qzdoom/src/p_things.cpp
Christoph Oelckers bcc1aa95b2 - fixed: ACS calls need to explicitly pass the level into COPY_AAPTR.
Unlike from an action function, this can be called with a null actor, which for the player constants still needs to return something valid.
2019-02-07 15:41:35 +01:00

839 lines
22 KiB
C++

/*
** p_things.cpp
** ACS-accessible thing utilities
**
**---------------------------------------------------------------------------
** Copyright 1998-2007 Randy Heit
** All rights reserved.
**
** Redistribution and use in source and binary forms, with or without
** modification, are permitted provided that the following conditions
** are met:
**
** 1. Redistributions of source code must retain the above copyright
** notice, this list of conditions and the following disclaimer.
** 2. Redistributions in binary form must reproduce the above copyright
** notice, this list of conditions and the following disclaimer in the
** documentation and/or other materials provided with the distribution.
** 3. The name of the author may not be used to endorse or promote products
** derived from this software without specific prior written permission.
**
** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
**---------------------------------------------------------------------------
**
*/
#include "doomtype.h"
#include "p_local.h"
#include "info.h"
#include "doomstat.h"
#include "c_dispatch.h"
#include "a_sharedglobal.h"
#include "v_text.h"
#include "d_player.h"
#include "r_utility.h"
#include "p_spec.h"
#include "actorptrselect.h"
#include "g_levellocals.h"
#include "actorinlines.h"
#include "vm.h"
static FRandom pr_leadtarget ("LeadTarget");
bool FLevelLocals::EV_Thing_Spawn (int tid, AActor *source, int type, DAngle angle, bool fog, int newtid)
{
int rtn = 0;
PClassActor *kind;
AActor *spot, *mobj;
auto iterator = GetActorIterator(tid);
kind = P_GetSpawnableType(type);
if (kind == NULL)
return false;
// Handle decorate replacements.
kind = kind->GetReplacement(this);
if ((GetDefaultByType(kind)->flags3 & MF3_ISMONSTER) &&
((dmflags & DF_NO_MONSTERS) || (flags2 & LEVEL2_NOMONSTERS)))
return false;
if (tid == 0)
{
spot = source;
}
else
{
spot = iterator.Next();
}
while (spot != NULL)
{
mobj = Spawn (spot->Level, kind, spot->Pos(), ALLOW_REPLACE);
if (mobj != NULL)
{
ActorFlags2 oldFlags2 = mobj->flags2;
mobj->flags2 |= MF2_PASSMOBJ;
if (P_TestMobjLocation (mobj))
{
rtn++;
mobj->Angles.Yaw = (angle != 1000000. ? angle : spot->Angles.Yaw);
if (fog)
{
P_SpawnTeleportFog(mobj, spot->Pos(), false, true);
}
if (mobj->flags & MF_SPECIAL)
mobj->flags |= MF_DROPPED; // Don't respawn
mobj->tid = newtid;
mobj->AddToHash ();
mobj->flags2 = oldFlags2;
}
else
{
// If this is a monster, subtract it from the total monster
// count, because it already added to it during spawning.
mobj->ClearCounters();
mobj->Destroy ();
}
}
spot = iterator.Next();
}
return rtn != 0;
}
// [BC] Added
// [RH] Fixed
bool P_MoveThing(AActor *source, const DVector3 &pos, bool fog)
{
DVector3 old = source->Pos();
source->SetOrigin (pos, true);
if (P_TestMobjLocation (source))
{
if (fog)
{
P_SpawnTeleportFog(source, pos, false, true);
P_SpawnTeleportFog(source, old, true, true);
}
source->ClearInterpolation();
source->renderflags |= RF_NOINTERPOLATEVIEW;
return true;
}
else
{
source->SetOrigin (old, true);
return false;
}
}
bool FLevelLocals::EV_Thing_Move (int tid, AActor *source, int mapspot, bool fog)
{
AActor *target;
if (tid != 0)
{
auto iterator1 = GetActorIterator(tid);
source = iterator1.Next();
}
auto iterator2 = GetActorIterator(mapspot);
target = iterator2.Next ();
if (source != NULL && target != NULL)
{
return P_MoveThing(source, target->Pos(), fog);
}
return false;
}
//==========================================================================
//
// VelIntercept
//
//==========================================================================
void InterceptDefaultAim(AActor *mobj, AActor *targ, DVector3 aim, double speed)
{
if (mobj == nullptr || targ == nullptr) return;
mobj->Angles.Yaw = mobj->AngleTo(targ);
mobj->Vel = aim.Resized(speed);
}
// [MC] Was part of P_Thing_Projectile, now its own function for use in ZScript.
// Aims mobj at targ based on speed and targ's velocity.
static void VelIntercept(AActor *targ, AActor *mobj, double speed, bool aimpitch = false, bool oldvel = false, bool leadtarget = true)
{
if (targ == nullptr || mobj == nullptr) return;
DVector3 aim = mobj->Vec3To(targ);
aim.Z += targ->Height / 2;
if (leadtarget && speed > 0 && !targ->Vel.isZero())
{
// Aiming at the target's position some time in the future
// is basically just an application of the law of sines:
// a/sin(A) = b/sin(B)
// Thanks to all those on the notgod phorum for helping me
// with the math. I don't think I would have thought of using
// trig alone had I been left to solve it by myself.
DVector3 tvel = targ->Vel;
if (!(targ->flags & MF_NOGRAVITY) && targ->waterlevel < 3)
{ // If the target is subject to gravity and not underwater,
// assume that it isn't moving vertically. Thanks to gravity,
// even if we did consider the vertical component of the target's
// velocity, we would still miss more often than not.
tvel.Z = 0.0;
if (targ->Vel.X == 0 && targ->Vel.Y == 0)
{
InterceptDefaultAim(mobj, targ, aim, speed);
return;
}
}
double dist = aim.Length();
double targspeed = tvel.Length();
double ydotx = -aim | tvel;
double a = g_acos(clamp(ydotx / targspeed / dist, -1.0, 1.0));
double multiplier = double(pr_leadtarget.Random2())*0.1 / 255 + 1.1;
double sinb = -clamp(targspeed*multiplier * g_sin(a) / speed, -1.0, 1.0);
DVector3 prevel = mobj->Vel;
// Use the cross product of two of the triangle's sides to get a
// rotation vector.
DVector3 rv(tvel ^ aim);
// The vector must be normalized.
rv.MakeUnit();
// Now combine the rotation vector with angle b to get a rotation matrix.
DMatrix3x3 rm(rv, g_cos(g_asin(sinb)), sinb);
// And multiply the original aim vector with the matrix to get a
// new aim vector that leads the target.
DVector3 aimvec = rm * aim;
// And make the projectile follow that vector at the desired speed.
mobj->Vel = aimvec * (speed / dist);
mobj->AngleFromVel();
if (oldvel)
{
mobj->Vel = prevel;
}
if (aimpitch) // [MC] Ripped right out of A_FaceMovementDirection
{
const DVector2 velocity = mobj->Vel.XY();
mobj->Angles.Pitch = -VecToAngle(velocity.Length(), mobj->Vel.Z);
}
}
else
{
InterceptDefaultAim(mobj, targ, aim, speed);
}
}
DEFINE_ACTION_FUNCTION(AActor, VelIntercept)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_OBJECT_NOT_NULL(targ, AActor);
PARAM_FLOAT(speed);
PARAM_BOOL(aimpitch);
PARAM_BOOL(oldvel);
if (speed < 0) speed = self->Speed;
VelIntercept(targ, self, speed, aimpitch, oldvel);
return 0;
}
bool FLevelLocals::EV_Thing_Projectile (int tid, AActor *source, int type, const char *type_name, DAngle angle,
double speed, double vspeed, int dest, AActor *forcedest, int gravity, int newtid,
bool leadTarget)
{
int rtn = 0;
PClassActor *kind;
AActor *spot, *mobj, *targ = forcedest;
auto iterator = GetActorIterator(tid);
int defflags3;
if (type_name == NULL)
{
kind = P_GetSpawnableType(type);
}
else
{
kind = PClass::FindActor(type_name);
}
if (kind == NULL)
{
return false;
}
// Handle decorate replacements.
kind = kind->GetReplacement(this);
defflags3 = GetDefaultByType(kind)->flags3;
if ((defflags3 & MF3_ISMONSTER) &&
((dmflags & DF_NO_MONSTERS) || (flags2 & LEVEL2_NOMONSTERS)))
return false;
if (tid == 0)
{
spot = source;
}
else
{
spot = iterator.Next();
}
while (spot != NULL)
{
auto tit = GetActorIterator(dest);
if (dest == 0 || (targ = tit.Next()))
{
do
{
double z = spot->Z();
if (defflags3 & MF3_FLOORHUGGER)
{
z = ONFLOORZ;
}
else if (defflags3 & MF3_CEILINGHUGGER)
{
z = ONCEILINGZ;
}
else if (z != ONFLOORZ)
{
z -= spot->Floorclip;
}
mobj = Spawn (spot->Level, kind, spot->PosAtZ(z), ALLOW_REPLACE);
if (mobj)
{
mobj->tid = newtid;
mobj->AddToHash ();
P_PlaySpawnSound(mobj, spot);
if (gravity)
{
mobj->flags &= ~MF_NOGRAVITY;
if (!(mobj->flags3 & MF3_ISMONSTER) && gravity == 1)
{
mobj->Gravity = 1./8;
}
}
else
{
mobj->flags |= MF_NOGRAVITY;
}
mobj->target = spot;
if (targ != nullptr)
{
VelIntercept(targ, mobj, speed, false, false, leadTarget);
if (mobj->flags2 & MF2_SEEKERMISSILE)
{
mobj->tracer = targ;
}
}
else
{
mobj->Angles.Yaw = angle;
mobj->VelFromAngle(speed);
mobj->Vel.Z = vspeed;
}
// Set the missile's speed to reflect the speed it was spawned at.
if (mobj->flags & MF_MISSILE)
{
mobj->Speed = mobj->VelToSpeed();
}
// Hugger missiles don't have any vertical velocity
if (mobj->flags3 & (MF3_FLOORHUGGER|MF3_CEILINGHUGGER))
{
mobj->Vel.Z = 0;
}
if (mobj->flags & MF_SPECIAL)
{
mobj->flags |= MF_DROPPED;
}
if (mobj->flags & MF_MISSILE)
{
if (P_CheckMissileSpawn (mobj, spot->radius))
{
rtn = true;
}
}
else if (!P_TestMobjLocation (mobj))
{
// If this is a monster, subtract it from the total monster
// count, because it already added to it during spawning.
mobj->ClearCounters();
mobj->Destroy ();
}
else
{
// It spawned fine.
rtn = 1;
}
}
} while (dest != 0 && (targ = tit.Next()));
}
spot = iterator.Next();
}
return rtn != 0;
}
int FLevelLocals::EV_Thing_Damage (int tid, AActor *whofor0, int amount, FName type)
{
auto iterator = GetActorIterator(tid);
int count = 0;
AActor *actor;
actor = (tid == 0 ? whofor0 : iterator.Next());
while (actor)
{
AActor *next = tid == 0 ? NULL : iterator.Next ();
if (actor->flags & MF_SHOOTABLE)
{
if (amount > 0)
{
P_DamageMobj (actor, NULL, whofor0, amount, type);
}
else if (actor->health < actor->SpawnHealth())
{
actor->health -= amount;
if (actor->health > actor->SpawnHealth())
{
actor->health = actor->SpawnHealth();
}
if (actor->player != NULL)
{
actor->player->health = actor->health;
}
}
count++;
}
actor = next;
}
return count;
}
void P_RemoveThing(AActor * actor)
{
// Don't remove live players.
if (actor->player == NULL || actor != actor->player->mo)
{
// Don't also remove owned inventory items
if (!actor->IsMapActor()) return;
// be friendly to the level statistics. ;)
actor->ClearCounters();
actor->Destroy ();
}
}
bool P_Thing_Raise(AActor *thing, AActor *raiser, int flags)
{
if (!thing)
return false;
FState * RaiseState = thing->GetRaiseState();
if (RaiseState == NULL)
{
return false; // monster doesn't have a raise state
}
AActor *info = thing->GetDefault ();
thing->Vel.X = thing->Vel.Y = 0;
// [RH] Check against real height and radius
double oldheight = thing->Height;
double oldradius = thing->radius;
ActorFlags oldflags = thing->flags;
thing->flags |= MF_SOLID;
thing->Height = info->Height; // [RH] Use real height
thing->radius = info->radius; // [RH] Use real radius
if (!(flags & RF_NOCHECKPOSITION) && !P_CheckPosition (thing, thing->Pos()))
{
thing->flags = oldflags;
thing->radius = oldradius;
thing->Height = oldheight;
return false;
}
if (!P_CanResurrect(raiser, thing))
return false;
S_Sound (thing, CHAN_BODY, "vile/raise", 1, ATTN_IDLE);
thing->Revive();
if ((flags & RF_TRANSFERFRIENDLINESS) && raiser != nullptr)
{
// Let's copy the friendliness of the one who raised it.
thing->CopyFriendliness(raiser, false);
}
thing->SetState (RaiseState);
return true;
}
bool P_Thing_CanRaise(AActor *thing)
{
FState * RaiseState = thing->GetRaiseState();
if (RaiseState == NULL)
{
return false;
}
AActor *info = thing->GetDefault();
// Check against real height and radius
ActorFlags oldflags = thing->flags;
double oldheight = thing->Height;
double oldradius = thing->radius;
thing->flags |= MF_SOLID;
thing->Height = info->Height;
thing->radius = info->radius;
bool check = P_CheckPosition (thing, thing->Pos());
// Restore checked properties
thing->flags = oldflags;
thing->radius = oldradius;
thing->Height = oldheight;
if (!check)
{
return false;
}
return true;
}
void P_Thing_SetVelocity(AActor *actor, const DVector3 &vec, bool add, bool setbob)
{
if (actor != NULL)
{
if (!add)
{
actor->Vel.Zero();
if (actor->player != NULL) actor->player->Vel.Zero();
}
actor->Vel += vec;
if (setbob && actor->player != NULL)
{
actor->player->Vel += vec.XY();
}
}
}
int P_Thing_CheckInputNum(player_t *p, int inputnum)
{
int renum = 0;
if (p)
{
switch (inputnum)
{
case INPUT_OLDBUTTONS: renum = p->original_oldbuttons; break;
case INPUT_BUTTONS: renum = p->original_cmd.buttons; break;
case INPUT_PITCH: renum = p->original_cmd.pitch; break;
case INPUT_YAW: renum = p->original_cmd.yaw; break;
case INPUT_ROLL: renum = p->original_cmd.roll; break;
case INPUT_FORWARDMOVE: renum = p->original_cmd.forwardmove; break;
case INPUT_SIDEMOVE: renum = p->original_cmd.sidemove; break;
case INPUT_UPMOVE: renum = p->original_cmd.upmove; break;
case MODINPUT_OLDBUTTONS: renum = p->oldbuttons; break;
case MODINPUT_BUTTONS: renum = p->cmd.ucmd.buttons; break;
case MODINPUT_PITCH: renum = p->cmd.ucmd.pitch; break;
case MODINPUT_YAW: renum = p->cmd.ucmd.yaw; break;
case MODINPUT_ROLL: renum = p->cmd.ucmd.roll; break;
case MODINPUT_FORWARDMOVE: renum = p->cmd.ucmd.forwardmove; break;
case MODINPUT_SIDEMOVE: renum = p->cmd.ucmd.sidemove; break;
case MODINPUT_UPMOVE: renum = p->cmd.ucmd.upmove; break;
default: renum = 0; break;
}
}
return renum;
}
int P_Thing_CheckProximity(FLevelLocals *Level, AActor *self, PClass *classname, double distance, int count, int flags, int ptr, bool counting)
{
AActor *ref = COPY_AAPTREX(Level, self, ptr);
// We need these to check out.
if (!ref || !classname || distance <= 0)
return 0;
int counter = 0;
int result = 0;
double closer = distance, farther = 0, current = distance;
const bool ptrWillChange = !!(flags & (CPXF_SETTARGET | CPXF_SETMASTER | CPXF_SETTRACER));
const bool ptrDistPref = !!(flags & (CPXF_CLOSEST | CPXF_FARTHEST));
auto it = self->Level->GetThinkerIterator<AActor>();
AActor *mo, *dist = nullptr;
// [MC] Process of elimination, I think, will get through this as quickly and
// efficiently as possible.
while ((mo = it.Next()))
{
if (mo == ref) //Don't count self.
continue;
// no unmorphed versions of currently morphed players.
if (mo->flags & MF_UNMORPHED)
continue;
// Check inheritance for the classname. Taken partly from CheckClass DECORATE function.
if (flags & CPXF_ANCESTOR)
{
if (!(mo->IsKindOf(classname)))
continue;
}
// Otherwise, just check for the regular class name.
else if (classname != mo->GetClass())
continue;
if (!mo->IsMapActor())
{
// Skip owned item because its position could remain unchanged since attachment to owner
// Most likely it is the last location of this item in the world before pick up
continue;
}
// [MC]Make sure it's in range and respect the desire for Z or not. The function forces it to use
// Z later for ensuring CLOSEST and FARTHEST flags are respected perfectly.
// Ripped from sphere checking in A_RadiusGive (along with a number of things).
if ((ref->Distance2D(mo) < distance &&
((flags & CPXF_NOZ) ||
((ref->Z() > mo->Z() && ref->Z() - mo->Top() < distance) ||
(ref->Z() <= mo->Z() && mo->Z() - ref->Top() < distance)))))
{
if ((flags & CPXF_CHECKSIGHT) && !(P_CheckSight(mo, ref, SF_IGNOREVISIBILITY | SF_IGNOREWATERBOUNDARY)))
continue;
if (mo->flags6 & MF6_KILLED)
{
if (!(flags & (CPXF_COUNTDEAD | CPXF_DEADONLY)))
continue;
}
else
{
if (flags & CPXF_DEADONLY)
continue;
}
if (ptrWillChange)
{
current = ref->Distance2D(mo);
if ((flags & CPXF_CLOSEST) && (current < closer))
{
dist = mo;
closer = current; // This actor's closer. Set the new standard.
}
else if ((flags & CPXF_FARTHEST) && (current > farther))
{
dist = mo;
farther = current;
}
else if (!dist)
dist = mo; // Just get the first one and call it quits if there's nothing selected.
}
counter++;
// Abort if the number of matching classes nearby is greater, we have obviously succeeded in our goal.
// Don't abort if calling the counting version CheckProximity non-action function.
if (!counting && counter > count)
{
result = (flags & (CPXF_LESSOREQUAL | CPXF_EXACT)) ? 0 : 1;
// However, if we have one SET* flag and either the closest or farthest flags, keep the function going.
if (ptrWillChange && ptrDistPref)
continue;
else
break;
}
}
}
if (ptrWillChange && dist != 0)
{
if (flags & CPXF_SETONPTR)
{
if (flags & CPXF_SETTARGET) ref->target = dist;
if (flags & CPXF_SETMASTER) ref->master = dist;
if (flags & CPXF_SETTRACER) ref->tracer = dist;
}
else
{
if (flags & CPXF_SETTARGET) self->target = dist;
if (flags & CPXF_SETMASTER) self->master = dist;
if (flags & CPXF_SETTRACER) self->tracer = dist;
}
}
if (!counting)
{
if (counter == count)
result = 1;
else if (counter < count)
result = !!((flags & CPXF_LESSOREQUAL) && !(flags & CPXF_EXACT)) ? 1 : 0;
}
return counting ? counter : result;
}
int P_Thing_Warp(AActor *caller, AActor *reference, double xofs, double yofs, double zofs, DAngle angle, int flags, double heightoffset, double radiusoffset, DAngle pitch)
{
if (flags & WARPF_MOVEPTR)
{
AActor *temp = reference;
reference = caller;
caller = temp;
}
DVector3 old = caller->Pos();
auto Level = caller->Level;
int oldpgroup = caller->Sector->PortalGroup;
zofs += reference->Height * heightoffset;
if (!(flags & WARPF_ABSOLUTEANGLE))
{
angle += (flags & WARPF_USECALLERANGLE) ? caller->Angles.Yaw: reference->Angles.Yaw;
}
const double rad = radiusoffset * reference->radius;
const double s = angle.Sin();
const double c = angle.Cos();
if (!(flags & WARPF_ABSOLUTEPOSITION))
{
if (!(flags & WARPF_ABSOLUTEOFFSET))
{
double xofs1 = xofs;
// (borrowed from A_SpawnItemEx, assumed workable)
// in relative mode negative y values mean 'left' and positive ones mean 'right'
// This is the inverse orientation of the absolute mode!
xofs = xofs1 * c + yofs * s;
yofs = xofs1 * s - yofs * c;
}
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->Vec3Offset(xofs + rad * c, yofs + rad * s, 0.), true);
// The two-step process is important.
caller->SetZ(caller->floorz + zofs);
}
else
{
caller->SetOrigin(reference->Vec3Offset(xofs + rad * c, yofs + rad * s, zofs), true);
}
}
else // [MC] The idea behind "absolute" is meant to be "absolute". Override everything, just like A_SpawnItemEx's.
{
caller->SetOrigin(xofs + rad * c, yofs + rad * s, zofs, true);
if (flags & WARPF_TOFLOOR)
{
caller->SetZ(caller->floorz + zofs);
}
}
if ((flags & WARPF_NOCHECKPOSITION) || P_TestMobjLocation(caller))
{
if (flags & WARPF_TESTONLY)
{
caller->SetOrigin(old, true);
}
else
{
caller->Angles.Yaw = angle;
if (flags & WARPF_COPYPITCH)
caller->SetPitch(reference->Angles.Pitch, false);
if (pitch != 0)
caller->SetPitch(caller->Angles.Pitch + pitch, false);
if (flags & WARPF_COPYVELOCITY)
{
caller->Vel = reference->Vel;
}
if (flags & WARPF_STOP)
{
caller->Vel.Zero();
}
// this is no fun with line portals
if (flags & WARPF_WARPINTERPOLATION)
{
// This just translates the movement but doesn't change the vector
DVector3 displacedold = old + Level->Displacements.getOffset(oldpgroup, caller->Sector->PortalGroup);
caller->Prev += caller->Pos() - displacedold;
caller->PrevPortalGroup = caller->Sector->PortalGroup;
}
else if (flags & WARPF_COPYINTERPOLATION)
{
// Map both positions of the reference actor to the current portal group
DVector3 displacedold = old + Level->Displacements.getOffset(reference->PrevPortalGroup, caller->Sector->PortalGroup);
DVector3 displacedref = old + Level->Displacements.getOffset(reference->Sector->PortalGroup, caller->Sector->PortalGroup);
caller->Prev = caller->Pos() + displacedold - displacedref;
caller->PrevPortalGroup = caller->Sector->PortalGroup;
}
else if (!(flags & WARPF_INTERPOLATE))
{
caller->ClearInterpolation();
}
if ((flags & WARPF_BOB) && (reference->flags2 & MF2_FLOATBOB))
{
caller->AddZ(reference->GetBobOffset());
}
P_TryMove(caller, caller->Pos(), false);
}
return true;
}
caller->SetOrigin(old, true);
return false;
}
//==========================================================================
//
// A_Warp
//
//==========================================================================
DEFINE_ACTION_FUNCTION(AActor, Warp)
{
PARAM_SELF_PROLOGUE(AActor)
PARAM_OBJECT(destination, AActor)
PARAM_FLOAT(xofs)
PARAM_FLOAT(yofs)
PARAM_FLOAT(zofs)
PARAM_ANGLE(angle)
PARAM_INT(flags)
PARAM_FLOAT(heightoffset)
PARAM_FLOAT(radiusoffset)
PARAM_ANGLE(pitch)
const int result = destination == nullptr ? 0 :
P_Thing_Warp(self, destination, xofs, yofs, zofs, angle, flags, heightoffset, radiusoffset, pitch);
ACTION_RETURN_INT(result);
}