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https://github.com/ZDoom/qzdoom.git
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Added QF_SINE
- Squashed commit of the following:
commit bc45fe3263d34ef5f746f524687999c19bf7b779
Author: Randy Heit <rheit@users.noreply.github.com>
Date: Sun Mar 1 18:51:05 2015 -0600
wave scale -> wave speed
commit ff96388b128c724c1198757bfa52f1935a263356
Author: Randy Heit <rheit@users.noreply.github.com>
Date: Sun Mar 1 18:45:32 2015 -0600
More sine quake fixes
commit 2a89749a6fe6d271b9fbdc218779f680afcf4cb6
Merge: 719dfbe
5456074
Author: MajorCooke <paul.growney22@gmail.com>
Date: Sat Feb 28 20:37:22 2015 -0600
Added QF_WAVE to A_QuakeEx.
- Changes the random quakes into a sine wave (see Shadow Warrior/Rise of the Triad reboots, Hard Reset, etc.)
- Added 3 properties to control waves per second along each individual axis. Only works with QF_WAVE.
- Intensity X/Y/Z property becomes the amplitude of the wave.
- Stacks with regular quakes, allowing shaking along the camera which must be called using A_QuakeEx WITHOUT the flag, or the other quaking functions.
- Uses the youngest quake's time for positioning.
commit 54560741581e8d15cc7060e8e068cf85e9a4b432
Author: MajorCooke <paul.growney22@gmail.com>
Date: Sat Feb 28 20:21:19 2015 -0600
Recommitted recommended changes by Randi, with some modifications. Now, we should be finished!
commit 6f4473013411686d88fc185bdc1cc58b1035b0f1
Author: MajorCooke <paul.growney22@gmail.com>
Date: Sat Feb 28 12:52:57 2015 -0600
Finish this revert.
commit 467e53f9400f588a2ada9b32e7634cb1f4ad5066
Author: MajorCooke <paul.growney22@gmail.com>
Date: Sat Feb 28 12:46:02 2015 -0600
Reverted back to what was working.
commit da9de56a67efda08036e481fd5fccd5392ce6810
Author: MajorCooke <paul.growney22@gmail.com>
Date: Thu Feb 26 18:53:20 2015 -0600
Forgot this bit, for testing.
commit c5093d9bb97caf8478cefc32abc56a036feeea58
Author: MajorCooke <paul.growney22@gmail.com>
Date: Thu Feb 26 18:52:46 2015 -0600
Some more progress, but...
- This did not solve anything. In fact, it did the opposite -- completely broke wave quakes. Now they only happen whenever a random quake is in progress.
- Left in the commented code on purpose so Randi can test it.
commit 7e526405d2127cbb279f66008c8f8e55a5d497f3
Author: MajorCooke <paul.growney22@gmail.com>
Date: Wed Feb 25 17:50:42 2015 -0600
- Use newest waveform timer, not oldest.
commit 1356443609dbc6c7f46e081d0846816dc0836124
Author: MajorCooke <paul.growney22@gmail.com>
Date: Wed Feb 25 17:32:09 2015 -0600
- Got regular quakes to multiply onto sine quakes, but the vice versa needs fixing too.
commit d95796c94c70cd0229d4a6d30f69e3a7568b9588
Author: MajorCooke <paul.growney22@gmail.com>
Date: Wed Feb 25 16:46:21 2015 -0600
- Last hurdle. Now just need to figure out how to properly scale up and down.
commit 4bc3458e689155ce72c09776604d9eb4fa73d8be
Author: MajorCooke <paul.growney22@gmail.com>
Date: Tue Feb 24 23:18:03 2015 -0600
- Fixed the quakes being unstackable.
commit b51012d6d4ea065bf7f6fc9c1a0472966491f7af
Author: MajorCooke <paul.growney22@gmail.com>
Date: Mon Feb 23 23:48:34 2015 -0600
QF_WAVE renamed from SINE.
- Lots of ground covered, but still more to go.
- Still need to figure out how to make the camera properly shudder.
commit 427e4893193470bbf45415ffec70a0b69b8cccfd
Author: MajorCooke <paul.growney22@gmail.com>
Date: Sun Feb 22 16:52:30 2015 -0600
- Begin the groundworks for QF_SINE.
- Need to figure out how to rework and manipulate the sine wave to move faster, and to allow going below 0 without breaking it too much.
This commit is contained in:
parent
719dfbe5a9
commit
dca5f0e908
8 changed files with 131 additions and 52 deletions
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@ -34,7 +34,8 @@ DEarthquake::DEarthquake()
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//==========================================================================
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DEarthquake::DEarthquake (AActor *center, int intensityX, int intensityY, int intensityZ, int duration,
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int damrad, int tremrad, FSoundID quakesound, int flags)
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int damrad, int tremrad, FSoundID quakesound, int flags,
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fixed_t waveSpeedX, fixed_t waveSpeedY, fixed_t waveSpeedZ)
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: DThinker(STAT_EARTHQUAKE)
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{
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m_QuakeSFX = quakesound;
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@ -48,6 +49,9 @@ DEarthquake::DEarthquake (AActor *center, int intensityX, int intensityY, int in
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m_CountdownStart = duration;
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m_Countdown = duration;
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m_Flags = flags;
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m_WaveSpeedX = waveSpeedX;
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m_WaveSpeedY = waveSpeedY;
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m_WaveSpeedZ = waveSpeedZ;
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}
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//==========================================================================
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@ -80,6 +84,14 @@ void DEarthquake::Serialize (FArchive &arc)
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{
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arc << m_CountdownStart;
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}
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if (SaveVersion < 4521)
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{
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m_WaveSpeedX = m_WaveSpeedY = m_WaveSpeedZ = 0;
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}
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else
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{
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arc << m_WaveSpeedX << m_WaveSpeedY << m_WaveSpeedZ;
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}
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}
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//==========================================================================
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@ -151,6 +163,17 @@ void DEarthquake::Tick ()
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}
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}
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fixed_t DEarthquake::GetModWave(fixed_t waveMultiplier) const
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{
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//QF_WAVE converts intensity into amplitude and unlocks a new property, the wave length.
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//This is, in short, waves per second (full cycles, mind you, from 0 to 360.)
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//Named waveMultiplier because that's as the name implies: adds more waves per second.
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fixed_t wavesPerSecond = (waveMultiplier >> 15) * m_Countdown % (TICRATE * 2);
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fixed_t index = ((wavesPerSecond * (FINEANGLES / 2)) / (TICRATE));
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return finesine[index & FINEMASK];
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}
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//==========================================================================
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//
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// DEarthquake :: GetModIntensity
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@ -163,6 +186,7 @@ fixed_t DEarthquake::GetModIntensity(int intensity) const
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{
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assert(m_CountdownStart >= m_Countdown);
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intensity += intensity; // always doubled
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if (m_Flags & (QF_SCALEDOWN | QF_SCALEUP))
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{
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int scalar;
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@ -170,6 +194,7 @@ fixed_t DEarthquake::GetModIntensity(int intensity) const
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{
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scalar = (m_Flags & QF_MAX) ? MAX(m_Countdown, m_CountdownStart - m_Countdown)
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: MIN(m_Countdown, m_CountdownStart - m_Countdown);
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if (m_Flags & QF_FULLINTENSITY)
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{
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scalar *= 2;
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@ -186,10 +211,6 @@ fixed_t DEarthquake::GetModIntensity(int intensity) const
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assert(m_CountdownStart > 0);
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intensity = intensity * (scalar << FRACBITS) / m_CountdownStart;
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}
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else
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{
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intensity <<= FRACBITS;
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}
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return intensity;
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}
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@ -200,17 +221,16 @@ fixed_t DEarthquake::GetModIntensity(int intensity) const
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// Searches for all quakes near the victim and returns their combined
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// intensity.
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//
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// Pre: jiggers was pre-zeroed by the caller.
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//
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//==========================================================================
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int DEarthquake::StaticGetQuakeIntensities(AActor *victim,
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fixed_t &intensityX, fixed_t &intensityY, fixed_t &intensityZ,
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fixed_t &relIntensityX, fixed_t &relIntensityY, fixed_t &relIntensityZ)
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int DEarthquake::StaticGetQuakeIntensities(AActor *victim, FQuakeJiggers &jiggers)
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{
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if (victim->player != NULL && (victim->player->cheats & CF_NOCLIP))
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{
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return 0;
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}
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intensityX = intensityY = intensityZ = relIntensityX = relIntensityY = relIntensityZ = 0;
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TThinkerIterator<DEarthquake> iterator(STAT_EARTHQUAKE);
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DEarthquake *quake;
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@ -228,17 +248,44 @@ int DEarthquake::StaticGetQuakeIntensities(AActor *victim,
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fixed_t x = quake->GetModIntensity(quake->m_IntensityX);
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fixed_t y = quake->GetModIntensity(quake->m_IntensityY);
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fixed_t z = quake->GetModIntensity(quake->m_IntensityZ);
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if (!(quake->m_Flags & QF_WAVE))
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{
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if (quake->m_Flags & QF_RELATIVE)
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{
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relIntensityX = MAX(relIntensityX, x);
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relIntensityY = MAX(relIntensityY, y);
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relIntensityZ = MAX(relIntensityZ, z);
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jiggers.RelIntensityX = MAX(x, jiggers.RelIntensityX);
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jiggers.RelIntensityY = MAX(y, jiggers.RelIntensityY);
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jiggers.RelIntensityZ = MAX(z, jiggers.RelIntensityZ);
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}
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else
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{
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intensityX = MAX(intensityX, x);
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intensityY = MAX(intensityY, y);
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intensityZ = MAX(intensityZ, z);
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jiggers.IntensityX = MAX(x, jiggers.IntensityX);
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jiggers.IntensityY = MAX(y, jiggers.IntensityY);
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jiggers.IntensityZ = MAX(z, jiggers.IntensityZ);
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}
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}
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else
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{
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fixed_t mx = FixedMul(x, quake->GetModWave(quake->m_WaveSpeedX));
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fixed_t my = FixedMul(y, quake->GetModWave(quake->m_WaveSpeedY));
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fixed_t mz = FixedMul(z, quake->GetModWave(quake->m_WaveSpeedZ));
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// [RH] This only gives effect to the last sine quake. I would
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// prefer if some way was found to make multiples coexist
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// peacefully, but just summing them together is undesirable
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// because they could cancel each other out depending on their
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// relative phases.
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if (quake->m_Flags & QF_RELATIVE)
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{
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jiggers.RelOffsetX = mx;
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jiggers.RelOffsetY = my;
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jiggers.RelOffsetZ = mz;
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}
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else
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{
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jiggers.OffsetX = mx;
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jiggers.OffsetY = my;
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jiggers.OffsetZ = mz;
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}
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}
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}
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}
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@ -252,7 +299,9 @@ int DEarthquake::StaticGetQuakeIntensities(AActor *victim,
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//
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//==========================================================================
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bool P_StartQuakeXYZ(AActor *activator, int tid, int intensityX, int intensityY, int intensityZ, int duration, int damrad, int tremrad, FSoundID quakesfx, int flags)
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bool P_StartQuakeXYZ(AActor *activator, int tid, int intensityX, int intensityY, int intensityZ, int duration,
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int damrad, int tremrad, FSoundID quakesfx, int flags,
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fixed_t waveSpeedX, fixed_t waveSpeedY, fixed_t waveSpeedZ)
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{
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AActor *center;
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bool res = false;
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@ -265,7 +314,8 @@ bool P_StartQuakeXYZ(AActor *activator, int tid, int intensityX, int intensityY,
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{
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if (activator != NULL)
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{
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new DEarthquake(activator, intensityX, intensityY, intensityZ, duration, damrad, tremrad, quakesfx, flags);
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new DEarthquake(activator, intensityX, intensityY, intensityZ, duration, damrad, tremrad,
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quakesfx, flags, waveSpeedX, waveSpeedY, waveSpeedZ);
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return true;
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}
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}
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@ -275,7 +325,8 @@ bool P_StartQuakeXYZ(AActor *activator, int tid, int intensityX, int intensityY,
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while ( (center = iterator.Next ()) )
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{
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res = true;
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new DEarthquake(center, intensityX, intensityY, intensityZ, duration, damrad, tremrad, quakesfx, flags);
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new DEarthquake(center, intensityX, intensityY, intensityZ, duration, damrad, tremrad,
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quakesfx, flags, waveSpeedX, waveSpeedY, waveSpeedZ);
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}
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}
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@ -284,5 +335,5 @@ bool P_StartQuakeXYZ(AActor *activator, int tid, int intensityX, int intensityY,
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bool P_StartQuake(AActor *activator, int tid, int intensity, int duration, int damrad, int tremrad, FSoundID quakesfx)
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{ //Maintains original behavior by passing 0 to intensityZ, and flags.
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return P_StartQuakeXYZ(activator, tid, intensity, intensity, 0, duration, damrad, tremrad, quakesfx, 0);
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return P_StartQuakeXYZ(activator, tid, intensity, intensity, 0, duration, damrad, tremrad, quakesfx, 0, 0, 0, 0);
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}
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@ -138,6 +138,15 @@ enum
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QF_SCALEUP = 1 << 2,
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QF_MAX = 1 << 3,
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QF_FULLINTENSITY = 1 << 4,
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QF_WAVE = 1 << 5,
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};
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struct FQuakeJiggers
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{
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int IntensityX, IntensityY, IntensityZ;
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int RelIntensityX, RelIntensityY, RelIntensityZ;
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int OffsetX, OffsetY, OffsetZ;
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int RelOffsetX, RelOffsetY, RelOffsetZ;
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};
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class DEarthquake : public DThinker
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@ -145,7 +154,9 @@ class DEarthquake : public DThinker
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DECLARE_CLASS (DEarthquake, DThinker)
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HAS_OBJECT_POINTERS
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public:
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DEarthquake(AActor *center, int intensityX, int intensityY, int intensityZ, int duration, int damrad, int tremrad, FSoundID quakesfx, int flags);
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DEarthquake(AActor *center, int intensityX, int intensityY, int intensityZ, int duration,
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int damrad, int tremrad, FSoundID quakesfx, int flags,
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fixed_t waveSpeedX, fixed_t waveSpeedY, fixed_t waveSpeedZ);
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void Serialize (FArchive &arc);
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void Tick ();
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FSoundID m_QuakeSFX;
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int m_Flags;
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int m_IntensityX, m_IntensityY, m_IntensityZ;
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fixed_t m_WaveSpeedX, m_WaveSpeedY, m_WaveSpeedZ;
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fixed_t GetModIntensity(int intensity) const;
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fixed_t GetModWave(fixed_t waveMultiplier) const;
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static int StaticGetQuakeIntensities(AActor *viewer,
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fixed_t &intensityX, fixed_t &intensityY, fixed_t &intensityZ,
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fixed_t &relIntensityX, fixed_t &relIntensityY, fixed_t &relIntensityZ);
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static int StaticGetQuakeIntensities(AActor *viewer, FQuakeJiggers &jiggers);
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private:
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DEarthquake ();
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@ -929,7 +929,7 @@ void P_DoDeferedScripts (void);
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//
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// [RH] p_quake.c
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//
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bool P_StartQuakeXYZ(AActor *activator, int tid, int intensityX, int intensityY, int intensityZ, int duration, int damrad, int tremrad, FSoundID quakesfx, int flags);
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bool P_StartQuakeXYZ(AActor *activator, int tid, int intensityX, int intensityY, int intensityZ, int duration, int damrad, int tremrad, FSoundID quakesfx, int flags, fixed_t waveSpeedX, fixed_t waveSpeedY, fixed_t waveSpeedZ);
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bool P_StartQuake(AActor *activator, int tid, int intensity, int duration, int damrad, int tremrad, FSoundID quakesfx);
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#endif
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@ -770,9 +770,19 @@ bool R_GetViewInterpolationStatus()
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//
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//==========================================================================
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static fixed_t QuakePower(fixed_t factor, fixed_t intensity)
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static fixed_t QuakePower(fixed_t factor, fixed_t intensity, fixed_t offset)
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{
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return FixedMul(factor, pr_torchflicker(intensity * 2) - intensity);
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fixed_t randumb;
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if (intensity == 0)
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{
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randumb = 0;
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}
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else
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{
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randumb = pr_torchflicker(intensity * 2) - intensity;
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}
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return FixedMul(factor, randumb + offset);
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}
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//==========================================================================
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@ -885,40 +895,43 @@ void R_SetupFrame (AActor *actor)
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if (!paused)
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{
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fixed_t intensityX, intensityY, intensityZ, relIntensityX, relIntensityY, relIntensityZ;
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if (DEarthquake::StaticGetQuakeIntensities(camera,
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intensityX, intensityY, intensityZ,
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relIntensityX, relIntensityY, relIntensityZ) > 0)
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FQuakeJiggers jiggers = { 0, };
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if (DEarthquake::StaticGetQuakeIntensities(camera, jiggers) > 0)
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{
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fixed_t quakefactor = FLOAT2FIXED(r_quakeintensity);
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if (relIntensityX != 0)
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if ((jiggers.RelIntensityX | jiggers.RelOffsetX) != 0)
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{
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int ang = (camera->angle) >> ANGLETOFINESHIFT;
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fixed_t power = QuakePower(quakefactor, relIntensityX);
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fixed_t power = QuakePower(quakefactor, jiggers.RelIntensityX, jiggers.RelOffsetX);
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viewx += FixedMul(finecosine[ang], power);
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viewy += FixedMul(finesine[ang], power);
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}
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if (relIntensityY != 0)
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if ((jiggers.RelIntensityY | jiggers.RelOffsetY) != 0)
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{
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int ang = (camera->angle + ANG90) >> ANGLETOFINESHIFT;
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fixed_t power = QuakePower(quakefactor, relIntensityY);
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fixed_t power = QuakePower(quakefactor, jiggers.RelIntensityY, jiggers.RelOffsetY);
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viewx += FixedMul(finecosine[ang], power);
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viewy += FixedMul(finesine[ang], power);
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}
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if (intensityX != 0)
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{
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viewx += QuakePower(quakefactor, intensityX);
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}
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if (intensityY != 0)
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{
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viewy += QuakePower(quakefactor, intensityY);
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}
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// FIXME: Relative Z is not relative
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intensityZ = MAX(intensityZ, relIntensityZ);
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if (intensityZ != 0)
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// [MC]On it! Will be introducing pitch after QF_WAVE.
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if ((jiggers.RelIntensityZ | jiggers.RelOffsetZ) != 0)
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{
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viewz += QuakePower(quakefactor, intensityZ);
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viewz += QuakePower(quakefactor, jiggers.RelIntensityZ, jiggers.RelOffsetZ);
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}
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if ((jiggers.IntensityX | jiggers.OffsetX) != 0)
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{
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viewx += QuakePower(quakefactor, jiggers.IntensityX, jiggers.OffsetX);
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}
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if ((jiggers.IntensityY | jiggers.OffsetY) != 0)
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{
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viewy += QuakePower(quakefactor, jiggers.IntensityY, jiggers.OffsetY);
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}
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if ((jiggers.IntensityZ | jiggers.OffsetZ) != 0)
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{
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viewz += QuakePower(quakefactor, jiggers.IntensityZ, jiggers.OffsetZ);
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}
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}
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}
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@ -4419,7 +4419,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Quake)
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DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_QuakeEx)
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{
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ACTION_PARAM_START(8);
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ACTION_PARAM_START(11);
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ACTION_PARAM_INT(intensityX, 0);
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ACTION_PARAM_INT(intensityY, 1);
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||||
ACTION_PARAM_INT(intensityZ, 2);
|
||||
|
@ -4428,7 +4428,10 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_QuakeEx)
|
|||
ACTION_PARAM_INT(tremrad, 5);
|
||||
ACTION_PARAM_SOUND(sound, 6);
|
||||
ACTION_PARAM_INT(flags, 7);
|
||||
P_StartQuakeXYZ(self, 0, intensityX, intensityY, intensityZ, duration, damrad, tremrad, sound, flags);
|
||||
ACTION_PARAM_FIXED(mulWaveX, 8);
|
||||
ACTION_PARAM_FIXED(mulWaveY, 9);
|
||||
ACTION_PARAM_FIXED(mulWaveZ, 10);
|
||||
P_StartQuakeXYZ(self, 0, intensityX, intensityY, intensityZ, duration, damrad, tremrad, sound, flags, mulWaveX, mulWaveY, mulWaveZ);
|
||||
}
|
||||
|
||||
//===========================================================================
|
||||
|
|
|
@ -76,7 +76,7 @@ const char *GetVersionString();
|
|||
|
||||
// Use 4500 as the base git save version, since it's higher than the
|
||||
// SVN revision ever got.
|
||||
#define SAVEVER 4520
|
||||
#define SAVEVER 4521
|
||||
|
||||
#define SAVEVERSTRINGIFY2(x) #x
|
||||
#define SAVEVERSTRINGIFY(x) SAVEVERSTRINGIFY2(x)
|
||||
|
|
|
@ -299,7 +299,7 @@ ACTOR Actor native //: Thinker
|
|||
action native A_SetUserArray(name varname, int index, int value);
|
||||
action native A_SetSpecial(int spec, int arg0 = 0, int arg1 = 0, int arg2 = 0, int arg3 = 0, int arg4 = 0);
|
||||
action native A_Quake(int intensity, int duration, int damrad, int tremrad, sound sfx = "world/quake");
|
||||
action native A_QuakeEx(int intensityX, int intensityY, int intensityZ, int duration, int damrad, int tremrad, sound sfx = "world/quake", int flags = 0);
|
||||
action native A_QuakeEx(int intensityX, int intensityY, int intensityZ, int duration, int damrad, int tremrad, sound sfx = "world/quake", int flags = 0, float mulWaveX = 1, float mulWaveY = 1, float mulWaveZ = 1);
|
||||
action native A_SetTics(int tics);
|
||||
action native A_SetDamageType(name damagetype);
|
||||
action native A_DropItem(class<Actor> item, int dropamount = -1, int chance = 256);
|
||||
|
|
|
@ -466,6 +466,7 @@ enum
|
|||
QF_SCALEUP = 1 << 2,
|
||||
QF_MAX = 1 << 3,
|
||||
QF_FULLINTENSITY = 1 << 4,
|
||||
QF_WAVE = 1 << 5,
|
||||
};
|
||||
|
||||
// This is only here to provide one global variable for testing.
|
||||
|
|
Loading…
Reference in a new issue