mirror of
https://github.com/ZDoom/qzdoom.git
synced 2024-11-10 23:02:08 +00:00
- scriptified A_FatAttack*.
- swapped parameters of two-parameter VelToAngle method, so that internal and script version are in line. - fixed parameter asserts to handle NULL pointers properly.
This commit is contained in:
parent
948ef62fcd
commit
c7347608a4
18 changed files with 152 additions and 154 deletions
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@ -1366,7 +1366,7 @@ public:
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Vel.Y = speed * Angles.Yaw.Sin();
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}
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void VelFromAngle(DAngle angle, double speed)
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void VelFromAngle(double speed, DAngle angle)
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{
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Vel.X = speed * angle.Cos();
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Vel.Y = speed * angle.Sin();
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@ -15,99 +15,6 @@
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// firing three missiles in three different directions?
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// Doesn't look like it.
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//
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#define FATSPREAD (90./8)
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DEFINE_ACTION_FUNCTION(AActor, A_FatRaise)
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{
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PARAM_SELF_PROLOGUE(AActor);
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A_FaceTarget (self);
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S_Sound (self, CHAN_WEAPON, "fatso/raiseguns", 1, ATTN_NORM);
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return 0;
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}
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DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_FatAttack1)
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{
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PARAM_SELF_PROLOGUE(AActor);
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PARAM_CLASS_OPT(spawntype, AActor) { spawntype = NULL; }
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AActor *missile;
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if (!self->target)
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return 0;
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if (spawntype == NULL) spawntype = PClass::FindActor("FatShot");
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A_FaceTarget (self);
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// Change direction to ...
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self->Angles.Yaw += FATSPREAD;
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P_SpawnMissile (self, self->target, spawntype);
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missile = P_SpawnMissile (self, self->target, spawntype);
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if (missile != NULL)
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{
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missile->Angles.Yaw += FATSPREAD;
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missile->VelFromAngle();
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}
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return 0;
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}
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DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_FatAttack2)
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{
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PARAM_SELF_PROLOGUE(AActor);
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PARAM_CLASS_OPT(spawntype, AActor) { spawntype = NULL; }
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AActor *missile;
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if (!self->target)
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return 0;
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if (spawntype == NULL) spawntype = PClass::FindActor("FatShot");
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A_FaceTarget (self);
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// Now here choose opposite deviation.
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self->Angles.Yaw -= FATSPREAD;
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P_SpawnMissile (self, self->target, spawntype);
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missile = P_SpawnMissile (self, self->target, spawntype);
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if (missile != NULL)
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{
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missile->Angles.Yaw -= FATSPREAD*2;
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missile->VelFromAngle();
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}
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return 0;
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}
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DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_FatAttack3)
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{
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PARAM_SELF_PROLOGUE(AActor);
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PARAM_CLASS_OPT(spawntype, AActor) { spawntype = NULL; }
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AActor *missile;
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if (!self->target)
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return 0;
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if (spawntype == NULL) spawntype = PClass::FindActor("FatShot");
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A_FaceTarget (self);
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missile = P_SpawnMissile (self, self->target, spawntype);
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if (missile != NULL)
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{
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missile->Angles.Yaw -= FATSPREAD/2;
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missile->VelFromAngle();
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}
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missile = P_SpawnMissile (self, self->target, spawntype);
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if (missile != NULL)
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{
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missile->Angles.Yaw += FATSPREAD/2;
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missile->VelFromAngle();
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}
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return 0;
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}
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//
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// killough 9/98: a mushroom explosion effect, sorta :)
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// Original idea: Linguica
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@ -84,7 +84,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_BatMove)
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}
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// Adjust velocity vector to new direction
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self->VelFromAngle(newangle, self->Speed);
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self->VelFromAngle(self->Speed, newangle);
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if (pr_batmove()<15)
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{
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@ -162,7 +162,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_CFlameRotate)
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PARAM_SELF_PROLOGUE(AActor);
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DAngle an = self->Angles.Yaw + 90.;
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self->VelFromAngle(an, FLAMEROTSPEED);
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self->VelFromAngle(FLAMEROTSPEED, an);
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self->Vel += DVector2(self->specialf1, self->specialf2);
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self->Angles.Yaw += 6.;
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@ -415,7 +415,7 @@ void P_MinotaurSlam (AActor *source, AActor *target)
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angle = source->AngleTo(target);
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thrust = 16 + pr_minotaurslam() / 64.;
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target->VelFromAngle(angle, thrust);
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target->VelFromAngle(thrust, angle);
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damage = pr_minotaurslam.HitDice (static_cast<AMinotaur *>(source) ? 4 : 6);
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int newdam = P_DamageMobj (target, NULL, NULL, damage, NAME_Melee);
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P_TraceBleed (newdam > 0 ? newdam : damage, target, angle, 0.);
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@ -109,7 +109,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_EntityDeath)
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second = Spawn("EntitySecond", pos, ALLOW_REPLACE);
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second->CopyFriendliness(self, true);
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A_FaceTarget(second);
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second->VelFromAngle(an, velmul[i]);
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second->VelFromAngle(velmul[i], an);
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}
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return 0;
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}
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@ -988,7 +988,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_FireSigil1)
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spot = Spawn("SpectralLightningSpot", self->Pos(), ALLOW_REPLACE);
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if (spot != NULL)
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{
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spot->VelFromAngle(self->Angles.Yaw, 28.);
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spot->VelFromAngle(28., self->Angles.Yaw);
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}
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}
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if (spot != NULL)
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@ -1089,7 +1089,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_FireSigil4)
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spot = P_SpawnPlayerMissile (self, PClass::FindActor("SpectralLightningBigV1"));
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if (spot != NULL)
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{
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spot->VelFromAngle(self->Angles.Yaw, spot->Speed);
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spot->VelFromAngle(spot->Speed, self->Angles.Yaw);
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}
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}
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return 0;
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@ -78,7 +78,7 @@ bool FState::CallAction(AActor *self, AActor *stateowner, FStateParamInfo *info,
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ActionCycles.Clock();
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VMFrameStack stack;
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VMValue params[3] = { self, stateowner, VMValue(info, ATAG_STATEINFO) };
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VMValue params[3] = { self, stateowner, VMValue(info, ATAG_GENERIC) };
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// If the function returns a state, store it at *stateret.
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// If it doesn't return a state but stateret is non-NULL, we need
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// to set *stateret to NULL.
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@ -137,7 +137,7 @@ bool ACustomInventory::CallStateChain (AActor *actor, FState *state)
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VMReturn *wantret;
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FStateParamInfo stp = { state, STATE_StateChain, PSP_WEAPON };
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params[2] = VMValue(&stp, ATAG_STATEINFO);
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params[2] = VMValue(&stp, ATAG_GENERIC);
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retval = true; // assume success
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wantret = NULL; // assume no return value wanted
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numret = 0;
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@ -4218,15 +4218,15 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CheckLOF)
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PARAM_SELF_PROLOGUE(AActor);
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PARAM_STATE (jump);
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PARAM_INT_OPT (flags) { flags = 0; }
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PARAM_FLOAT_OPT (range) { range = 0; }
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PARAM_FLOAT_OPT (minrange) { minrange = 0; }
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PARAM_ANGLE_OPT (angle) { angle = 0.; }
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PARAM_ANGLE_OPT (pitch) { pitch = 0.; }
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PARAM_FLOAT_OPT (offsetheight) { offsetheight = 0; }
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PARAM_FLOAT_OPT (offsetwidth) { offsetwidth = 0; }
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PARAM_INT_OPT (ptr_target) { ptr_target = AAPTR_DEFAULT; }
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PARAM_FLOAT_OPT (offsetforward) { offsetforward = 0; }
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PARAM_INT_DEF (flags)
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PARAM_FLOAT_DEF (range)
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PARAM_FLOAT_DEF (minrange)
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PARAM_ANGLE_DEF (angle)
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PARAM_ANGLE_DEF (pitch)
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PARAM_FLOAT_DEF (offsetheight)
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PARAM_FLOAT_DEF (offsetwidth)
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PARAM_INT_DEF (ptr_target)
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PARAM_FLOAT_DEF (offsetforward)
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DAngle ang;
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@ -2500,7 +2500,7 @@ void A_DoChase (VMFrameStack *stack, AActor *actor, bool fastchase, FState *mele
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DAngle ang = actor->AngleTo(actor->target);
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if (pr_chase() < 128) ang += 90.;
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else ang -= 90.;
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actor->VelFromAngle(ang, 13.);
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actor->VelFromAngle(13., ang);
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actor->FastChaseStrafeCount = 3; // strafe time
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}
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}
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@ -3315,16 +3315,6 @@ DEFINE_ACTION_FUNCTION(AActor, A_Pain)
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return 0;
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}
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// killough 11/98: kill an object
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DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Die)
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{
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PARAM_SELF_PROLOGUE(AActor);
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PARAM_NAME_OPT (damagetype) { damagetype = NAME_None; }
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P_DamageMobj(self, NULL, NULL, self->health, damagetype, DMG_FORCED);
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return 0;
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}
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//
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// A_Detonate
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// killough 8/9/98: same as A_Explode, except that the damage is variable
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@ -1562,8 +1562,8 @@ DEFINE_ACTION_FUNCTION(AActor, DamageMobj)
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PARAM_OBJECT(source, AActor);
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PARAM_INT(damage);
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PARAM_NAME(mod);
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PARAM_INT_OPT(flags) { flags = 0; }
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PARAM_FLOAT_OPT(angle) { angle = 0; }
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PARAM_INT_DEF(flags);
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PARAM_FLOAT_DEF(angle);
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ACTION_RETURN_INT(P_DamageMobj(self, inflictor, source, damage, mod, flags, angle));
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}
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@ -4048,11 +4048,11 @@ DEFINE_ACTION_FUNCTION(AActor, AimLineAttack)
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PARAM_SELF_PROLOGUE(AActor);
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PARAM_ANGLE(angle);
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PARAM_FLOAT(distance);
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PARAM_POINTER_OPT(pLineTarget, FTranslatedLineTarget) { pLineTarget = nullptr; }
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PARAM_ANGLE_OPT(vrange) { vrange = 0.; }
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PARAM_INT_OPT(flags) { flags = 0; }
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PARAM_OBJECT_OPT(target, AActor) { target = nullptr; }
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PARAM_OBJECT_OPT(friender, AActor) { friender = nullptr; }
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PARAM_POINTER_DEF(pLineTarget, FTranslatedLineTarget);
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PARAM_ANGLE_DEF(vrange);
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PARAM_INT_DEF(flags);
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PARAM_OBJECT_DEF(target, AActor);
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PARAM_OBJECT_DEF(friender, AActor);
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ACTION_RETURN_FLOAT(P_AimLineAttack(self, angle, distance, pLineTarget, vrange, flags, target, friender).Degrees);
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}
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@ -4431,8 +4431,8 @@ DEFINE_ACTION_FUNCTION(AActor, LineAttack)
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PARAM_INT(damage);
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PARAM_NAME(damageType);
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PARAM_CLASS(puffType, AActor);
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PARAM_INT_OPT(flags) { flags = 0; }
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PARAM_POINTER_OPT(victim, FTranslatedLineTarget) { victim = nullptr; }
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PARAM_INT_DEF(flags);
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PARAM_POINTER_DEF(victim, FTranslatedLineTarget);
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int acdmg;
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auto puff = P_LineAttack(self, angle, distance, pitch, damage, damageType, puffType, flags, victim, &acdmg);
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@ -5838,7 +5838,7 @@ DEFINE_ACTION_FUNCTION(AActor, SpawnMissile)
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PARAM_SELF_PROLOGUE(AActor);
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PARAM_OBJECT(dest, AActor);
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PARAM_CLASS(type, AActor);
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PARAM_OBJECT_OPT(owner, AActor) { owner = self; }
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PARAM_OBJECT_DEF(owner, AActor);
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ACTION_RETURN_OBJECT(P_SpawnMissile(self, dest, type, owner));
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}
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@ -6584,6 +6584,31 @@ void AActor::SetTranslation(const char *trname)
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// silently ignore if the name does not exist, this would create some insane message spam otherwise.
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}
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// This combines all 3 variations of the internal function
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DEFINE_ACTION_FUNCTION(AActor, VelFromAngle)
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{
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PARAM_SELF_PROLOGUE(AActor);
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if (numparam == 1)
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{
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self->VelFromAngle();
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}
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else
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{
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PARAM_FLOAT(speed);
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if (numparam == 2)
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{
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self->VelFromAngle(speed);
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}
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else
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{
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PARAM_ANGLE(angle);
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self->VelFromAngle(speed, angle);
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}
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}
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return 0;
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}
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//----------------------------------------------------------------------------
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//
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// DropItem handling
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@ -159,7 +159,6 @@ enum
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ATAG_AREGISTER, // pointer to an address register
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ATAG_STATE, // pointer to FState
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ATAG_STATEINFO, // FState plus some info.
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ATAG_RNG, // pointer to FRandom
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};
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@ -929,7 +928,7 @@ void VMDisasm(FILE *out, const VMOP *code, int codesize, const VMScriptFunction
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#define ASSERTINT(p) assert((p).Type == REGT_INT)
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#define ASSERTFLOAT(p) assert((p).Type == REGT_FLOAT)
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#define ASSERTSTRING(p) assert((p).Type == REGT_STRING)
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#define ASSERTOBJECT(p) assert((p).Type == REGT_POINTER && (p).atag == ATAG_OBJECT)
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#define ASSERTOBJECT(p) assert((p).Type == REGT_POINTER && ((p).atag == ATAG_OBJECT || (p).a == nullptr))
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#define ASSERTPOINTER(p) assert((p).Type == REGT_POINTER && (p).atag == ATAG_GENERIC)
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#define ASSERTSTATE(p) assert((p).Type == REGT_POINTER && ((p).atag == ATAG_GENERIC || (p).atag == ATAG_STATE))
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@ -950,14 +949,9 @@ void VMDisasm(FILE *out, const VMOP *code, int codesize, const VMScriptFunction
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#define PARAM_BOOL_OPT_AT(p,x) bool x; if ((p) < numparam && param[p].Type != REGT_NIL) { assert(param[p].Type == REGT_INT); x = !!param[p].i; } else
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#define PARAM_NAME_OPT_AT(p,x) FName x; if ((p) < numparam && param[p].Type != REGT_NIL) { assert(param[p].Type == REGT_INT); x = ENamedName(param[p].i); } else
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#define PARAM_SOUND_OPT_AT(p,x) FSoundID x; if ((p) < numparam && param[p].Type != REGT_NIL) { assert(param[p].Type == REGT_INT); x = FSoundID(param[p].i); } else
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#define PARAM_COLOR_OPT_AT(p,x) PalEntry x; if ((p) < numparam && param[p].Type != REGT_NIL) { assert(param[p].Type == REGT_INT); x.d = param[p].i; } else
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#define PARAM_FLOAT_OPT_AT(p,x) double x; if ((p) < numparam && param[p].Type != REGT_NIL) { assert(param[p].Type == REGT_FLOAT); x = param[p].f; } else
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#define PARAM_ANGLE_OPT_AT(p,x) DAngle x; if ((p) < numparam && param[p].Type != REGT_NIL) { assert(param[p].Type == REGT_FLOAT); x = param[p].f; } else
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#define PARAM_STRING_OPT_AT(p,x) FString x; if ((p) < numparam && param[p].Type != REGT_NIL) { assert(param[p].Type == REGT_STRING); x = param[p].s(); } else
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#define PARAM_STATE_OPT_AT(p,x) FState *x; if ((p) < numparam && param[p].Type != REGT_NIL) { assert(param[p].Type == REGT_POINTER && (param[p].atag == ATAG_STATE || param[p].atag == ATAG_GENERIC || param[p].a == NULL)); x = (FState *)param[p].a; } else
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#define PARAM_STATEINFO_OPT_AT(p,x) FStateParamInfo *x; if ((p) < numparam && param[p].Type != REGT_NIL) { assert(param[p].Type == REGT_POINTER && (param[p].atag == ATAG_STATEINFO || param[p].atag == ATAG_GENERIC || param[p].a == NULL)); x = (FStateParamInfo *)param[p].a; } else
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#define PARAM_POINTER_OPT_AT(p,x,type) type *x; if ((p) < numparam && param[p].Type != REGT_NIL) { assert(param[p].Type == REGT_POINTER); x = (type *)param[p].a; } else
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#define PARAM_OBJECT_OPT_AT(p,x,type) type *x; if ((p) < numparam && param[p].Type != REGT_NIL) { assert(param[p].Type == REGT_POINTER && (param[p].atag == ATAG_OBJECT || param[p].a == NULL)); x = (type *)param[p].a; assert(x == NULL || x->IsKindOf(RUNTIME_CLASS(type))); } else
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#define PARAM_CLASS_OPT_AT(p,x,base) base::MetaClass *x; if ((p) < numparam && param[p].Type != REGT_NIL) { assert(param[p].Type == REGT_POINTER && (param[p].atag == ATAG_OBJECT || param[p].a == NULL)); x = (base::MetaClass *)param[p].a; assert(x == NULL || x->IsDescendantOf(RUNTIME_CLASS(base))); } else
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// The above, but with an automatically increasing position index.
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@ -985,7 +979,6 @@ void VMDisasm(FILE *out, const VMOP *code, int codesize, const VMScriptFunction
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#define PARAM_ANGLE_DEF(x) ++paramnum; PARAM_ANGLE_DEF_AT(paramnum,x)
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#define PARAM_STRING_DEF(x) ++paramnum; PARAM_STRING_DEF_AT(paramnum,x)
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#define PARAM_STATE_DEF(x) ++paramnum; PARAM_STATE_DEF_AT(paramnum,x)
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#define PARAM_STATEINFO_DEF(x) ++paramnum; PARAM_STATEINFO_DEF_AT(paramnum,x)
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#define PARAM_POINTER_DEF(x,type) ++paramnum; PARAM_POINTER_DEF_AT(paramnum,x,type)
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#define PARAM_OBJECT_DEF(x,type) ++paramnum; PARAM_OBJECT_DEF_AT(paramnum,x,type)
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#define PARAM_CLASS_DEF(x,base) ++paramnum; PARAM_CLASS_DEF_AT(paramnum,x,base)
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@ -994,14 +987,9 @@ void VMDisasm(FILE *out, const VMOP *code, int codesize, const VMScriptFunction
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#define PARAM_BOOL_OPT(x) ++paramnum; PARAM_BOOL_OPT_AT(paramnum,x)
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#define PARAM_NAME_OPT(x) ++paramnum; PARAM_NAME_OPT_AT(paramnum,x)
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#define PARAM_SOUND_OPT(x) ++paramnum; PARAM_SOUND_OPT_AT(paramnum,x)
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#define PARAM_COLOR_OPT(x) ++paramnum; PARAM_COLOR_OPT_AT(paramnum,x)
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#define PARAM_FLOAT_OPT(x) ++paramnum; PARAM_FLOAT_OPT_AT(paramnum,x)
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#define PARAM_ANGLE_OPT(x) ++paramnum; PARAM_ANGLE_OPT_AT(paramnum,x)
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#define PARAM_STRING_OPT(x) ++paramnum; PARAM_STRING_OPT_AT(paramnum,x)
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#define PARAM_STATE_OPT(x) ++paramnum; PARAM_STATE_OPT_AT(paramnum,x)
|
||||
#define PARAM_STATEINFO_OPT(x) ++paramnum; PARAM_STATEINFO_OPT_AT(paramnum,x)
|
||||
#define PARAM_POINTER_OPT(x,type) ++paramnum; PARAM_POINTER_OPT_AT(paramnum,x,type)
|
||||
#define PARAM_OBJECT_OPT(x,type) ++paramnum; PARAM_OBJECT_OPT_AT(paramnum,x,type)
|
||||
#define PARAM_CLASS_OPT(x,base) ++paramnum; PARAM_CLASS_OPT_AT(paramnum,x,base)
|
||||
|
||||
typedef int(*actionf_p)(VMFrameStack *stack, VMValue *param, TArray<VMValue> &defaultparam, int numparam, VMReturn *ret, int numret);/*(VM_ARGS)*/
|
||||
|
@ -1043,7 +1031,7 @@ struct AFuncDesc
|
|||
//#define PUSH_PARAMINFO self, stateowner, CallingState, ParameterIndex, statecall
|
||||
|
||||
#define CALL_ACTION(name,self) { /*AF_##name(self, self, NULL, 0, NULL)*/ \
|
||||
VMValue params[3] = { self, self, VMValue(NULL, ATAG_STATEINFO) }; \
|
||||
VMValue params[3] = { self, self, VMValue(NULL, ATAG_GENERIC) }; \
|
||||
stack->Call(name##_VMPtr, params, countof(params), NULL, 0, NULL); \
|
||||
}
|
||||
|
||||
|
@ -1066,8 +1054,8 @@ struct AFuncDesc
|
|||
#define PARAM_ACTION_PROLOGUE(type) \
|
||||
PARAM_PROLOGUE; \
|
||||
PARAM_OBJECT (self, type); \
|
||||
PARAM_OBJECT_OPT (stateowner, AActor) { stateowner = self; } \
|
||||
PARAM_STATEINFO_OPT (stateinfo) { stateinfo = nullptr; } \
|
||||
PARAM_OBJECT (stateowner, AActor) \
|
||||
PARAM_POINTER (stateinfo, FStateParamInfo) \
|
||||
|
||||
// Number of action paramaters
|
||||
#define NAP 3
|
||||
|
|
|
@ -188,7 +188,7 @@ void VMFillParams(VMValue *params, VMFrame *callee, int numparam)
|
|||
const VMRegisters calleereg(callee);
|
||||
|
||||
assert(calleefunc != NULL && !calleefunc->Native);
|
||||
assert(numparam == calleefunc->NumArgs || ((int)calleefunc->Defaults.Size() == numparam));
|
||||
assert(numparam == calleefunc->NumArgs || ((int)calleefunc->Defaults.Size() == calleefunc->NumArgs));
|
||||
assert(REGT_INT == 0 && REGT_FLOAT == 1 && REGT_STRING == 2 && REGT_POINTER == 3);
|
||||
|
||||
regd = regf = regs = rega = 0;
|
||||
|
|
|
@ -65,6 +65,7 @@ class Actor : Thinker native
|
|||
native bool SetState(state st, bool nofunction = false);
|
||||
native void LinkToWorld();
|
||||
native void UnlinkFromWorld();
|
||||
native void VelFromAngle(float speed = 0, float angle = 0);
|
||||
|
||||
// DECORATE compatible functions
|
||||
native bool CheckClass(class<Actor> checkclass, int ptr_select = AAPTR_DEFAULT, bool match_superclass = false);
|
||||
|
@ -166,6 +167,12 @@ class Actor : Thinker native
|
|||
LinkToWorld();
|
||||
}
|
||||
|
||||
// killough 11/98: kill an object
|
||||
void A_Die(name damagetype = "none")
|
||||
{
|
||||
DamageMobj(null, null, health, damagetype, DMG_FORCED);
|
||||
}
|
||||
|
||||
// Action functions
|
||||
// Meh, MBF redundant functions. Only for DeHackEd support.
|
||||
native bool A_LineEffect(int boomspecial = 0, int tag = 0);
|
||||
|
@ -193,10 +200,6 @@ class Actor : Thinker native
|
|||
native void A_SkelWhoosh();
|
||||
native void A_SkelFist();
|
||||
native void A_SkelMissile();
|
||||
native void A_FatRaise();
|
||||
native void A_FatAttack1(class<Actor> spawntype = "FatShot");
|
||||
native void A_FatAttack2(class<Actor> spawntype = "FatShot");
|
||||
native void A_FatAttack3(class<Actor> spawntype = "FatShot");
|
||||
native void A_BossDeath();
|
||||
native void A_SkullAttack(float speed = 20);
|
||||
native void A_BetaSkullAttack();
|
||||
|
@ -212,7 +215,6 @@ class Actor : Thinker native
|
|||
native void A_SpawnSound();
|
||||
native void A_SpawnFly(class<Actor> spawntype = null); // needs special treatment for default
|
||||
native void A_BrainExplode();
|
||||
native void A_Die(name damagetype = "none");
|
||||
native void A_Detonate();
|
||||
native void A_Mushroom(class<Actor> spawntype = "FatShot", int numspawns = 0, int flags = 0, float vrange = 4.0, float hrange = 0.5);
|
||||
native bool A_CallSpecial(int special, int arg1=0, int arg2=0, int arg3=0, int arg4=0, int arg5=0);
|
||||
|
|
|
@ -862,3 +862,17 @@ enum ESightFlags
|
|||
SF_SEEPASTBLOCKEVERYTHING=4,
|
||||
SF_IGNOREWATERBOUNDARY=8
|
||||
}
|
||||
|
||||
enum EDmgFlags
|
||||
{
|
||||
DMG_NO_ARMOR = 1,
|
||||
DMG_INFLICTOR_IS_PUFF = 2,
|
||||
DMG_THRUSTLESS = 4,
|
||||
DMG_FORCED = 8,
|
||||
DMG_NO_FACTOR = 16,
|
||||
DMG_PLAYERATTACK = 32,
|
||||
DMG_FOILINVUL = 64,
|
||||
DMG_FOILBUDDHA = 128,
|
||||
DMG_NO_PROTECT = 256,
|
||||
DMG_USEANGLE = 512,
|
||||
}
|
||||
|
|
|
@ -93,3 +93,75 @@ class FatShot : Actor
|
|||
}
|
||||
|
||||
|
||||
//===========================================================================
|
||||
//
|
||||
// Code (must be attached to Actor)
|
||||
//
|
||||
//===========================================================================
|
||||
|
||||
extend class Actor
|
||||
{
|
||||
const FATSPREAD = 90./8;
|
||||
|
||||
|
||||
void A_FatRaise()
|
||||
{
|
||||
A_FaceTarget();
|
||||
A_PlaySound("fatso/raiseguns", CHAN_WEAPON);
|
||||
}
|
||||
|
||||
void A_FatAttack1(class<Actor> spawntype = "FatShot")
|
||||
{
|
||||
if (target)
|
||||
{
|
||||
A_FaceTarget ();
|
||||
// Change direction to ...
|
||||
Angle += FATSPREAD;
|
||||
SpawnMissile (target, spawntype);
|
||||
Actor missile = SpawnMissile (target, spawntype);
|
||||
if (missile)
|
||||
{
|
||||
missile.Angle += FATSPREAD;
|
||||
missile.VelFromAngle();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void A_FatAttack2(class<Actor> spawntype = "FatShot")
|
||||
{
|
||||
if (target)
|
||||
{
|
||||
A_FaceTarget ();
|
||||
// Now here choose opposite deviation.
|
||||
Angle -= FATSPREAD;
|
||||
SpawnMissile (target, spawntype);
|
||||
Actor missile = SpawnMissile (target, spawntype);
|
||||
if (missile)
|
||||
{
|
||||
missile.Angle -= FATSPREAD;
|
||||
missile.VelFromAngle();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void A_FatAttack3(class<Actor> spawntype = "FatShot")
|
||||
{
|
||||
if (target)
|
||||
{
|
||||
A_FaceTarget ();
|
||||
Actor missile = SpawnMissile (target, spawntype);
|
||||
if (missile)
|
||||
{
|
||||
missile.Angle -= FATSPREAD/2;
|
||||
missile.VelFromAngle();
|
||||
}
|
||||
missile = SpawnMissile (target, spawntype);
|
||||
if (missile)
|
||||
{
|
||||
missile.Angle += FATSPREAD/2;
|
||||
missile.VelFromAngle();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
|
Loading…
Reference in a new issue