mirror of
https://github.com/ZDoom/qzdoom.git
synced 2024-11-28 06:53:58 +00:00
- scriptified the rest of the morph code.
This commit is contained in:
parent
ac1bffc51b
commit
bd84a60663
8 changed files with 237 additions and 277 deletions
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@ -1249,7 +1249,7 @@ void G_PlayerFinishLevel (int player, EFinishLevelType mode, int flags)
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if (p->morphTics != 0)
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{ // Undo morph
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P_UndoPlayerMorph (p, p, 0, true);
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P_UnmorphActor(p->mo, p->mo, 0, true);
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}
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// Strip all current powers, unless moving in a hub and the power is okay to keep.
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@ -1,9 +1,6 @@
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//-----------------------------------------------------------------------------
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//
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// Copyright 1994-1996 Raven Software
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// Copyright 1999-2016 Randy Heit
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// Copyright 2002-2016 Christoph Oelckers
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// Copyright 2005-2008 Martin Howe
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// Copyright 2018 Christoph Oelckers
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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@ -52,12 +49,11 @@ bool P_MorphActor(AActor *activator, AActor *victim, PClassActor *ptype, PClassA
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return false;
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}
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bool P_UndoPlayerMorph(player_t *activator, player_t *player, int unmorphflag, bool force)
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bool P_UnmorphActor(AActor *activator, AActor *morphed, int flags, bool force)
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{
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if (!player->mo) return false;
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IFVIRTUALPTR(player->mo, APlayerPawn, UndoPlayerMorph)
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IFVIRTUALPTR(morphed, AActor, UnMorph)
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{
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VMValue params[] = { player->mo, activator, unmorphflag, force };
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VMValue params[] = { morphed, activator, flags, force };
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int retval;
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VMReturn ret(&retval);
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VMCall(func, params, countof(params), &ret, 1);
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@ -66,186 +62,4 @@ bool P_UndoPlayerMorph(player_t *activator, player_t *player, int unmorphflag, b
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return false;
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}
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//----------------------------------------------------------------------------
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//
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// FUNC P_UndoMonsterMorph
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//
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// Returns true if the monster unmorphs.
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//
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//----------------------------------------------------------------------------
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bool P_UndoMonsterMorph (AMorphedMonster *beast, bool force)
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{
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AActor *actor;
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if (beast->UnmorphTime == 0 ||
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beast->UnmorphedMe == NULL ||
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beast->flags3 & MF3_STAYMORPHED ||
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beast->UnmorphedMe->flags3 & MF3_STAYMORPHED)
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{
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return false;
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}
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actor = beast->UnmorphedMe;
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actor->SetOrigin (beast->Pos(), false);
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actor->flags |= MF_SOLID;
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beast->flags &= ~MF_SOLID;
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ActorFlags6 beastflags6 = beast->flags6;
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beast->flags6 &= ~MF6_TOUCHY;
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if (!force && !P_TestMobjLocation (actor))
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{ // Didn't fit
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actor->flags &= ~MF_SOLID;
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beast->flags |= MF_SOLID;
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beast->flags6 = beastflags6;
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beast->UnmorphTime = level.time + 5*TICRATE; // Next try in 5 seconds
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return false;
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}
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actor->Angles.Yaw = beast->Angles.Yaw;
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actor->target = beast->target;
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actor->FriendPlayer = beast->FriendPlayer;
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actor->flags = beast->FlagsSave & ~MF_JUSTHIT;
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actor->flags = (actor->flags & ~(MF_FRIENDLY|MF_SHADOW)) | (beast->flags & (MF_FRIENDLY|MF_SHADOW));
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actor->flags3 = (actor->flags3 & ~(MF3_NOSIGHTCHECK|MF3_HUNTPLAYERS|MF3_GHOST))
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| (beast->flags3 & (MF3_NOSIGHTCHECK|MF3_HUNTPLAYERS|MF3_GHOST));
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actor->flags4 = (actor->flags4 & ~MF4_NOHATEPLAYERS) | (beast->flags4 & MF4_NOHATEPLAYERS);
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if (!(beast->FlagsSave & MF_JUSTHIT))
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actor->renderflags &= ~RF_INVISIBLE;
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actor->health = actor->SpawnHealth();
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actor->Vel = beast->Vel;
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actor->tid = beast->tid;
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actor->special = beast->special;
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actor->Score = beast->Score;
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memcpy (actor->args, beast->args, sizeof(actor->args));
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actor->AddToHash ();
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beast->UnmorphedMe = NULL;
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DObject::StaticPointerSubstitution (beast, actor);
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PClassActor *exit_flash = beast->MorphExitFlash;
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beast->Destroy ();
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AActor *eflash = Spawn(exit_flash, beast->PosPlusZ(TELEFOGHEIGHT), ALLOW_REPLACE);
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if (eflash)
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eflash->target = actor;
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return true;
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}
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//----------------------------------------------------------------------------
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//
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// FUNC P_MorphedDeath
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//
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// Unmorphs the actor if possible.
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// Returns the unmorphed actor, the style with which they were morphed and the
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// health (of the AActor, not the player_t) they last had before unmorphing.
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//
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//----------------------------------------------------------------------------
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bool P_MorphedDeath(AActor *actor, AActor **morphed, int *morphedstyle, int *morphedhealth)
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{
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// May be a morphed player
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if ((actor->player) &&
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(actor->player->morphTics) &&
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(actor->player->MorphStyle & MORPH_UNDOBYDEATH) &&
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(actor->player->mo) &&
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(actor->player->mo->alternative))
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{
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AActor *realme = actor->player->mo->alternative;
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int realstyle = actor->player->MorphStyle;
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int realhealth = actor->health;
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if (P_UndoPlayerMorph(actor->player, actor->player, 0, !!(actor->player->MorphStyle & MORPH_UNDOBYDEATHFORCED)))
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{
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*morphed = realme;
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*morphedstyle = realstyle;
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*morphedhealth = realhealth;
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return true;
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}
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return false;
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}
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// May be a morphed monster
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if (actor->GetClass()->IsDescendantOf(RUNTIME_CLASS(AMorphedMonster)))
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{
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AMorphedMonster *fakeme = static_cast<AMorphedMonster *>(actor);
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AActor *realme = fakeme->UnmorphedMe;
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if (realme != NULL)
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{
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if ((fakeme->UnmorphTime) &&
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(fakeme->MorphStyle & MORPH_UNDOBYDEATH))
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{
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int realstyle = fakeme->MorphStyle;
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int realhealth = fakeme->health;
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if (P_UndoMonsterMorph(fakeme, !!(fakeme->MorphStyle & MORPH_UNDOBYDEATHFORCED)))
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{
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*morphed = realme;
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*morphedstyle = realstyle;
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*morphedhealth = realhealth;
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return true;
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}
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}
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if (realme->flags4 & MF4_BOSSDEATH)
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{
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realme->health = 0; // make sure that A_BossDeath considers it dead.
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A_BossDeath(realme);
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}
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}
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fakeme->flags3 |= MF3_STAYMORPHED; // moved here from AMorphedMonster::Die()
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return false;
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}
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// Not a morphed player or monster
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return false;
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}
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// Morphed Monster (you must subclass this to do something useful) ---------
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IMPLEMENT_CLASS(AMorphedMonster, false, true)
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IMPLEMENT_POINTERS_START(AMorphedMonster)
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IMPLEMENT_POINTER(UnmorphedMe)
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IMPLEMENT_POINTERS_END
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DEFINE_FIELD(AMorphedMonster, UnmorphedMe)
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DEFINE_FIELD(AMorphedMonster, UnmorphTime)
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DEFINE_FIELD(AMorphedMonster, MorphStyle)
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DEFINE_FIELD(AMorphedMonster, MorphExitFlash)
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void AMorphedMonster::Serialize(FSerializer &arc)
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{
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Super::Serialize (arc);
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arc("unmorphedme", UnmorphedMe)
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("unmorphtime", UnmorphTime)
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("morphstyle", MorphStyle)
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("morphexitflash", MorphExitFlash)
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("flagsave", FlagsSave);
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}
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void AMorphedMonster::OnDestroy ()
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{
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if (UnmorphedMe != NULL)
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{
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UnmorphedMe->Destroy ();
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}
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Super::OnDestroy();
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}
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void AMorphedMonster::Die (AActor *source, AActor *inflictor, int dmgflags, FName MeansOfDeath)
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{
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// Dead things don't unmorph
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// flags3 |= MF3_STAYMORPHED;
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// [MH]
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// But they can now, so that line above has been
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// moved into P_MorphedDeath() and is now set by
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// that function if and only if it is needed.
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Super::Die (source, inflictor, dmgflags, MeansOfDeath);
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if (UnmorphedMe != NULL && (UnmorphedMe->flags & MF_UNMORPHED))
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{
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UnmorphedMe->health = health;
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UnmorphedMe->CallDie (source, inflictor, dmgflags, MeansOfDeath);
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}
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}
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void AMorphedMonster::Tick ()
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{
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if (UnmorphTime > level.time || !P_UndoMonsterMorph(this))
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{
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Super::Tick();
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}
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}
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@ -33,12 +33,8 @@ enum
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class PClass;
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class AActor;
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class player_t;
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class AMorphedMonster;
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bool P_MorphActor(AActor *activator, AActor *victim, PClassActor *ptype, PClassActor *mtype, int duration, int style, PClassActor *enter_flash, PClassActor *exit_flash);
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bool P_UndoPlayerMorph (player_t *activator, player_t *player, int unmorphflag = 0, bool force = false);
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bool P_UndoMonsterMorph (AMorphedMonster *beast, bool force = false);
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bool P_MorphedDeath(AActor *actor, AActor **morphed, int *morphedstyle, int *morphedhealth);
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bool P_UnmorphActor(AActor *activator, AActor *morphed, int flags = 0, bool force = false);
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#endif //__A_MORPH__
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@ -154,21 +154,4 @@ private:
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DEarthquake ();
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};
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class AMorphedMonster : public AActor
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{
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DECLARE_CLASS (AMorphedMonster, AActor)
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HAS_OBJECT_POINTERS
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public:
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void Tick ();
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void Serialize(FSerializer &arc);
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void Die (AActor *source, AActor *inflictor, int dmgflags, FName MeansOfDeath) override;
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void OnDestroy() override;
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TObjPtr<AActor*> UnmorphedMe;
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int UnmorphTime, MorphStyle;
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PClassActor *MorphExitFlash;
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ActorFlags FlagsSave;
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};
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#endif //__A_SHAREDGLOBAL_H__
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@ -10331,24 +10331,7 @@ scriptwait:
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if (tag == 0)
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{
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if (activator->player)
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{
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if (P_UndoPlayerMorph(activator->player, activator->player, 0, force))
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{
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changes++;
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}
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}
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else
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{
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if (activator->GetClass()->IsDescendantOf(RUNTIME_CLASS(AMorphedMonster)))
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{
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AMorphedMonster *morphed_actor = barrier_cast<AMorphedMonster *>(activator);
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if (P_UndoMonsterMorph(morphed_actor, force))
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{
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changes++;
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}
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}
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}
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changes += P_UnmorphActor(activator, activator, 0, force);
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}
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else
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{
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@ -10357,24 +10340,7 @@ scriptwait:
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while ( (actor = iterator.Next ()) )
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{
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if (actor->player)
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{
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if (P_UndoPlayerMorph(activator->player, actor->player, 0, force))
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{
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changes++;
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}
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}
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else
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{
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if (actor->GetClass()->IsDescendantOf(RUNTIME_CLASS(AMorphedMonster)))
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{
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AMorphedMonster *morphed_actor = static_cast<AMorphedMonster *>(actor);
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if (P_UndoMonsterMorph(morphed_actor, force))
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{
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changes++;
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}
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}
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}
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changes += P_UnmorphActor(activator, actor, 0, force);
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}
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}
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@ -289,39 +289,41 @@ void AActor::Die (AActor *source, AActor *inflictor, int dmgflags, FName MeansOf
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{
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// Handle possible unmorph on death
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bool wasgibbed = (health < GetGibHealth());
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{
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IFVIRTUAL(AActor, MorphedDeath)
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{
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AActor *realthis = NULL;
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int realstyle = 0;
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int realhealth = 0;
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if (P_MorphedDeath(this, &realthis, &realstyle, &realhealth))
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{
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if (!(realstyle & MORPH_UNDOBYDEATHSAVES))
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VMValue params[] = { this };
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VMReturn returns[3];
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returns[0].PointerAt((void**)&realthis);
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returns[1].IntAt(&realstyle);
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returns[2].IntAt(&realhealth);
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VMCall(func, params, 1, returns, 3);
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if (realthis && !(realstyle & MORPH_UNDOBYDEATHSAVES))
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{
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if (wasgibbed)
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{
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int realgibhealth = realthis->GetGibHealth();
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if (realthis->health >= realgibhealth)
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{
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realthis->health = realgibhealth -1; // if morphed was gibbed, so must original be (where allowed)l
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realthis->health = realgibhealth - 1; // if morphed was gibbed, so must original be (where allowed)l
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}
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}
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realthis->CallDie(source, inflictor, dmgflags, MeansOfDeath);
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}
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return;
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}
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}
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// [SO] 9/2/02 -- It's rather funny to see an exploded player body with the invuln sparkle active :)
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effects &= ~FX_RESPAWNINVUL;
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//flags &= ~MF_INVINCIBLE;
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if (debugfile && this->player)
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{
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static int dieticks[MAXPLAYERS]; // [ZzZombo] not used? Except if for peeking in debugger...
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int pnum = int(this->player-players);
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dieticks[pnum] = gametic;
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fprintf(debugfile, "died (%d) on tic %d (%s)\n", pnum, gametic,
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this->player->cheats&CF_PREDICTING ? "predicting" : "real");
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}
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// [RH] Notify this actor's items.
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for (AInventory *item = Inventory; item != NULL; )
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{
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@ -695,7 +695,7 @@ bool player_t::Resurrect()
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if (morphTics)
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{
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P_UndoPlayerMorph(this, this);
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P_UnmorphActor(mo, mo);
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}
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// player is now alive.
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@ -1,5 +1,34 @@
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//-----------------------------------------------------------------------------
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//
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// Copyright 1994-1996 Raven Software
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// Copyright 1999-2016 Randy Heit
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// Copyright 2002-2018 Christoph Oelckers
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// Copyright 2005-2008 Martin Howe
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, either version 3 of the License, or
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// (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License for more details.
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//
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// You should have received a copy of the GNU General Public License
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// along with this program. If not, see http://www.gnu.org/licenses/
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//
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//-----------------------------------------------------------------------------
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//
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extend class Actor
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{
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virtual Actor, int, int MorphedDeath()
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{
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return null, 0, 0;
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}
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//===========================================================================
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//
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// Main entry point
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@ -10,7 +39,7 @@ extend class Actor
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{
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if (player != null && player.mo != null && playerclass != null)
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{
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return player.mo.MorphPlayer(activator.player, playerclass, duration, style, morphflash, unmorphflash);
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return player.mo.MorphPlayer(activator? activator.player : null, playerclass, duration, style, morphflash, unmorphflash);
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}
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else
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{
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@ -38,6 +67,27 @@ extend class Actor
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return false;
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}
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//===========================================================================
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//
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// Main entry point
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//
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//===========================================================================
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bool UnMorph(Actor activator, int flags, bool force)
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{
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if (player)
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{
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return player.mo.UndoPlayerMorph(activator? activator.player : null, flags, force);
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}
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else
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{
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let morphed = MorphedMonster(self);
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if (morphed)
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return morphed.UndoMonsterMorph(force);
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}
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return false;
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}
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//---------------------------------------------------------------------------
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//
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@ -71,7 +121,7 @@ extend class Actor
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morphed.UnmorphTime = level.time + ((duration) ? duration : DEFMORPHTICS) + random[morphmonst]();
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morphed.MorphStyle = style;
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morphed.MorphExitFlash = (exit_flash) ? exit_flash : (class<Actor>)("TeleportFog");
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//morphed.FlagsSave = bSolid * 2 + bShootable * 4 + bInvisible * 0x40; // The factors are for savegame compatibility
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morphed.FlagsSave = bSolid * 2 + bShootable * 4 + bInvisible * 0x40; // The factors are for savegame compatibility
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|
||||
morphed.special = special;
|
||||
morphed.args[0] = args[0];
|
||||
|
@ -501,9 +551,38 @@ extend class PlayerPawn
|
|||
return true;
|
||||
}
|
||||
|
||||
//===========================================================================
|
||||
//
|
||||
//
|
||||
//
|
||||
//===========================================================================
|
||||
|
||||
override Actor, int, int MorphedDeath()
|
||||
{
|
||||
// Voodoo dolls should not unmorph the real player here.
|
||||
if ((player.mo == self) &&
|
||||
(player.morphTics) &&
|
||||
(player.MorphStyle & MRF_UNDOBYDEATH) &&
|
||||
(alternative))
|
||||
{
|
||||
Actor realme = alternative;
|
||||
int realstyle = player.MorphStyle;
|
||||
int realhealth = health;
|
||||
if (UndoPlayerMorph(player, 0, !!(player.MorphStyle & MRF_UNDOBYDEATHFORCED)))
|
||||
{
|
||||
return realme, realstyle, realhealth;
|
||||
}
|
||||
}
|
||||
return null, 0, 0;
|
||||
}
|
||||
}
|
||||
|
||||
//===========================================================================
|
||||
//
|
||||
//
|
||||
//
|
||||
//===========================================================================
|
||||
|
||||
class MorphProjectile : Actor
|
||||
{
|
||||
|
||||
|
@ -536,11 +615,18 @@ class MorphProjectile : Actor
|
|||
|
||||
}
|
||||
|
||||
class MorphedMonster : Actor native
|
||||
//===========================================================================
|
||||
//
|
||||
//
|
||||
//
|
||||
//===========================================================================
|
||||
|
||||
class MorphedMonster : Actor
|
||||
{
|
||||
native Actor UnmorphedMe;
|
||||
native int UnmorphTime, MorphStyle;
|
||||
native Class<Actor> MorphExitFlash;
|
||||
Actor UnmorphedMe;
|
||||
int UnmorphTime, MorphStyle;
|
||||
Class<Actor> MorphExitFlash;
|
||||
int FlagsSave;
|
||||
|
||||
Default
|
||||
{
|
||||
|
@ -548,5 +634,118 @@ class MorphedMonster : Actor native
|
|||
-COUNTKILL
|
||||
+FLOORCLIP
|
||||
}
|
||||
|
||||
override void OnDestroy ()
|
||||
{
|
||||
if (UnmorphedMe != NULL)
|
||||
{
|
||||
UnmorphedMe.Destroy ();
|
||||
}
|
||||
Super.OnDestroy();
|
||||
}
|
||||
|
||||
override void Die (Actor source, Actor inflictor, int dmgflags, Name MeansOfDeath)
|
||||
{
|
||||
Super.Die (source, inflictor, dmgflags, MeansOfDeath);
|
||||
if (UnmorphedMe != NULL && UnmorphedMe.bUnmorphed)
|
||||
{
|
||||
UnmorphedMe.health = health;
|
||||
UnmorphedMe.Die (source, inflictor, dmgflags, MeansOfDeath);
|
||||
}
|
||||
}
|
||||
|
||||
override void Tick ()
|
||||
{
|
||||
if (UnmorphTime > level.time || !UndoMonsterMorph())
|
||||
{
|
||||
Super.Tick();
|
||||
}
|
||||
}
|
||||
|
||||
//----------------------------------------------------------------------------
|
||||
//
|
||||
// FUNC P_UndoMonsterMorph
|
||||
//
|
||||
// Returns true if the monster unmorphs.
|
||||
//
|
||||
//----------------------------------------------------------------------------
|
||||
|
||||
virtual bool UndoMonsterMorph(bool force = false)
|
||||
{
|
||||
if (UnmorphTime == 0 || UnmorphedMe == NULL || bStayMorphed || UnmorphedMe.bStayMorphed)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
let unmorphed = UnmorphedMe;
|
||||
unmorphed.SetOrigin (Pos, false);
|
||||
unmorphed.bSolid = true;
|
||||
bSolid = false;
|
||||
bool save = bTouchy;
|
||||
bTouchy = false;
|
||||
if (!force && !unmorphed.TestMobjLocation ())
|
||||
{ // Didn't fit
|
||||
unmorphed.bSolid = false;
|
||||
bSolid = true;
|
||||
bTouchy = save;
|
||||
UnmorphTime = level.time + 5*TICRATE; // Next try in 5 seconds
|
||||
return false;
|
||||
}
|
||||
unmorphed.Angle = Angle;
|
||||
unmorphed.target = target;
|
||||
unmorphed.bShadow = bShadow;
|
||||
unmorphed.bGhost = bGhost;
|
||||
unmorphed.bSolid = !!(flagssave & 2);
|
||||
unmorphed.bShootable = !!(flagssave & 4);
|
||||
unmorphed.bInvisible = !!(flagssave & 0x40);
|
||||
unmorphed.health = unmorphed.SpawnHealth();
|
||||
unmorphed.Vel = Vel;
|
||||
unmorphed.ChangeTid(tid);
|
||||
unmorphed.special = special;
|
||||
unmorphed.Score = Score;
|
||||
unmorphed.args[0] = args[0];
|
||||
unmorphed.args[1] = args[1];
|
||||
unmorphed.args[2] = args[2];
|
||||
unmorphed.args[3] = args[3];
|
||||
unmorphed.args[4] = args[4];
|
||||
unmorphed.CopyFriendliness (self, true);
|
||||
UnmorphedMe = NULL;
|
||||
Substitute(unmorphed);
|
||||
Destroy ();
|
||||
let eflash = Spawn(MorphExitFlash, Pos + (0, 0, gameinfo.TELEFOGHEIGHT), ALLOW_REPLACE);
|
||||
if (eflash)
|
||||
eflash.target = unmorphed;
|
||||
return true;
|
||||
}
|
||||
|
||||
//===========================================================================
|
||||
//
|
||||
//
|
||||
//
|
||||
//===========================================================================
|
||||
|
||||
override Actor, int, int MorphedDeath()
|
||||
{
|
||||
let realme = UnmorphedMe;
|
||||
if (realme != NULL)
|
||||
{
|
||||
if ((UnmorphTime) &&
|
||||
(MorphStyle & MRF_UNDOBYDEATH))
|
||||
{
|
||||
int realstyle = MorphStyle;
|
||||
int realhealth = health;
|
||||
if (UndoMonsterMorph(!!(MorphStyle & MRF_UNDOBYDEATHFORCED)))
|
||||
{
|
||||
return realme, realstyle, realhealth;
|
||||
}
|
||||
}
|
||||
if (realme.bBossDeath)
|
||||
{
|
||||
realme.health = 0; // make sure that A_BossDeath considers it dead.
|
||||
realme.A_BossDeath();
|
||||
}
|
||||
}
|
||||
return null, 0, 0;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
|
|
Loading…
Reference in a new issue