species = "None");
action native A_DamageTracer(int amount, name damagetype = "none", int flags = 0, class<Actor> filter = "None", name species = "None");
action native A_DamageChildren(int amount, name damagetype = "none", int flags = 0, class<Actor> filter = "None", name species = "None");
action native A_DamageSiblings(int amount, name damagetype = "none", int flags = 0, class<Actor> filter = "None", name species = "None");
native void A_SetDamageType(name damagetype);
native void A_DropItem(class<Actor> item, int dropamount = -1, int chance = 256);
native void A_SetSpeed(float speed, int ptr = AAPTR_DEFAULT);
native void A_SetFloatSpeed(float speed, int ptr = AAPTR_DEFAULT);
native void A_SetPainThreshold(int threshold, int ptr = AAPTR_DEFAULT);
native void A_DamageSelf(int amount, name damagetype = "none", int flags = 0, class<Actor> filter = "None", name species = "None");
native void A_DamageTarget(int amount, name damagetype = "none", int flags = 0, class<Actor> filter = "None", name species = "None");
native void A_DamageMaster(int amount, name damagetype = "none", int flags = 0, class<Actor> filter = "None", name species = "None");
native void A_DamageTracer(int amount, name damagetype = "none", int flags = 0, class<Actor> filter = "None", name species = "None");
native void A_DamageChildren(int amount, name damagetype = "none", int flags = 0, class<Actor> filter = "None", name species = "None");
native void A_DamageSiblings(int amount, name damagetype = "none", int flags = 0, class<Actor> filter = "None", name species = "None");
action native A_KillTarget(name damagetype = "none", int flags = 0, class<Actor> filter = "None", name species = "None");
action native A_KillMaster(name damagetype = "none", int flags = 0, class<Actor> filter = "None", name species = "None");
action native A_KillTracer(name damagetype = "none", int flags = 0, class<Actor> filter = "None", name species = "None");
@ -303,39 +303,39 @@ ACTOR Actor native //: Thinker
action native A_RemoveTracer(int flags = 0, class<Actor> filter = "None", name species = "None");
action native A_RemoveChildren(bool removeall = false, int flags = 0, class<Actor> filter = "None", name species = "None");
action native A_RemoveSiblings(bool removeall = false, int flags = 0, class<Actor> filter = "None", name species = "None");
action native A_Remove(int removee, int flags = 0, class<Actor> filter = "None", name species = "None");
action native int A_GiveToChildren(class<Inventory> itemtype, int amount = 0);
action native int A_GiveToSiblings(class<Inventory> itemtype, int amount = 0);
action native int A_TakeFromChildren(class<Inventory> itemtype, int amount = 0);
action native int A_TakeFromSiblings(class<Inventory> itemtype, int amount = 0);
action native A_SetTeleFog(class<Actor> oldpos, class<Actor> newpos);
native void A_Remove(int removee, int flags = 0, class<Actor> filter = "None", name species = "None");
native int A_GiveToChildren(class<Inventory> itemtype, int amount = 0);
native int A_GiveToSiblings(class<Inventory> itemtype, int amount = 0);
native int A_TakeFromChildren(class<Inventory> itemtype, int amount = 0);
native int A_TakeFromSiblings(class<Inventory> itemtype, int amount = 0);
native void A_SetTeleFog(class<Actor> oldpos, class<Actor> newpos);
action native A_SwapTeleFog();
action native A_SetFloatBobPhase(int bob);
action native A_SetHealth(int health, int ptr = AAPTR_DEFAULT);
native void A_SetFloatBobPhase(int bob);
native void A_SetHealth(int health, int ptr = AAPTR_DEFAULT);
action native A_ResetHealth(int ptr = AAPTR_DEFAULT);
action native state A_JumpIfHigherOrLower(state high, state low, float offsethigh = 0, float offsetlow = 0, bool includeHeight = true, int ptr = AAPTR_TARGET);
action native A_SetSpecies(name species, int ptr = AAPTR_DEFAULT);
action native A_SetRipperLevel(int level);
action native A_SetRipMin(int mininum);
action native A_SetRipMax(int maximum);
action native A_SetChaseThreshold(int threshold, bool def = false, int ptr = AAPTR_DEFAULT);
action native state A_CheckProximity(state jump, class<Actor> classname, float distance, int count = 1, int flags = 0, int ptr = AAPTR_DEFAULT);
action native state A_CheckBlock(state block, int flags = 0, int ptr = AAPTR_DEFAULT, float xofs = 0, float yofs = 0, float zofs = 0, float angle = 0);
action native state A_CheckSightOrRange(float distance, state label, bool two_dimension = false);
action native state A_CheckRange(float distance, state label, bool two_dimension = false);
native state A_JumpIfHigherOrLower(state high, state low, float offsethigh = 0, float offsetlow = 0, bool includeHeight = true, int ptr = AAPTR_TARGET);
native void A_SetSpecies(name species, int ptr = AAPTR_DEFAULT);
native void A_SetRipperLevel(int level);
native void A_SetRipMin(int mininum);
native void A_SetRipMax(int maximum);
native void A_SetChaseThreshold(int threshold, bool def = false, int ptr = AAPTR_DEFAULT);
native state A_CheckProximity(state jump, class<Actor> classname, float distance, int count = 1, int flags = 0, int ptr = AAPTR_DEFAULT);
native state A_CheckBlock(state block, int flags = 0, int ptr = AAPTR_DEFAULT, float xofs = 0, float yofs = 0, float zofs = 0, float angle = 0);
native state A_CheckSightOrRange(float distance, state label, bool two_dimension = false);
native state A_CheckRange(float distance, state label, bool two_dimension = false);
action native bool A_FaceMovementDirection(float offset = 0, float anglelimit = 0, float pitchlimit = 0, int flags = 0, int ptr = AAPTR_DEFAULT);
action native A_RearrangePointers(int newtarget, int newmaster = AAPTR_DEFAULT, int newtracer = AAPTR_DEFAULT, int flags=0);
action native A_TransferPointer(int ptr_source, int ptr_recepient, int sourcefield, int recepientfield=AAPTR_DEFAULT, int flags=0);
native void A_RearrangePointers(int newtarget, int newmaster = AAPTR_DEFAULT, int newtracer = AAPTR_DEFAULT, int flags=0);
native void A_TransferPointer(int ptr_source, int ptr_recepient, int sourcefield, int recepientfield=AAPTR_DEFAULT, int flags=0);
action native A_CopyFriendliness(int ptr_source = AAPTR_MASTER);
action native int ACS_NamedExecute(name script, int mapnum=0, int arg1=0, int arg2=0, int arg3=0);
action native int ACS_NamedSuspend(name script, int mapnum=0);
action native int ACS_NamedTerminate(name script, int mapnum=0);
action native int ACS_NamedLockedExecute(name script, int mapnum=0, int arg1=0, int arg2=0, int lock=0);
action native int ACS_NamedLockedExecuteDoor(name script, int mapnum=0, int arg1=0, int arg2=0, int lock=0);
action native int ACS_NamedExecuteWithResult(name script, int arg1=0, int arg2=0, int arg3=0, int arg4=0);
action native ACS_NamedExecuteAlways(name script, int mapnum=0, int arg1=0, int arg2=0, int arg3=0);
native int ACS_NamedExecute(name script, int mapnum=0, int arg1=0, int arg2=0, int arg3=0);
native int ACS_NamedSuspend(name script, int mapnum=0);
native int ACS_NamedTerminate(name script, int mapnum=0);
native int ACS_NamedLockedExecute(name script, int mapnum=0, int arg1=0, int arg2=0, int lock=0);
native int ACS_NamedLockedExecuteDoor(name script, int mapnum=0, int arg1=0, int arg2=0, int lock=0);
native int ACS_NamedExecuteWithResult(name script, int arg1=0, int arg2=0, int arg3=0, int arg4=0);
native void ACS_NamedExecuteAlways(name script, int mapnum=0, int arg1=0, int arg2=0, int arg3=0);
States
{

View File

@ -711,6 +711,7 @@ ACTOR BlasterPowered : Blaster
Weapon.AmmoUse 5
Weapon.AmmoGive 0
Weapon.SisterWeapon "Blaster"
Tag "$TAG_BLASTERP"
States
{
Fire:
@ -735,7 +736,6 @@ ACTOR BlasterFX1 : FastProjectile native
DeathSound "weapons/blasterhit"
+SPAWNSOUNDSOURCE
Obituary "$OB_MPPBLASTER"
Tag "$TAG_BLASTERP"
action native A_SpawnRippers();