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- A_FireCustomMissile transfer tranlsation flag, code submission by jpalomo
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2d896d2b47
commit
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2 changed files with 18 additions and 3 deletions
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@ -1297,6 +1297,11 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_FireBullets)
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// A_FireProjectile
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//
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//==========================================================================
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enum FP_Flags
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{
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FPF_AIMATANGLE = 1,
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FPF_TRANSFERTRANSLATION = 2,
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};
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DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_FireCustomMissile)
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{
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ACTION_PARAM_START(7);
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@ -1305,11 +1310,12 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_FireCustomMissile)
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ACTION_PARAM_BOOL(UseAmmo, 2);
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ACTION_PARAM_INT(SpawnOfs_XY, 3);
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ACTION_PARAM_FIXED(SpawnHeight, 4);
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ACTION_PARAM_BOOL(AimAtAngle, 5);
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ACTION_PARAM_INT(Flags, 5);
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ACTION_PARAM_ANGLE(pitch, 6);
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if (!self->player) return;
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player_t *player=self->player;
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AWeapon * weapon=player->ReadyWeapon;
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AActor *linetarget;
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@ -1327,18 +1333,23 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_FireCustomMissile)
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fixed_t z = SpawnHeight;
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fixed_t shootangle = self->angle;
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if (AimAtAngle) shootangle+=Angle;
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if (Flags & FPF_AIMATANGLE) shootangle += Angle;
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// Temporarily adjusts the pitch
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fixed_t SavedPlayerPitch = self->pitch;
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self->pitch -= pitch;
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AActor * misl=P_SpawnPlayerMissile (self, x, y, z, ti, shootangle, &linetarget);
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self->pitch = SavedPlayerPitch;
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if (Flags & FPF_TRANSFERTRANSLATION)
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{
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misl->Translation = self->Translation;
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}
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// automatic handling of seeker missiles
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if (misl)
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{
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if (linetarget && misl->flags2&MF2_SEEKERMISSILE) misl->tracer=linetarget;
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if (!AimAtAngle)
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if (!(Flags & FPF_AIMATANGLE))
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{
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// This original implementation is to aim straight ahead and then offset
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// the angle from the resulting direction.
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@ -164,6 +164,10 @@ const int CPF_DAGGER = 2;
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const int CPF_PULLIN = 4;
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const int CPF_NORANDOMPUFFZ = 8;
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// Flags for A_CustomMissile
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const int FPF_AIMATANGLE = 1;
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const int FPF_TRANSFERTRANSLATION = 2;
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// Flags for A_Teleport
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const int TF_TELEFRAG = 1;const int TF_RANDOMDECIDE = 2;
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