Merge branch 'WarpHeightOffset' of https://github.com/MajorCooke/zdoom

This commit is contained in:
Christoph Oelckers 2015-08-26 08:46:20 +02:00
commit d87b6d6337
5 changed files with 15 additions and 27 deletions

View file

@ -5862,6 +5862,7 @@ doplaysound: if (funcIndex == ACSF_PlayActorSound)
int flags = args[5];
const char *statename = argCount > 6 ? FBehavior::StaticLookupString(args[6]) : "";
bool exact = argCount > 7 ? !!args[7] : false;
fixed_t heightoffset = argCount > 8 ? args[8] : 0;
FState *state = argCount > 6 ? activator->GetClass()->ActorInfo->FindStateByString(statename, exact) : 0;
@ -5879,7 +5880,7 @@ doplaysound: if (funcIndex == ACSF_PlayActorSound)
if (!reference)
return false;
if (P_Thing_Warp(activator, reference, xofs, yofs, zofs, angle, flags))
if (P_Thing_Warp(activator, reference, xofs, yofs, zofs, angle, flags, heightoffset))
{
if (state && argCount > 6)
{

View file

@ -176,7 +176,7 @@ bool P_Thing_Raise(AActor *thing, AActor *raiser);
bool P_Thing_CanRaise(AActor *thing);
const PClass *P_GetSpawnableType(int spawnnum);
void InitSpawnablesFromMapinfo();
int P_Thing_Warp(AActor *caller, AActor *reference, fixed_t xofs, fixed_t yofs, fixed_t zofs, angle_t angle, int flags);
int P_Thing_Warp(AActor *caller, AActor *reference, fixed_t xofs, fixed_t yofs, fixed_t zofs, angle_t angle, int flags, fixed_t heightoffset);
enum WARPF
{

View file

@ -680,7 +680,7 @@ void InitSpawnablesFromMapinfo()
}
int P_Thing_Warp(AActor *caller, AActor *reference, fixed_t xofs, fixed_t yofs, fixed_t zofs, angle_t angle, int flags)
int P_Thing_Warp(AActor *caller, AActor *reference, fixed_t xofs, fixed_t yofs, fixed_t zofs, angle_t angle, int flags, fixed_t heightoffset)
{
if (flags & WARPF_MOVEPTR)
{
@ -693,6 +693,9 @@ int P_Thing_Warp(AActor *caller, AActor *reference, fixed_t xofs, fixed_t yofs,
fixed_t oldy = caller->y;
fixed_t oldz = caller->z;
zofs += FixedMul(reference->height, heightoffset);
if (!(flags & WARPF_ABSOLUTEANGLE))
{
angle += (flags & WARPF_USECALLERANGLE) ? caller->angle : reference->angle;
@ -715,30 +718,13 @@ int P_Thing_Warp(AActor *caller, AActor *reference, fixed_t xofs, fixed_t yofs,
if (flags & WARPF_TOFLOOR)
{
// set correct xy
// now the caller's floorz should be appropriate for the assigned xy-position
// assigning position again with.
// extra unlink, link and environment calculation
caller->SetOrigin(
reference->x + xofs,
reference->y + yofs,
reference->z);
// now the caller's floorz should be appropriate for the assigned xy-position
// assigning position again with
if (zofs)
{
// extra unlink, link and environment calculation
caller->SetOrigin(
caller->x,
caller->y,
caller->floorz + zofs);
}
else
{
// if there is no offset, there should be no ill effect from moving down to the already defined floor
// A_Teleport does the same thing anyway
caller->z = caller->floorz;
}
reference->floorz + zofs);
}
else
{

View file

@ -4672,7 +4672,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_WolfAttack)
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Warp)
{
ACTION_PARAM_START(7);
ACTION_PARAM_START(8);
ACTION_PARAM_INT(destination_selector, 0);
ACTION_PARAM_FIXED(xofs, 1);
@ -4681,6 +4681,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Warp)
ACTION_PARAM_ANGLE(angle, 4);
ACTION_PARAM_INT(flags, 5);
ACTION_PARAM_STATE(success_state, 6);
ACTION_PARAM_FIXED(heightoffset,7)
AActor *reference;
@ -4700,7 +4701,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Warp)
return;
}
if (P_Thing_Warp(self, reference, xofs, yofs, zofs, angle, flags))
if (P_Thing_Warp(self, reference, xofs, yofs, zofs, angle, flags, heightoffset))
{
if (success_state)
{

View file

@ -249,7 +249,7 @@ ACTOR Actor native //: Thinker
action native A_PlayerSkinCheck(state label);
action native A_BasicAttack(int meleedamage, sound meleesound, class<actor> missiletype, float missileheight);
action native A_Teleport(state teleportstate = "", class<SpecialSpot> targettype = "BossSpot", class<Actor> fogtype = "TeleportFog", int flags = 0, float mindist = 0, float maxdist = 0, int ptr = AAPTR_DEFAULT);
action native A_Warp(int ptr_destination, float xofs = 0, float yofs = 0, float zofs = 0, float angle = 0, int flags = 0, state success_state = "");
action native A_Warp(int ptr_destination, float xofs = 0, float yofs = 0, float zofs = 0, float angle = 0, int flags = 0, state success_state = "", float heightoffset = 0);
action native A_ThrowGrenade(class<Actor> itemtype, float zheight = 0, float xyvel = 0, float zvel = 0, bool useammo = true);
action native A_Weave(int xspeed, int yspeed, float xdist, float ydist);