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- adapted AActor to use TFlags
This commit is contained in:
parent
830a7ee003
commit
ca012bc9be
17 changed files with 127 additions and 92 deletions
84
src/actor.h
84
src/actor.h
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@ -39,6 +39,7 @@
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#include "s_sound.h"
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#include "memarena.h"
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#include "g_level.h"
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#include "tflags.h"
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struct subsector_t;
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//
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@ -105,10 +106,9 @@ struct subsector_t;
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// Any questions?
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//
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enum
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{
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// --- mobj.flags ---
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enum ActorFlag
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{
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MF_SPECIAL = 0x00000001, // call P_SpecialThing when touched
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MF_SOLID = 0x00000002,
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MF_SHOOTABLE = 0x00000004,
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@ -152,8 +152,13 @@ enum
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MF_STEALTH = 0x40000000, // [RH] Andy Baker's stealth monsters
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MF_ICECORPSE = 0x80000000, // a frozen corpse (for blasting) [RH] was 0x800000
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// --- mobj.flags2 ---
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// --- dummies for unknown/unimplemented Strife flags ---
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MF_STRIFEx8000000 = 0, // seems related to MF_SHADOW
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};
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// --- mobj.flags2 ---
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enum ActorFlag2
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{
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MF2_DONTREFLECT = 0x00000001, // this projectile cannot be reflected
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MF2_WINDTHRUST = 0x00000002, // gets pushed around by the wind specials
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MF2_DONTSEEKINVISIBLE=0x00000004, // For seeker missiles: Don't home in on invisible/shadow targets
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@ -191,9 +196,11 @@ enum
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// args should not be taken from the mapthing definition
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MF2_SEEKERMISSILE = 0x40000000, // is a seeker (for reflection)
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MF2_REFLECTIVE = 0x80000000, // reflects missiles
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};
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// --- mobj.flags3 ---
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enum ActorFlag3
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{
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MF3_FLOORHUGGER = 0x00000001, // Missile stays on floor
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MF3_CEILINGHUGGER = 0x00000002, // Missile stays on ceiling
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MF3_NORADIUSDMG = 0x00000004, // Actor does not take radius damage
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@ -226,9 +233,11 @@ enum
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MF3_WARNBOT = 0x20000000, // Missile warns bot
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MF3_PUFFONACTORS = 0x40000000, // Puff appears even when hit bleeding actors
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MF3_HUNTPLAYERS = 0x80000000, // Used with TIDtoHate, means to hate players too
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};
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// --- mobj.flags4 ---
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enum ActorFlag4
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{
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MF4_NOHATEPLAYERS = 0x00000001, // Ignore player attacks
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MF4_QUICKTORETALIATE= 0x00000002, // Always switch targets when hurt
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MF4_NOICEDEATH = 0x00000004, // Actor never enters an ice death, not even the generic one
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@ -262,9 +271,12 @@ enum
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MF4_EXTREMEDEATH = 0x20000000, // this projectile or weapon always gibs its victim
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MF4_FRIGHTENED = 0x40000000, // Monster runs away from player
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MF4_BOSSSPAWNED = 0x80000000, // Spawned by a boss spawn cube
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};
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// --- mobj.flags5 ---
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enum ActorFlag5
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{
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MF5_DONTDRAIN = 0x00000001, // cannot be drained health from.
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/* = 0x00000002, reserved for use by scripting branch */
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MF5_NODROPOFF = 0x00000004, // cannot drop off under any circumstances.
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@ -298,9 +310,11 @@ enum
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MF5_INCONVERSATION = 0x20000000, // Actor is having a conversation
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MF5_PAINLESS = 0x40000000, // Actor always inflicts painless damage.
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MF5_MOVEWITHSECTOR = 0x80000000, // P_ChangeSector() will still process this actor if it has MF_NOBLOCKMAP
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};
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// --- mobj.flags6 ---
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enum ActorFlag6
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{
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MF6_NOBOSSRIP = 0x00000001, // For rippermissiles: Don't rip through bosses.
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MF6_THRUSPECIES = 0x00000002, // Actors passes through other of the same species.
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MF6_MTHRUSPECIES = 0x00000004, // Missile passes through actors of its shooter's species.
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@ -333,9 +347,11 @@ enum
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MF6_NOTAUTOAIMED = 0x20000000, // Do not subject actor to player autoaim.
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MF6_NOTONAUTOMAP = 0x40000000, // will not be shown on automap with the 'scanner' powerup.
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MF6_RELATIVETOFLOOR = 0x80000000, // [RC] Make flying actors be affected by lifts.
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};
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// --- mobj.flags7 ---
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enum ActorFlag7
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{
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MF7_NEVERTARGET = 0x00000001, // can not be targetted at all, even if monster friendliness is considered.
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MF7_NOTELESTOMP = 0x00000002, // cannot telefrag under any circumstances (even when set by MAPINFO)
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MF7_ALWAYSTELEFRAG = 0x00000004, // will unconditionally be telefragged when in the way. Overrides all other settings.
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@ -354,11 +370,11 @@ enum
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MF7_HITMASTER = 0x00008000, // Same as HITTARGET, except it's master instead of target.
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MF7_HITTRACER = 0x00010000, // Same as HITTARGET, but for tracer.
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MF7_FLYCHEAT = 0x00020000, // must be part of the actor so that it can be tracked properly
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};
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// --- mobj.renderflags ---
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enum ActorRenderFlag
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{
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RF_XFLIP = 0x0001, // Flip sprite horizontally
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RF_YFLIP = 0x0002, // Flip sprite vertically
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RF_ONESIDED = 0x0004, // Wall/floor sprite is visible from front only
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@ -387,10 +403,6 @@ enum
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RF_FORCEYBILLBOARD = 0x10000, // [BB] OpenGL only: draw with y axis billboard, i.e. anchored to the floor (overrides gl_billboard_mode setting)
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RF_FORCEXYBILLBOARD = 0x20000, // [BB] OpenGL only: draw with xy axis billboard, i.e. unanchored (overrides gl_billboard_mode setting)
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// --- dummies for unknown/unimplemented Strife flags ---
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MF_STRIFEx8000000 = 0, // seems related to MF_SHADOW
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};
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#define TRANSLUC25 (FRACUNIT/4)
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@ -419,7 +431,7 @@ enum replace_t
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ALLOW_REPLACE = 1
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};
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enum EBounceFlags
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enum ActorBounceFlag
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{
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BOUNCE_Walls = 1<<0, // bounces off of walls
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BOUNCE_Floors = 1<<1, // bounces off of floors
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@ -473,6 +485,26 @@ enum EBounceFlags
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};
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// [TP] Flagset definitions
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typedef TFlags<ActorFlag> ActorFlags;
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typedef TFlags<ActorFlag2> ActorFlags2;
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typedef TFlags<ActorFlag3> ActorFlags3;
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typedef TFlags<ActorFlag4> ActorFlags4;
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typedef TFlags<ActorFlag5> ActorFlags5;
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typedef TFlags<ActorFlag6> ActorFlags6;
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typedef TFlags<ActorFlag7> ActorFlags7;
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typedef TFlags<ActorRenderFlag> ActorRenderFlags;
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typedef TFlags<ActorBounceFlag, WORD> ActorBounceFlags;
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DEFINE_TFLAGS_OPERATORS (ActorFlags)
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DEFINE_TFLAGS_OPERATORS (ActorFlags2)
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DEFINE_TFLAGS_OPERATORS (ActorFlags3)
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DEFINE_TFLAGS_OPERATORS (ActorFlags4)
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DEFINE_TFLAGS_OPERATORS (ActorFlags5)
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DEFINE_TFLAGS_OPERATORS (ActorFlags6)
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DEFINE_TFLAGS_OPERATORS (ActorFlags7)
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DEFINE_TFLAGS_OPERATORS (ActorRenderFlags)
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DEFINE_TFLAGS_OPERATORS (ActorBounceFlags)
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// Used to affect the logic for thing activation through death, USESPECIAL and BUMPSPECIAL
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// "thing" refers to what has the flag and the special, "trigger" refers to what used or bumped it
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enum EThingSpecialActivationType
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@ -838,7 +870,7 @@ public:
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BYTE frame; // sprite frame to draw
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fixed_t scaleX, scaleY; // Scaling values; FRACUNIT is normal size
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FRenderStyle RenderStyle; // Style to draw this actor with
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DWORD renderflags; // Different rendering flags
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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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DWORD effects; // [RH] see p_effect.h
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fixed_t alpha;
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@ -864,13 +896,13 @@ public:
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FState *state;
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SDWORD Damage; // For missiles and monster railgun
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int projectileKickback;
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DWORD flags;
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DWORD flags2; // Heretic flags
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DWORD flags3; // [RH] Hexen/Heretic actor-dependant behavior made flaggable
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DWORD flags4; // [RH] Even more flags!
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DWORD flags5; // OMG! We need another one.
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DWORD flags6; // Shit! Where did all the flags go?
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DWORD flags7; // WHO WANTS TO BET ON 8!?
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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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@ -916,7 +948,7 @@ public:
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BYTE boomwaterlevel; // splash information for non-swimmable water sectors
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BYTE MinMissileChance;// [RH] If a random # is > than this, then missile attack.
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SBYTE LastLookPlayerNumber;// Player number last looked for (if TIDtoHate == 0)
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WORD BounceFlags; // which bouncing type?
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ActorBounceFlags BounceFlags; // which bouncing type?
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DWORD SpawnFlags; // Increased to DWORD because of Doom 64
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fixed_t meleerange; // specifies how far a melee attack reaches.
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fixed_t meleethreshold; // Distance below which a monster doesn't try to shoot missiles anynore
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@ -544,7 +544,7 @@ angle_t DBot::FireRox (AActor *enemy, ticcmd_t *cmd)
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// creating side-effects during gameplay.
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bool FCajunMaster::SafeCheckPosition (AActor *actor, fixed_t x, fixed_t y, FCheckPosition &tm)
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{
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int savedFlags = actor->flags;
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ActorFlags savedFlags = actor->flags;
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actor->flags &= ~MF_PICKUP;
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bool res = P_CheckPosition (actor, x, y, tm);
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actor->flags = savedFlags;
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@ -1135,31 +1135,31 @@ static int PatchThing (int thingy)
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// triggering line effects and can teleport when the missile flag is removed.
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info->flags2 &= ~MF2_NOTELEPORT;
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}
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info->flags = value[0];
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info->flags = ActorFlags::FromInt (value[0]);
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}
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if (vchanged[1])
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{
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info->flags2 = value[1];
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info->flags2 = ActorFlags2::FromInt (value[1]);
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if (info->flags2 & 0x00000004) // old BOUNCE1
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{
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info->flags2 &= ~4;
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info->flags2 &= ActorFlags2::FromInt (~4);
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info->BounceFlags = BOUNCE_DoomCompat;
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}
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// Damage types that once were flags but now are not
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if (info->flags2 & 0x20000000)
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{
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info->DamageType = NAME_Ice;
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info->flags2 &= ~0x20000000;
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info->flags2 &= ActorFlags2::FromInt (~0x20000000);
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}
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if (info->flags2 & 0x10000)
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{
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info->DamageType = NAME_Fire;
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info->flags2 &= ~0x10000;
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info->flags2 &= ActorFlags2::FromInt (~0x10000);
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}
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if (info->flags2 & 1)
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{
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info->gravity = FRACUNIT/4;
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info->flags2 &= ~1;
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info->flags2 &= ActorFlags2::FromInt (~1);
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}
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}
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if (vchanged[2])
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@ -1216,11 +1216,14 @@ void FParser::SF_ObjFlag(void)
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if(mo && flagnum<26) // nullptr check
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{
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DWORD tempflags = mo->flags;
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// remove old bit
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mo->flags &= ~(1 << flagnum);
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tempflags &= ~(1 << flagnum);
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// make the new flag
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mo->flags |= (!!intvalue(t_argv[2])) << flagnum;
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tempflags |= (!!intvalue(t_argv[2])) << flagnum;
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mo->flags = ActorFlags::FromInt (tempflags);
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}
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}
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t_return.type = svt_int;
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@ -228,7 +228,7 @@ bool P_UndoPlayerMorph (player_t *activator, player_t *player, int unmorphflag,
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mo->angle = pmo->angle;
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mo->player = player;
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mo->reactiontime = 18;
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mo->flags = pmo->special2 & ~MF_JUSTHIT;
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mo->flags = ActorFlags::FromInt (pmo->special2) & ~MF_JUSTHIT;
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mo->velx = 0;
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mo->vely = 0;
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player->velx = 0;
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actor->SetOrigin (beast->x, beast->y, beast->z);
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actor->flags |= MF_SOLID;
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beast->flags &= ~MF_SOLID;
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int beastflags6 = beast->flags6;
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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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@ -603,9 +603,9 @@ void AActorMover::Deactivate (AActor *activator)
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if (tracer != NULL)
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{
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tracer->UnlinkFromWorld ();
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tracer->flags = special1;
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tracer->flags = ActorFlags::FromInt (special1);
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tracer->LinkToWorld ();
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tracer->flags2 = special2;
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tracer->flags2 = ActorFlags2::FromInt (special2);
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}
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}
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}
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TObjPtr<AActor> UnmorphedMe;
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int UnmorphTime, MorphStyle;
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const PClass *MorphExitFlash;
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DWORD FlagsSave;
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ActorFlags FlagsSave;
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};
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class AMapMarker : public AActor
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@ -3387,7 +3387,7 @@ int DLevelScript::DoSpawn (int type, fixed_t x, fixed_t y, fixed_t z, int tid, i
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actor = Spawn (info, x, y, z, ALLOW_REPLACE);
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if (actor != NULL)
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{
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DWORD oldFlags2 = actor->flags2;
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ActorFlags2 oldFlags2 = actor->flags2;
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actor->flags2 |= MF2_PASSMOBJ;
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if (force || P_TestMobjLocation (actor))
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{
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@ -894,5 +894,5 @@ void ACustomSprite::BeginPlay ()
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if (cstat & 8)
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renderflags |= RF_YFLIP;
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// set face/wall/floor flags
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renderflags |= ((cstat >> 4) & 3) << 12;
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renderflags |= ActorRenderFlags::FromInt (((cstat >> 4) & 3) << 12);
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}
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@ -2573,7 +2573,7 @@ static bool P_CheckForResurrection(AActor *self, bool usevilestates)
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fixed_t oldheight = corpsehit->height;
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fixed_t oldradius = corpsehit->radius;
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int oldflags = corpsehit->flags;
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ActorFlags oldflags = corpsehit->flags;
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corpsehit->flags |= MF_SOLID;
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corpsehit->height = corpsehit->GetDefault()->height;
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@ -1590,7 +1590,7 @@ bool P_CheckPosition(AActor *thing, fixed_t x, fixed_t y, bool actorsonly)
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bool P_TestMobjLocation(AActor *mobj)
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{
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int flags;
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ActorFlags flags;
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flags = mobj->flags;
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mobj->flags &= ~MF_PICKUP;
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@ -4916,7 +4916,7 @@ EXTERN_CVAR(Int, cl_bloodtype)
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bool P_AdjustFloorCeil(AActor *thing, FChangePosition *cpos)
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{
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int flags2 = thing->flags2 & MF2_PASSMOBJ;
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ActorFlags2 flags2 = thing->flags2 & MF2_PASSMOBJ;
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FCheckPosition tm;
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if ((thing->flags2 & MF2_PASSMOBJ) && (thing->flags3 & MF3_ISMONSTER))
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@ -481,7 +481,7 @@ bool AActor::SetState (FState *newstate, bool nofunction)
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}
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state = newstate;
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tics = GetTics(newstate);
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renderflags = (renderflags & ~RF_FULLBRIGHT) | newstate->GetFullbright();
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renderflags = (renderflags & ~RF_FULLBRIGHT) | ActorRenderFlags::FromInt (newstate->GetFullbright());
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newsprite = newstate->sprite;
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if (newsprite != SPR_FIXED)
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{ // okay to change sprite and/or frame
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@ -3940,7 +3940,7 @@ AActor *AActor::StaticSpawn (const PClass *type, fixed_t ix, fixed_t iy, fixed_t
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actor->sprite = st->sprite;
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actor->frame = st->GetFrame();
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actor->renderflags = (actor->renderflags & ~RF_FULLBRIGHT) | st->GetFullbright();
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actor->renderflags = (actor->renderflags & ~RF_FULLBRIGHT) | ActorRenderFlags::FromInt (st->GetFullbright());
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actor->touching_sectorlist = NULL; // NULL head of sector list // phares 3/13/98
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if (G_SkillProperty(SKILLP_FastMonsters))
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actor->Speed = actor->GetClass()->Meta.GetMetaFixed(AMETA_FastSpeed, actor->Speed);
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@ -97,7 +97,7 @@ bool P_Thing_Spawn (int tid, AActor *source, int type, angle_t angle, bool fog,
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if (mobj != NULL)
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{
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DWORD oldFlags2 = mobj->flags2;
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ActorFlags2 oldFlags2 = mobj->flags2;
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mobj->flags2 |= MF2_PASSMOBJ;
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if (P_TestMobjLocation (mobj))
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{
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@ -440,7 +440,7 @@ bool P_Thing_Raise(AActor *thing, AActor *raiser)
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// [RH] Check against real height and radius
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fixed_t oldheight = thing->height;
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fixed_t oldradius = thing->radius;
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int oldflags = thing->flags;
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ActorFlags oldflags = thing->flags;
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thing->flags |= MF_SOLID;
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thing->height = info->height; // [RH] Use real height
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@ -479,7 +479,7 @@ bool P_Thing_CanRaise(AActor *thing)
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AActor *info = thing->GetDefault();
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// Check against real height and radius
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int oldflags = thing->flags;
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ActorFlags oldflags = thing->flags;
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fixed_t oldheight = thing->height;
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fixed_t oldradius = thing->radius;
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||||
|
|
|
@ -790,7 +790,7 @@ void R_RenderActorView (AActor *actor, bool dontmaplines)
|
|||
P_FindParticleSubsectors ();
|
||||
|
||||
WallCycles.Clock();
|
||||
DWORD savedflags = camera->renderflags;
|
||||
ActorRenderFlags savedflags = camera->renderflags;
|
||||
// Never draw the player unless in chasecam mode
|
||||
if (!r_showviewer)
|
||||
{
|
||||
|
|
|
@ -2023,10 +2023,10 @@ static bool InitSpawnedItem(AActor *self, AActor *mo, int flags)
|
|||
mo->RenderStyle = self->RenderStyle;
|
||||
}
|
||||
|
||||
if (flags & SIXF_TRANSFERSPRITEFRAME)
|
||||
{
|
||||
mo->sprite = self->sprite;
|
||||
mo->frame = self->frame;
|
||||
if (flags & SIXF_TRANSFERSPRITEFRAME)
|
||||
{
|
||||
mo->sprite = self->sprite;
|
||||
mo->frame = self->frame;
|
||||
}
|
||||
|
||||
if (flags & SIXF_TRANSFERROLL)
|
||||
|
@ -3766,7 +3766,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_ChangeFlag)
|
|||
}
|
||||
else
|
||||
{
|
||||
DWORD *flagp = (DWORD*) (((char*)self) + fd->structoffset);
|
||||
ActorFlags *flagp = (ActorFlags*) (((char*)self) + fd->structoffset);
|
||||
|
||||
// If these 2 flags get changed we need to update the blockmap and sector links.
|
||||
bool linkchange = flagp == &self->flags && (fd->flagbit == MF_NOBLOCKMAP || fd->flagbit == MF_NOSECTOR);
|
||||
|
@ -4029,19 +4029,19 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SetPitch)
|
|||
ref->SetPitch(pitch, !!(flags & SPF_INTERPOLATE));
|
||||
}
|
||||
|
||||
//===========================================================================
|
||||
//
|
||||
// [Nash] A_SetRoll
|
||||
//
|
||||
// Set actor's roll (in degrees).
|
||||
//
|
||||
//===========================================================================
|
||||
|
||||
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SetRoll)
|
||||
{
|
||||
ACTION_PARAM_START(3);
|
||||
ACTION_PARAM_ANGLE(roll, 0);
|
||||
ACTION_PARAM_INT(flags, 1);
|
||||
//===========================================================================
|
||||
//
|
||||
// [Nash] A_SetRoll
|
||||
//
|
||||
// Set actor's roll (in degrees).
|
||||
//
|
||||
//===========================================================================
|
||||
|
||||
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SetRoll)
|
||||
{
|
||||
ACTION_PARAM_START(3);
|
||||
ACTION_PARAM_ANGLE(roll, 0);
|
||||
ACTION_PARAM_INT(flags, 1);
|
||||
ACTION_PARAM_INT(ptr, 2);
|
||||
|
||||
AActor *ref = COPY_AAPTR(self, ptr);
|
||||
|
@ -4050,9 +4050,9 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SetRoll)
|
|||
{
|
||||
ACTION_SET_RESULT(false);
|
||||
return;
|
||||
}
|
||||
ref->SetRoll(roll, !!(flags & SPF_INTERPOLATE));
|
||||
}
|
||||
}
|
||||
ref->SetRoll(roll, !!(flags & SPF_INTERPOLATE));
|
||||
}
|
||||
|
||||
//===========================================================================
|
||||
//
|
||||
|
|
|
@ -60,7 +60,7 @@ static TArray<FVariableInfo*> variables;
|
|||
#define DEFINE_DEPRECATED_FLAG(name) { DEPF_##name, #name, -1, 0 }
|
||||
#define DEFINE_DUMMY_FLAG(name) { DEPF_UNUSED, #name, -1, 0 }
|
||||
|
||||
static FFlagDef ActorFlags[]=
|
||||
static FFlagDef ActorFlagDefs[]=
|
||||
{
|
||||
DEFINE_FLAG(MF, PICKUP, APlayerPawn, flags),
|
||||
DEFINE_FLAG(MF, SPECIAL, APlayerPawn, flags),
|
||||
|
@ -302,7 +302,7 @@ static FFlagDef ActorFlags[]=
|
|||
DEFINE_DUMMY_FLAG(EXPLODEONDEATH), // seems useless
|
||||
};
|
||||
|
||||
static FFlagDef InventoryFlags[] =
|
||||
static FFlagDef InventoryFlagDefs[] =
|
||||
{
|
||||
// Inventory flags
|
||||
DEFINE_FLAG(IF, QUIET, AInventory, ItemFlags),
|
||||
|
@ -329,7 +329,7 @@ static FFlagDef InventoryFlags[] =
|
|||
DEFINE_DEPRECATED_FLAG(PICKUPFLASH),
|
||||
DEFINE_DEPRECATED_FLAG(INTERHUBSTRIP),};
|
||||
|
||||
static FFlagDef WeaponFlags[] =
|
||||
static FFlagDef WeaponFlagDefs[] =
|
||||
{
|
||||
// Weapon flags
|
||||
DEFINE_FLAG(WIF, NOAUTOFIRE, AWeapon, WeaponFlags),
|
||||
|
@ -356,7 +356,7 @@ static FFlagDef WeaponFlags[] =
|
|||
DEFINE_DUMMY_FLAG(ALLOW_WITH_RESPAWN_INVUL),
|
||||
};
|
||||
|
||||
static FFlagDef PlayerPawnFlags[] =
|
||||
static FFlagDef PlayerPawnFlagDefs[] =
|
||||
{
|
||||
// PlayerPawn flags
|
||||
DEFINE_FLAG(PPF, NOTHRUSTWHENINVUL, APlayerPawn, PlayerFlags),
|
||||
|
@ -364,7 +364,7 @@ static FFlagDef PlayerPawnFlags[] =
|
|||
DEFINE_FLAG(PPF, CROUCHABLEMORPH, APlayerPawn, PlayerFlags),
|
||||
};
|
||||
|
||||
static FFlagDef PowerSpeedFlags[] =
|
||||
static FFlagDef PowerSpeedFlagDefs[] =
|
||||
{
|
||||
// PowerSpeed flags
|
||||
DEFINE_FLAG(PSF, NOTRAIL, APowerSpeed, SpeedFlags),
|
||||
|
@ -372,11 +372,11 @@ static FFlagDef PowerSpeedFlags[] =
|
|||
|
||||
static const struct FFlagList { const PClass *Type; FFlagDef *Defs; int NumDefs; } FlagLists[] =
|
||||
{
|
||||
{ RUNTIME_CLASS(AActor), ActorFlags, countof(ActorFlags) },
|
||||
{ RUNTIME_CLASS(AInventory), InventoryFlags, countof(InventoryFlags) },
|
||||
{ RUNTIME_CLASS(AWeapon), WeaponFlags, countof(WeaponFlags) },
|
||||
{ RUNTIME_CLASS(APlayerPawn), PlayerPawnFlags,countof(PlayerPawnFlags) },
|
||||
{ RUNTIME_CLASS(APowerSpeed), PowerSpeedFlags,countof(PowerSpeedFlags) },
|
||||
{ RUNTIME_CLASS(AActor), ActorFlagDefs, countof(ActorFlagDefs) },
|
||||
{ RUNTIME_CLASS(AInventory), InventoryFlagDefs, countof(InventoryFlagDefs) },
|
||||
{ RUNTIME_CLASS(AWeapon), WeaponFlagDefs, countof(WeaponFlagDefs) },
|
||||
{ RUNTIME_CLASS(APlayerPawn), PlayerPawnFlagDefs, countof(PlayerPawnFlagDefs) },
|
||||
{ RUNTIME_CLASS(APowerSpeed), PowerSpeedFlagDefs, countof(PowerSpeedFlagDefs) },
|
||||
};
|
||||
#define NUM_FLAG_LISTS (countof(FlagLists))
|
||||
|
||||
|
@ -463,11 +463,11 @@ FFlagDef *FindFlag (const PClass *type, const char *part1, const char *part2)
|
|||
|
||||
const char *GetFlagName(unsigned int flagnum, int flagoffset)
|
||||
{
|
||||
for(unsigned i = 0; i < countof(ActorFlags); i++)
|
||||
for(unsigned i = 0; i < countof(ActorFlagDefs); i++)
|
||||
{
|
||||
if (ActorFlags[i].flagbit == flagnum && ActorFlags[i].structoffset == flagoffset)
|
||||
if (ActorFlagDefs[i].flagbit == flagnum && ActorFlagDefs[i].structoffset == flagoffset)
|
||||
{
|
||||
return ActorFlags[i].name;
|
||||
return ActorFlagDefs[i].name;
|
||||
}
|
||||
}
|
||||
return "(unknown)"; // return something printable
|
||||
|
|
|
@ -1062,7 +1062,7 @@ DEFINE_PROPERTY(bloodtype, Sss, Actor)
|
|||
DEFINE_PROPERTY(bouncetype, S, Actor)
|
||||
{
|
||||
static const char *names[] = { "None", "Doom", "Heretic", "Hexen", "DoomCompat", "HereticCompat", "HexenCompat", "Grenade", "Classic", NULL };
|
||||
static const int flags[] = { BOUNCE_None,
|
||||
static const ActorBounceFlag flags[] = { BOUNCE_None,
|
||||
BOUNCE_Doom, BOUNCE_Heretic, BOUNCE_Hexen,
|
||||
BOUNCE_DoomCompat, BOUNCE_HereticCompat, BOUNCE_HexenCompat,
|
||||
BOUNCE_Grenade, BOUNCE_Classic, };
|
||||
|
@ -1322,13 +1322,13 @@ DEFINE_PROPERTY(species, S, Actor)
|
|||
//==========================================================================
|
||||
DEFINE_PROPERTY(clearflags, 0, Actor)
|
||||
{
|
||||
defaults->flags =
|
||||
defaults->flags3 =
|
||||
defaults->flags4 =
|
||||
defaults->flags5 =
|
||||
defaults->flags6 =
|
||||
defaults->flags7 = 0;
|
||||
defaults->flags = 0;
|
||||
defaults->flags2 &= MF2_ARGSDEFINED; // this flag must not be cleared
|
||||
defaults->flags3 = 0;
|
||||
defaults->flags4 = 0;
|
||||
defaults->flags5 = 0;
|
||||
defaults->flags6 = 0;
|
||||
defaults->flags7 = 0;
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
|
|
Loading…
Reference in a new issue