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This commit is contained in:
commit
b3a69e1df8
20 changed files with 135 additions and 76 deletions
52
src/actor.h
52
src/actor.h
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@ -807,11 +807,6 @@ public:
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return (flags & MF_COUNTKILL) && !(flags & MF_FRIENDLY);
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}
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PalEntry GetBloodColor() const
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{
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return GetClass()->BloodColor;
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}
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// These also set CF_INTERPVIEW for players.
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void SetPitch(DAngle p, bool interpolate, bool forceclamp = false);
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void SetAngle(DAngle ang, bool interpolate);
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@ -983,29 +978,42 @@ public:
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// NOTE: The first member variable *must* be snext.
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AActor *snext, **sprev; // links in sector (if needed)
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DVector3 __Pos; // double underscores so that it won't get used by accident. Access to this should be exclusively through the designated access functions.
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DVector3 OldRenderPos;
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DAngle SpriteAngle;
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DAngle SpriteRotation;
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DAngle VisibleStartAngle;
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DAngle VisibleStartPitch;
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DAngle VisibleEndAngle;
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DAngle VisibleEndPitch;
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DRotator Angles;
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DVector3 Vel;
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double Speed;
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double FloatSpeed;
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DVector2 Scale; // Scaling values; 1 is normal size
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double Alpha; // Since P_CheckSight makes an alpha check this can't be a float. It has to be a double.
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int sprite; // used to find patch_t and flip value
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uint8_t frame; // sprite frame to draw
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uint8_t effects; // [RH] see p_effect.h
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uint8_t fountaincolor; // Split out of 'effect' to have easier access.
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DVector2 Scale; // Scaling values; 1 is normal size
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FRenderStyle RenderStyle; // Style to draw this actor with
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ActorRenderFlags renderflags; // Different rendering flags
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FTextureID picnum; // Draw this instead of sprite if valid
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double Alpha; // Since P_CheckSight makes an alpha check this can't be a float. It has to be a double.
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DWORD fillcolor; // Color to draw when STYLE_Shaded
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DWORD Translation;
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ActorRenderFlags renderflags; // Different rendering flags
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ActorFlags flags;
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ActorFlags2 flags2; // Heretic flags
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ActorFlags3 flags3; // [RH] Hexen/Heretic actor-dependant behavior made flaggable
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ActorFlags4 flags4; // [RH] Even more flags!
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ActorFlags5 flags5; // OMG! We need another one.
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ActorFlags6 flags6; // Shit! Where did all the flags go?
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ActorFlags7 flags7; // WHO WANTS TO BET ON 8!?
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double Floorclip; // value to use for floor clipping
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double radius, Height; // for movement checking
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DAngle VisibleStartAngle;
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DAngle VisibleStartPitch;
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DAngle VisibleEndAngle;
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DAngle VisibleEndPitch;
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DVector3 OldRenderPos;
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DVector3 Vel;
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double Speed;
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double FloatSpeed;
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// interaction info
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FBlockNode *BlockNode; // links in blocks (if needed)
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@ -1019,7 +1027,6 @@ public:
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int floorterrain;
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struct sector_t *ceilingsector;
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FTextureID ceilingpic; // contacted sec ceilingpic
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double radius, Height; // for movement checking
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double renderradius;
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double projectilepassheight; // height for clipping projectile movement against this actor
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@ -1036,13 +1043,6 @@ public:
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int DamageVal;
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VMFunction *DamageFunc;
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int projectileKickback;
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ActorFlags flags;
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ActorFlags2 flags2; // Heretic flags
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ActorFlags3 flags3; // [RH] Hexen/Heretic actor-dependant behavior made flaggable
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ActorFlags4 flags4; // [RH] Even more flags!
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ActorFlags5 flags5; // OMG! We need another one.
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ActorFlags6 flags6; // Shit! Where did all the flags go?
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ActorFlags7 flags7; // WHO WANTS TO BET ON 8!?
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// [BB] If 0, everybody can see the actor, if > 0, only members of team (VisibleToTeam-1) can see it.
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DWORD VisibleToTeam;
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@ -1080,7 +1080,6 @@ public:
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TObjPtr<AActor> alternative; // (Un)Morphed actors stored here. Those with the MF_UNMORPHED flag are the originals.
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TObjPtr<AActor> tracer; // Thing being chased/attacked for tracers
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TObjPtr<AActor> master; // Thing which spawned this one (prevents mutual attacks)
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double Floorclip; // value to use for floor clipping
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int tid; // thing identifier
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int special; // special
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@ -1143,7 +1142,8 @@ public:
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BYTE smokecounter;
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BYTE FloatBobPhase;
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BYTE FriendPlayer; // [RH] Player # + 1 this friendly monster works for (so 0 is no player, 1 is player 0, etc)
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DWORD Translation;
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PalEntry BloodColor;
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DWORD BloodTranslation;
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// [RH] Stuff that used to be part of an Actor Info
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FSoundIDNoInit SeeSound;
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@ -125,6 +125,8 @@ public:
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int crouchsprite;
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int MaxHealth;
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int BonusHealth;
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int MugShotMaxHealth;
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int RunHealth;
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int PlayerFlags;
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@ -665,7 +665,7 @@ void GLSprite::Process(AActor* thing, sector_t * sector, int thruportal)
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bool isPicnumOverride = thing->picnum.isValid();
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// Don't waste time projecting sprites that are definitely not visible.
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if ((thing->sprite == 0 && !isPicnumOverride) || !thing->IsVisibleToPlayer() || !thing->IsInsideVisibleAngles())
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if ((thing->sprite == 0 && !isPicnumOverride) || !thing->IsVisibleToPlayer() || ((thing->renderflags & RF_MASKROTATION) && !thing->IsInsideVisibleAngles()))
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{
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return;
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}
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@ -295,7 +295,6 @@ void PClassActor::DeriveData(PClass *newclass)
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PClassActor *newa = static_cast<PClassActor *>(newclass);
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newa->DefaultStateUsage = DefaultStateUsage;
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newa->BloodColor = BloodColor;
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newa->distancecheck = distancecheck;
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newa->DropItems = DropItems;
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@ -290,8 +290,6 @@ public:
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TArray<PClassActor *> VisibleToPlayerClass;
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PalEntry BloodColor; // Colorized blood
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FDropItem *DropItems;
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FString SourceLumpName;
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FIntCVar *distancecheck;
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@ -1330,7 +1330,7 @@ static int CheckInventory (AActor *activator, const char *type, bool max)
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if (max)
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{
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if (activator->IsKindOf (RUNTIME_CLASS (APlayerPawn)))
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return static_cast<APlayerPawn *>(activator)->MaxHealth;
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return static_cast<APlayerPawn *>(activator)->GetMaxHealth();
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else
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return activator->SpawnHealth();
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}
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@ -3939,7 +3939,7 @@ int DLevelScript::GetActorProperty (int tid, int property)
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case APROP_Dormant: return !!(actor->flags2 & MF2_DORMANT);
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case APROP_SpawnHealth: if (actor->IsKindOf (RUNTIME_CLASS (APlayerPawn)))
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{
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return static_cast<APlayerPawn *>(actor)->MaxHealth;
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return static_cast<APlayerPawn *>(actor)->GetMaxHealth();
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}
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else
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{
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@ -2580,8 +2580,7 @@ static bool InitSpawnedItem(AActor *self, AActor *mo, int flags)
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else if (flags & SIXF_USEBLOODCOLOR)
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{
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// [XA] Use the spawning actor's BloodColor to translate the newly-spawned object.
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PalEntry bloodcolor = self->GetBloodColor();
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mo->Translation = TRANSLATION(TRANSLATION_Blood, bloodcolor.a);
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mo->Translation = self->BloodTranslation;
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}
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}
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if (flags & SIXF_TRANSFERPOINTERS)
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@ -640,6 +640,7 @@ bool EV_BuildStairs (int tag, DFloor::EStair type, line_t *line,
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floor->m_Delay = delay;
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floor->m_PauseTime = 0;
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floor->m_StepTime = floor->m_PerStepTime = persteptime;
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floor->m_Instant = false;
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floor->m_Crush = (usespecials & DFloor::stairCrush) ? 10 : -1; //jff 2/27/98 fix uninitialized crush field
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floor->m_Hexencrush = false;
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@ -755,6 +756,7 @@ bool EV_BuildStairs (int tag, DFloor::EStair type, line_t *line,
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//jff 2/27/98 fix uninitialized crush field
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floor->m_Crush = (!(usespecials & DFloor::stairUseSpecials) && speed == 4) ? 10 : -1; //jff 2/27/98 fix uninitialized crush field
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floor->m_Hexencrush = false;
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floor->m_Instant = false;
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floor->m_ResetCount = reset; // [RH] Tics until reset (0 if never)
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floor->m_OrgDist = sec->floorplane.fD(); // [RH] Height to reset to
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}
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@ -817,6 +819,7 @@ bool EV_DoDonut (int tag, line_t *line, double pillarspeed, double slimespeed)
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floor->m_Direction = 1;
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floor->m_Sector = s2;
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floor->m_Speed = slimespeed;
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floor->m_Instant = false;
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floor->m_Texture = s3->GetTexture(sector_t::floor);
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floor->m_NewSpecial.Clear();
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height = s3->FindHighestFloorPoint (&spot);
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@ -831,6 +834,7 @@ bool EV_DoDonut (int tag, line_t *line, double pillarspeed, double slimespeed)
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floor->m_Direction = -1;
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floor->m_Sector = s1;
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floor->m_Speed = pillarspeed;
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floor->m_Instant = false;
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height = s3->FindHighestFloorPoint (&spot);
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floor->m_FloorDestDist = s1->floorplane.PointToDist (spot, height);
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floor->StartFloorSound ();
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@ -253,6 +253,7 @@ void ClientObituary (AActor *self, AActor *inflictor, AActor *attacker, int dmgf
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}
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}
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if (message == nullptr) message = messagename; // fallback to defaults if possible.
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if (attacker == nullptr) attacker = self; // world
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if (attacker->player == nullptr) attacker = self; // for the message creation
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if (message != NULL && message[0] == '$')
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@ -4803,7 +4803,7 @@ void P_TraceBleed(int damage, const DVector3 &pos, AActor *actor, DAngle angle,
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{
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if (bleedtrace.HitType == TRACE_HitWall)
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{
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PalEntry bloodcolor = actor->GetBloodColor();
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PalEntry bloodcolor = actor->BloodColor;
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if (bloodcolor != 0)
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{
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bloodcolor.r >>= 1; // the full color is too bright for blood decals
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@ -5994,7 +5994,6 @@ void P_DoCrunch(AActor *thing, FChangePosition *cpos)
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{
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if (!(thing->flags&MF_NOBLOOD))
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{
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PalEntry bloodcolor = thing->GetBloodColor();
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PClassActor *bloodcls = thing->GetBloodType();
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P_TraceBleed (newdam > 0 ? newdam : cpos->crushchange, thing);
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@ -6006,9 +6005,9 @@ void P_DoCrunch(AActor *thing, FChangePosition *cpos)
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mo->Vel.X = pr_crunch.Random2() / 16.;
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mo->Vel.Y = pr_crunch.Random2() / 16.;
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if (bloodcolor != 0 && !(mo->flags2 & MF2_DONTTRANSLATE))
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if (thing->BloodTranslation != 0 && !(mo->flags2 & MF2_DONTTRANSLATE))
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{
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mo->Translation = TRANSLATION(TRANSLATION_Blood, bloodcolor.a);
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mo->Translation = thing->BloodTranslation;
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}
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if (!(cl_bloodtype <= 1)) mo->renderflags |= RF_INVISIBLE;
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@ -6017,7 +6016,7 @@ void P_DoCrunch(AActor *thing, FChangePosition *cpos)
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DAngle an = (M_Random() - 128) * (360./256);
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if (cl_bloodtype >= 1)
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{
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P_DrawSplash2(32, thing->PosPlusZ(thing->Height/2), an, 2, bloodcolor);
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P_DrawSplash2(32, thing->PosPlusZ(thing->Height/2), an, 2, thing->BloodColor);
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}
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}
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if (thing->CrushPainSound != 0 && !S_GetSoundPlayingInfo(thing, thing->CrushPainSound))
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@ -316,8 +316,8 @@ DEFINE_FIELD(AActor, RadiusDamageFactor)
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DEFINE_FIELD(AActor, SelfDamageFactor)
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DEFINE_FIELD(AActor, StealthAlpha)
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DEFINE_FIELD(AActor, WoundHealth)
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//DEFINE_FIELD(PClassActor, BloodColor)
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DEFINE_FIELD(AActor, BloodColor)
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DEFINE_FIELD(AActor, BloodTranslation)
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//==========================================================================
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//
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@ -409,6 +409,8 @@ void AActor::Serialize(FSerializer &arc)
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A("inventoryid", InventoryID)
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A("floatbobphase", FloatBobPhase)
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A("translation", Translation)
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A("bloodcolor", BloodColor)
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A("bloodtranslation", BloodTranslation)
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A("seesound", SeeSound)
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A("attacksound", AttackSound)
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A("paimsound", PainSound)
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@ -1338,7 +1340,7 @@ bool P_GiveBody(AActor *actor, int num, int max)
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{
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if (!(player->MorphStyle & MORPH_ADDSTAMINA))
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{
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max -= player->mo->stamina;
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max -= player->mo->stamina + player->mo->BonusHealth;
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}
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}
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else // old health behaviour
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@ -1346,7 +1348,7 @@ bool P_GiveBody(AActor *actor, int num, int max)
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max = MAXMORPHHEALTH;
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if (player->MorphStyle & MORPH_ADDSTAMINA)
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{
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max += player->mo->stamina;
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max += player->mo->stamina + player->mo->BonusHealth;
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}
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}
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}
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@ -1665,8 +1667,7 @@ bool AActor::Grind(bool items)
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if (isgeneric) // Not a custom crush state, so colorize it appropriately.
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{
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S_Sound (this, CHAN_BODY, "misc/fallingsplat", 1, ATTN_IDLE);
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PalEntry bloodcolor = GetBloodColor();
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if (bloodcolor!=0) Translation = TRANSLATION(TRANSLATION_Blood, bloodcolor.a);
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Translation = BloodTranslation;
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}
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return false;
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}
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@ -1707,10 +1708,7 @@ bool AActor::Grind(bool items)
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gib->Alpha = Alpha;
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gib->Height = 0;
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gib->radius = 0;
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PalEntry bloodcolor = GetBloodColor();
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if (bloodcolor != 0)
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gib->Translation = TRANSLATION(TRANSLATION_Blood, bloodcolor.a);
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gib->Translation = BloodTranslation;
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}
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S_Sound (this, CHAN_BODY, "misc/fallingsplat", 1, ATTN_IDLE);
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}
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@ -3510,7 +3508,7 @@ int AActor::GetMissileDamage (int mask, int add)
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void AActor::Howl ()
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{
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FSoundID howl = IntVar(NAME_HowlSound);
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FSoundID howl = SoundVar(NAME_HowlSound);
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if (!S_IsActorPlayingSomething(this, CHAN_BODY, howl))
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{
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S_Sound (this, CHAN_BODY, howl, 1, ATTN_NORM);
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|
@ -6051,7 +6049,6 @@ DEFINE_ACTION_FUNCTION(AActor, SpawnPuff)
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void P_SpawnBlood (const DVector3 &pos1, DAngle dir, int damage, AActor *originator)
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{
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AActor *th;
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PalEntry bloodcolor = originator->GetBloodColor();
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PClassActor *bloodcls = originator->GetBloodType();
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DVector3 pos = pos1;
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pos.Z += pr_spawnblood.Random2() / 64.;
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|
@ -6076,9 +6073,9 @@ void P_SpawnBlood (const DVector3 &pos1, DAngle dir, int damage, AActor *origina
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th->tics = 1;
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}
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// colorize the blood
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if (bloodcolor != 0 && !(th->flags2 & MF2_DONTTRANSLATE))
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if (!(th->flags2 & MF2_DONTTRANSLATE))
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{
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th->Translation = TRANSLATION(TRANSLATION_Blood, bloodcolor.a);
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th->Translation = originator->BloodTranslation;
|
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}
|
||||
|
||||
// Moved out of the blood actor so that replacing blood is easier
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|
@ -6135,7 +6132,7 @@ void P_SpawnBlood (const DVector3 &pos1, DAngle dir, int damage, AActor *origina
|
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}
|
||||
|
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if (bloodtype >= 1)
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P_DrawSplash2 (40, pos, dir, 2, bloodcolor);
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P_DrawSplash2 (40, pos, dir, 2, originator->BloodColor);
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}
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DEFINE_ACTION_FUNCTION(AActor, SpawnBlood)
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@ -6159,7 +6156,6 @@ DEFINE_ACTION_FUNCTION(AActor, SpawnBlood)
|
|||
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void P_BloodSplatter (const DVector3 &pos, AActor *originator, DAngle hitangle)
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{
|
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PalEntry bloodcolor = originator->GetBloodColor();
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PClassActor *bloodcls = originator->GetBloodType(1);
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|
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int bloodtype = cl_bloodtype;
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|
@ -6178,16 +6174,16 @@ void P_BloodSplatter (const DVector3 &pos, AActor *originator, DAngle hitangle)
|
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mo->Vel.Z = 3;
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// colorize the blood!
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if (bloodcolor!=0 && !(mo->flags2 & MF2_DONTTRANSLATE))
|
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if (!(mo->flags2 & MF2_DONTTRANSLATE))
|
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{
|
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mo->Translation = TRANSLATION(TRANSLATION_Blood, bloodcolor.a);
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mo->Translation = originator->BloodTranslation;
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||||
}
|
||||
|
||||
if (!(bloodtype <= 1)) mo->renderflags |= RF_INVISIBLE;
|
||||
}
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if (bloodtype >= 1)
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{
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P_DrawSplash2 (40, pos, hitangle-180., 2, bloodcolor);
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P_DrawSplash2 (40, pos, hitangle-180., 2, originator->BloodColor);
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}
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||||
}
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|
@ -6199,7 +6195,6 @@ void P_BloodSplatter (const DVector3 &pos, AActor *originator, DAngle hitangle)
|
|||
|
||||
void P_BloodSplatter2 (const DVector3 &pos, AActor *originator, DAngle hitangle)
|
||||
{
|
||||
PalEntry bloodcolor = originator->GetBloodColor();
|
||||
PClassActor *bloodcls = originator->GetBloodType(2);
|
||||
|
||||
int bloodtype = cl_bloodtype;
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||||
|
@ -6220,16 +6215,16 @@ void P_BloodSplatter2 (const DVector3 &pos, AActor *originator, DAngle hitangle)
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mo->target = originator;
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||||
|
||||
// colorize the blood!
|
||||
if (bloodcolor != 0 && !(mo->flags2 & MF2_DONTTRANSLATE))
|
||||
if (!(mo->flags2 & MF2_DONTTRANSLATE))
|
||||
{
|
||||
mo->Translation = TRANSLATION(TRANSLATION_Blood, bloodcolor.a);
|
||||
mo->Translation = originator->BloodTranslation;
|
||||
}
|
||||
|
||||
if (!(bloodtype <= 1)) mo->renderflags |= RF_INVISIBLE;
|
||||
}
|
||||
if (bloodtype >= 1)
|
||||
{
|
||||
P_DrawSplash2(40, pos + add, hitangle - 180., 2, bloodcolor);
|
||||
P_DrawSplash2(40, pos + add, hitangle - 180., 2, originator->BloodColor);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -6255,7 +6250,6 @@ DEFINE_ACTION_FUNCTION(AActor, BloodSplatter)
|
|||
|
||||
void P_RipperBlood (AActor *mo, AActor *bleeder)
|
||||
{
|
||||
PalEntry bloodcolor = bleeder->GetBloodColor();
|
||||
PClassActor *bloodcls = bleeder->GetBloodType();
|
||||
|
||||
double xo = pr_ripperblood.Random2() / 16.;
|
||||
|
@ -6281,16 +6275,16 @@ void P_RipperBlood (AActor *mo, AActor *bleeder)
|
|||
th->tics += pr_ripperblood () & 3;
|
||||
|
||||
// colorize the blood!
|
||||
if (bloodcolor!=0 && !(th->flags2 & MF2_DONTTRANSLATE))
|
||||
if (!(th->flags2 & MF2_DONTTRANSLATE))
|
||||
{
|
||||
th->Translation = TRANSLATION(TRANSLATION_Blood, bloodcolor.a);
|
||||
th->Translation = bleeder->BloodTranslation;
|
||||
}
|
||||
|
||||
if (!(bloodtype <= 1)) th->renderflags |= RF_INVISIBLE;
|
||||
}
|
||||
if (bloodtype >= 1)
|
||||
{
|
||||
P_DrawSplash2(28, pos, bleeder->AngleTo(mo) + 180., 0, bloodcolor);
|
||||
P_DrawSplash2(28, pos, bleeder->AngleTo(mo) + 180., 0, bleeder->BloodColor);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -781,6 +781,7 @@ void APlayerPawn::Serialize(FSerializer &arc)
|
|||
|
||||
arc("jumpz", JumpZ, def->JumpZ)
|
||||
("maxhealth", MaxHealth, def->MaxHealth)
|
||||
("bonushealth", BonusHealth, def->BonusHealth)
|
||||
("runhealth", RunHealth, def->RunHealth)
|
||||
("spawnmask", SpawnMask, def->SpawnMask)
|
||||
("forwardmove1", ForwardMove1, def->ForwardMove1)
|
||||
|
@ -1353,7 +1354,7 @@ const char *APlayerPawn::GetSoundClass() const
|
|||
int APlayerPawn::GetMaxHealth(bool withupgrades) const
|
||||
{
|
||||
int ret = MaxHealth > 0? MaxHealth : ((i_compatflags&COMPATF_DEHHEALTH)? 100 : deh.MaxHealth);
|
||||
if (withupgrades) ret += stamina;
|
||||
if (withupgrades) ret += stamina + BonusHealth;
|
||||
return ret;
|
||||
}
|
||||
|
||||
|
@ -3346,6 +3347,7 @@ bool P_IsPlayerTotallyFrozen(const player_t *player)
|
|||
|
||||
DEFINE_FIELD(APlayerPawn, crouchsprite)
|
||||
DEFINE_FIELD(APlayerPawn, MaxHealth)
|
||||
DEFINE_FIELD(APlayerPawn, BonusHealth)
|
||||
DEFINE_FIELD(APlayerPawn, MugShotMaxHealth)
|
||||
DEFINE_FIELD(APlayerPawn, RunHealth)
|
||||
DEFINE_FIELD(APlayerPawn, PlayerFlags)
|
||||
|
|
|
@ -218,8 +218,11 @@ bool FZipFile::Open(bool quiet)
|
|||
char *dirptr = (char*)directory;
|
||||
FZipLump *lump_p = Lumps;
|
||||
|
||||
// Check if all files have the same prefix so that this can be stripped out.
|
||||
FString name0;
|
||||
bool foundspeciallump = false;
|
||||
|
||||
// Check if all files have the same prefix so that this can be stripped out.
|
||||
// This will only be done if there is either a MAPINFO, ZMAPINFO or GAMEINFO lump in the subdirectory, denoting a ZDoom mod.
|
||||
if (NumLumps > 1) for (DWORD i = 0; i < NumLumps; i++)
|
||||
{
|
||||
FZipCentralDirectoryInfo *zip_fh = (FZipCentralDirectoryInfo *)dirptr;
|
||||
|
@ -251,6 +254,7 @@ bool FZipFile::Open(bool quiet)
|
|||
!name.Compare("voxels/") ||
|
||||
!name.Compare("colormaps/") ||
|
||||
!name.Compare("acs/") ||
|
||||
!name.Compare("maps/") ||
|
||||
!name.Compare("voices/") ||
|
||||
!name.Compare("patches/") ||
|
||||
!name.Compare("graphics/") ||
|
||||
|
@ -266,6 +270,23 @@ bool FZipFile::Open(bool quiet)
|
|||
name0 = "";
|
||||
break;
|
||||
}
|
||||
else if (!foundspeciallump)
|
||||
{
|
||||
// at least one of the more common definition lumps must be present.
|
||||
if (name.IndexOf(name0 + "mapinfo") == 0) foundspeciallump = true;
|
||||
else if (name.IndexOf(name0 + "zmapinfo") == 0) foundspeciallump = true;
|
||||
else if (name.IndexOf(name0 + "gameinfo") == 0) foundspeciallump = true;
|
||||
else if (name.IndexOf(name0 + "sndinfo") == 0) foundspeciallump = true;
|
||||
else if (name.IndexOf(name0 + "sbarinfo") == 0) foundspeciallump = true;
|
||||
else if (name.IndexOf(name0 + "menudef") == 0) foundspeciallump = true;
|
||||
else if (name.IndexOf(name0 + "gldefs") == 0) foundspeciallump = true;
|
||||
else if (name.IndexOf(name0 + "animdefs") == 0) foundspeciallump = true;
|
||||
else if (name.IndexOf(name0 + "decorate.") == 0) foundspeciallump = true; // DECORATE is a common subdirectory name, so the check needs to be a bit different.
|
||||
else if (name.Compare(name0 + "decorate") == 0) foundspeciallump = true;
|
||||
else if (name.IndexOf(name0 + "zscript.") == 0) foundspeciallump = true; // same here.
|
||||
else if (name.Compare(name0 + "zscript") == 0) foundspeciallump = true;
|
||||
else if (name.Compare(name0 + "maps/") == 0) foundspeciallump = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -846,6 +846,7 @@ void FFunctionBuildList::Build()
|
|||
{
|
||||
int errorcount = 0;
|
||||
int codesize = 0;
|
||||
int datasize = 0;
|
||||
FILE *dump = nullptr;
|
||||
|
||||
if (Args->CheckParm("-dumpdisasm")) dump = fopen("disasm.txt", "w");
|
||||
|
@ -927,6 +928,8 @@ void FFunctionBuildList::Build()
|
|||
{
|
||||
DumpFunction(dump, sfunc, item.PrintableName.GetChars(), (int)item.PrintableName.Len());
|
||||
codesize += sfunc->CodeSize;
|
||||
datasize += sfunc->LineInfoCount * sizeof(FStatementInfo) + sfunc->ExtraSpace + sfunc->NumKonstD * sizeof(int) +
|
||||
sfunc->NumKonstA * sizeof(void*) + sfunc->NumKonstF * sizeof(double) + sfunc->NumKonstS * sizeof(FString);
|
||||
}
|
||||
sfunc->Unsafe = ctx.Unsafe;
|
||||
}
|
||||
|
@ -944,10 +947,11 @@ void FFunctionBuildList::Build()
|
|||
}
|
||||
if (dump != nullptr)
|
||||
{
|
||||
fprintf(dump, "\n*************************************************************************\n%i code bytes\n", codesize * 4);
|
||||
fprintf(dump, "\n*************************************************************************\n%i code bytes\n%i data bytes", codesize * 4, datasize);
|
||||
fclose(dump);
|
||||
}
|
||||
FScriptPosition::StrictErrors = false;
|
||||
mItems.Clear();
|
||||
mItems.ShrinkToFit();
|
||||
FxAlloc.FreeAllBlocks();
|
||||
}
|
|
@ -1053,10 +1053,9 @@ DEFINE_PROPERTY(bloodcolor, C, Actor)
|
|||
{
|
||||
PROP_COLOR_PARM(color, 0);
|
||||
|
||||
PalEntry pe = color;
|
||||
pe.a = CreateBloodTranslation(pe);
|
||||
assert(info->IsKindOf(RUNTIME_CLASS(PClassActor)));
|
||||
static_cast<PClassActor *>(info)->BloodColor = pe;
|
||||
defaults->BloodColor = color;
|
||||
defaults->BloodColor.a = 255; // a should not be 0.
|
||||
defaults->BloodTranslation = TRANSLATION(TRANSLATION_Blood, CreateBloodTranslation(color));
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
|
|
|
@ -194,7 +194,8 @@ class Actor : Thinker native
|
|||
native double SelfDamageFactor;
|
||||
native double StealthAlpha;
|
||||
native int WoundHealth; // Health needed to enter wound state
|
||||
//native color BloodColor; // won't be accessible for now because it needs refactoring to remove the 255-translations limit.
|
||||
native readonly color BloodColor;
|
||||
native readonly int BloodTranslation;
|
||||
|
||||
meta String Obituary; // Player was killed by this actor
|
||||
meta String HitObituary; // Player was killed by this actor in melee
|
||||
|
|
|
@ -1009,6 +1009,13 @@ enum ERaise
|
|||
RF_NOCHECKPOSITION = 2
|
||||
}
|
||||
|
||||
enum eFogParm
|
||||
{
|
||||
FOGP_DENSITY = 0,
|
||||
FOGP_OUTSIDEDENSITY = 1,
|
||||
FOGP_SKYFOG = 2,
|
||||
}
|
||||
|
||||
enum ETeleport
|
||||
{
|
||||
TELF_DESTFOG = 1,
|
||||
|
|
|
@ -86,8 +86,36 @@ class Health : Inventory
|
|||
}
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
class MaxHealth : Health
|
||||
{
|
||||
//===========================================================================
|
||||
//
|
||||
// TryPickup
|
||||
//
|
||||
//===========================================================================
|
||||
|
||||
override bool TryPickup (in out Actor other)
|
||||
{
|
||||
bool success = false;
|
||||
int savedAmount = MaxAmount;
|
||||
let player = PlayerPawn(other);
|
||||
MaxAmount = Health;
|
||||
if (player)
|
||||
{
|
||||
if (player.BonusHealth < savedAmount)
|
||||
{
|
||||
player.BonusHealth = min(player.BonusHealth + Amount, savedAmount);
|
||||
success = true;
|
||||
}
|
||||
MaxAmount += player.BonusHealth;
|
||||
}
|
||||
success |= Super.TryPickup(other);
|
||||
MaxAmount = savedAmount;
|
||||
if (success) GoAwayAndDie();
|
||||
return success;
|
||||
}
|
||||
}
|
||||
|
||||
class HealthPickup : Inventory
|
||||
|
|
|
@ -3,6 +3,7 @@ class PlayerPawn : Actor native
|
|||
|
||||
native int crouchsprite;
|
||||
native int MaxHealth;
|
||||
native int BonusHealth;
|
||||
native int MugShotMaxHealth;
|
||||
native int RunHealth;
|
||||
native int PlayerFlags;
|
||||
|
|
|
@ -95,7 +95,7 @@ class Programmer : Actor
|
|||
A_PlaySound("programmer/clank", CHAN_WEAPON);
|
||||
|
||||
int damage = ((random[Programmer]() % 10) + 1) * 6;
|
||||
int newdam = DamageMobj (self, self, damage, 'Melee');
|
||||
int newdam = target.DamageMobj (self, self, damage, 'Melee');
|
||||
target.TraceBleed (newdam > 0 ? newdam : damage, self);
|
||||
}
|
||||
|
||||
|
|
Loading…
Reference in a new issue