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Added GAF_SWITCH to GetAngle, inverting the function to get the caller's angle on the pointer instead.
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3 changed files with 17 additions and 4 deletions
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@ -329,13 +329,19 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, GetDistance)
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// NON-ACTION function to get the angle in degrees (normalized to -180..180)
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//
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//==========================================================================
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enum GAFlags
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{
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GAF_RELATIVE = 1,
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GAF_SWITCH = 1 << 1,
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};
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DEFINE_ACTION_FUNCTION_PARAMS(AActor, GetAngle)
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{
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if (numret > 0)
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{
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assert(ret != NULL);
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PARAM_SELF_PROLOGUE(AActor);
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PARAM_BOOL(relative);
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PARAM_INT(flags);
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PARAM_INT_OPT(ptr) { ptr = AAPTR_TARGET; }
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AActor *target = COPY_AAPTR(self, ptr);
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@ -346,9 +352,10 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, GetAngle)
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}
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else
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{
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DVector3 diff = self->Vec3To(target);
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DVector3 diff = (flags & GAF_SWITCH) ? target->Vec3To(self) : self->Vec3To(target);
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DAngle angto = diff.Angle();
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if (relative) angto = deltaangle(self->Angles.Yaw, angto);
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DAngle yaw = (flags & GAF_SWITCH) ? target->Angles.Yaw : self->Angles.Yaw;
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if (flags & GAF_RELATIVE) angto = deltaangle(yaw, angto);
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ret->SetFloat(angto.Degrees);
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}
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return 1;
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@ -41,7 +41,7 @@ ACTOR Actor native //: Thinker
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native bool IsPointerEqual(int ptr_select1, int ptr_select2);
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native int CountInv(class<Inventory> itemtype, int ptr_select = AAPTR_DEFAULT);
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native float GetDistance(bool checkz, int ptr = AAPTR_DEFAULT);
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native float GetAngle(bool relative, int ptr = AAPTR_DEFAULT);
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native float GetAngle(int flags, int ptr = AAPTR_DEFAULT);
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native float GetZAt(float px = 0, float py = 0, float angle = 0, int flags = 0, int pick_pointer = AAPTR_DEFAULT);
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native int GetSpawnHealth();
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native int GetGibHealth();
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@ -652,3 +652,9 @@ enum
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BT_USER3 = 1<<23,
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BT_USER4 = 1<<24,
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};
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// Flags for GetAngle
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enum
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{
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GAF_RELATIVE = 1,
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GAF_SWITCH = 1 << 1,
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};
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