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CON: Add EVENT_DAMAGESPRITE, EVENT_POSTDAMAGESPRITE, EVENT_DAMAGEWALL, EVENT_DAMAGECEILING, and EVENT_DAMAGEFLOOR.
In these events, THISACTOR is the projectile (or source of damage), and RETURN is the sprite/wall/sector affected. Set RETURN to -1 to cancel any hardcoded effects. ud.return 1 through 5 are the parameters passed to hitradius if RADIUSEXPLOSION is the source of the damage. ud.return 1 is -1 otherwise. New tokens "damageeventtile" and "damageeventtilerange" or tiledata[].gameflags & SFLAG_DAMAGEEVENT to enable processing for receivers with corresponding tilenums. CON commands to replicate hardcoded effects (beyond switching tilenums, such as spawning glass) are forthcoming. Use of EVENT_DAMAGEHPLANE is hereby discouraged. Patch from Striker, based on work by Fox. git-svn-id: https://svn.eduke32.com/eduke32@6771 1a8010ca-5511-0410-912e-c29ae57300e0
This commit is contained in:
parent
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9 changed files with 181 additions and 33 deletions
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@ -116,6 +116,12 @@ void A_RadiusDamage(int spriteNum, int blastRadius, int dmg1, int dmg2, int dmg3
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int16_t *const sectorList = (int16_t *)tempbuf;
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const int32_t maxSectors = sizeof(tempbuf)/sizeof(int16_t);
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ud.returnvar[0] = blastRadius; // Allow checking for radius damage in EVENT_DAMAGE(SPRITE/WALL/FLOOR/CEILING) events.
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ud.returnvar[1] = dmg1;
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ud.returnvar[2] = dmg2;
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ud.returnvar[3] = dmg3;
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ud.returnvar[4] = dmg4;
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if (pSprite->picnum == RPG && pSprite->xrepeat < 11)
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goto SKIPWALLCHECK;
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@ -139,9 +145,9 @@ void A_RadiusDamage(int spriteNum, int blastRadius, int dmg1, int dmg2, int dmg3
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G_WallSpriteDist((uwalltype *)&wall[wall[w2].point2], pSprite) < blastRadius)
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{
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if (((sector[sectorNum].ceilingz-pSprite->z)>>8) < blastRadius)
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Sect_DamageCeilingOrFloor(0, sectorNum);
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Sect_DamageCeiling_Internal(spriteNum, sectorNum);
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if (((pSprite->z-sector[sectorNum].floorz)>>8) < blastRadius)
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Sect_DamageCeilingOrFloor(1, sectorNum);
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Sect_DamageFloor_Internal(spriteNum, sectorNum);
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}
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uwalltype const *pWall;
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@ -178,7 +184,7 @@ void A_RadiusDamage(int spriteNum, int blastRadius, int dmg1, int dmg2, int dmg3
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pSprite->x, pSprite->y, pSprite->z, pSprite->sectnum))
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{
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vec3_t const tmpvect = { pWall->x, pWall->y, pSprite->z };
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A_DamageWall(spriteNum, w, &tmpvect, pSprite->picnum);
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A_DamageWall_Internal(spriteNum, w, &tmpvect, pSprite->picnum);
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}
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}
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}
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@ -207,7 +213,7 @@ SKIPWALLCHECK:
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{
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if (A_CheckEnemySprite(pOther) && !cansee(pOther->x, pOther->y,pOther->z+q, pOther->sectnum, pSprite->x, pSprite->y, pSprite->z+q, pSprite->sectnum))
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goto next_sprite;
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A_DamageObject(otherSprite, spriteNum);
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A_DamageObject_Internal(otherSprite, spriteNum);
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}
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}
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else if (pOther->extra >= 0 && (uspritetype *)pOther != pSprite &&
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@ -233,6 +239,12 @@ SKIPWALLCHECK:
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if (d < blastRadius && cansee(pOther->x, pOther->y, pOther->z - ZOFFSET3, pOther->sectnum, pSprite->x,
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pSprite->y, pSprite->z - ZOFFSET4, pSprite->sectnum))
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{
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if (A_CheckSpriteFlags(otherSprite, SFLAG_DAMAGEEVENT))
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{
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if (VM_OnEventWithReturn(EVENT_DAMAGESPRITE, spriteNum, -1, otherSprite) < 0)
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goto next_sprite;
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}
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actor[otherSprite].ang = getangle(pOther->x-pSprite->x,pOther->y-pSprite->y);
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if (pSprite->picnum == RPG && pOther->extra > 0)
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@ -272,13 +284,16 @@ SKIPWALLCHECK:
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pOther->xvel += (pSprite->extra<<2);
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}
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if (A_CheckSpriteFlags(otherSprite, SFLAG_DAMAGEEVENT))
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VM_OnEventWithReturn(EVENT_POSTDAMAGESPRITE, spriteNum, -1, otherSprite);
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if (pOther->picnum == PODFEM1 || pOther->picnum == FEM1 || pOther->picnum == FEM2 ||
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pOther->picnum == FEM3 || pOther->picnum == FEM4 || pOther->picnum == FEM5 ||
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pOther->picnum == FEM6 || pOther->picnum == FEM7 || pOther->picnum == FEM8 ||
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pOther->picnum == FEM9 || pOther->picnum == FEM10 || pOther->picnum == STATUE ||
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pOther->picnum == STATUEFLASH || pOther->picnum == SPACEMARINE || pOther->picnum == QUEBALL ||
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pOther->picnum == STRIPEBALL)
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A_DamageObject(otherSprite, spriteNum);
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A_DamageObject_Internal(otherSprite, spriteNum);
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}
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else if (pSprite->extra == 0) actor[otherSprite].extra = 0;
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@ -2697,14 +2712,16 @@ static void Proj_BounceOffWall(spritetype *s, int j)
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// Maybe damage a ceiling or floor as the consequence of projectile impact.
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// Returns 1 if sprite <s> should be killed.
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// NOTE: Compare with Proj_MaybeDamageCF2() in sector.c
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static int Proj_MaybeDamageCF(uspritetype const * const s)
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static int Proj_MaybeDamageCF(int spriteNum)
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{
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uspritetype const * const s = &sprite[spriteNum];
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if (s->zvel < 0)
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{
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if ((sector[s->sectnum].ceilingstat&1) && sector[s->sectnum].ceilingpal == 0)
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return 1;
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Sect_DamageCeilingOrFloor(0, s->sectnum);
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Sect_DamageCeiling(spriteNum, s->sectnum);
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}
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else if (s->zvel > 0)
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{
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@ -2715,7 +2732,7 @@ static int Proj_MaybeDamageCF(uspritetype const * const s)
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return 0;
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}
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Sect_DamageCeilingOrFloor(1, s->sectnum);
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Sect_DamageFloor(spriteNum, s->sectnum);
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}
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return 0;
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@ -2954,7 +2971,7 @@ ACTOR_STATIC void Proj_MoveCustom(int const spriteNum)
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case 16384:
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setsprite(spriteNum, &davect);
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if (Proj_MaybeDamageCF((uspritetype *)pSprite))
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if (Proj_MaybeDamageCF(spriteNum))
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{
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A_DeleteSprite(spriteNum);
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return;
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@ -3172,7 +3189,7 @@ ACTOR_STATIC void G_MoveWeapons(void)
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case 16384:
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setsprite(spriteNum, &davect);
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if (Proj_MaybeDamageCF((uspritetype *)pSprite))
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if (Proj_MaybeDamageCF(spriteNum))
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DELETE_SPRITE_AND_CONTINUE(spriteNum);
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if (pSprite->picnum == FREEZEBLAST)
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@ -254,7 +254,8 @@ enum sflags_t
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SFLAG_HURTSPAWNBLOOD = 0x00400000,
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SFLAG_GREENSLIMEFOOD = 0x00800000,
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SFLAG_REALCLIPDIST = 0x01000000,
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SFLAG_WAKEUPBADGUYS = 0x02000000
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SFLAG_WAKEUPBADGUYS = 0x02000000,
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SFLAG_DAMAGEEVENT = 0x04000000,
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};
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// Custom projectiles "workslike" flags.
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@ -150,6 +150,11 @@ enum GameEvent_t {
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EVENT_CONTINUELEVELMUSICSLOT,
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EVENT_DISPLAYPOINTER,
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EVENT_LASTWEAPON,
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EVENT_DAMAGESPRITE,
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EVENT_POSTDAMAGESPRITE,
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EVENT_DAMAGEWALL,
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EVENT_DAMAGEFLOOR,
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EVENT_DAMAGECEILING,
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#ifdef LUNATIC
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EVENT_ANIMATEALLSPRITES,
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#endif
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@ -153,7 +153,7 @@ extern camera_t g_camera;
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#define MAXPWLOCKOUT 128
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#define MAXRTSNAME 128
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#define MAX_RETURN_VALUES 4
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#define MAX_RETURN_VALUES 6
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// KEEPINSYNC lunatic/_defs_game.lua
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typedef struct {
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@ -149,6 +149,8 @@ static tokenmap_t const vm_keywords[] =
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{ "count", CON_COUNT },
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{ "cstat", CON_CSTAT },
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{ "cstator", CON_CSTATOR },
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{ "damageeventtile", CON_DAMAGEEVENTTILE },
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{ "damageeventtilerange", CON_DAMAGEEVENTTILERANGE },
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{ "debris", CON_DEBRIS },
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{ "debug", CON_DEBUG },
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{ "default", CON_DEFAULT },
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@ -759,6 +761,11 @@ const char *EventNames[MAXEVENTS] =
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"EVENT_CONTINUELEVELMUSICSLOT",
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"EVENT_DISPLAYPOINTER",
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"EVENT_LASTWEAPON",
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"EVENT_DAMAGESPRITE",
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"EVENT_POSTDAMAGESPRITE",
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"EVENT_DAMAGEWALL",
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"EVENT_DAMAGEFLOOR",
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"EVENT_DAMAGECEILING",
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#ifdef LUNATIC
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"EVENT_ANIMATEALLSPRITES",
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#endif
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@ -4585,6 +4592,59 @@ DO_DEFSTATE:
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continue;
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}
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case CON_DAMAGEEVENTTILE:
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{
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if (EDUKE32_PREDICT_FALSE(g_processingState || g_parsingActorPtr))
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{
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C_ReportError(ERROR_FOUNDWITHIN);
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g_errorCnt++;
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}
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g_scriptPtr--;
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C_GetNextValue(LABEL_DEFINE);
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j = *(g_scriptPtr - 1);
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if (EDUKE32_PREDICT_FALSE((unsigned)j >= MAXTILES))
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{
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C_ReportError(ERROR_EXCEEDSMAXTILES);
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g_errorCnt++;
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continue;
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}
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g_tile[j].flags |= SFLAG_DAMAGEEVENT;
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continue;
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}
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case CON_DAMAGEEVENTTILERANGE:
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{
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if (EDUKE32_PREDICT_FALSE(g_processingState || g_parsingActorPtr))
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{
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C_ReportError(ERROR_FOUNDWITHIN);
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g_errorCnt++;
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}
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g_scriptPtr--;
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C_GetNextValue(LABEL_DEFINE);
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i = *(g_scriptPtr - 1);
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C_GetNextValue(LABEL_DEFINE);
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j = *(g_scriptPtr - 1);
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if (EDUKE32_PREDICT_FALSE((unsigned)i >= MAXTILES || (unsigned)j >= MAXTILES))
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{
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C_ReportError(ERROR_EXCEEDSMAXTILES);
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g_errorCnt++;
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continue;
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}
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for (tiledata_t * t = g_tile + i, * t_end = g_tile + j; t <= t_end; ++t)
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t->flags |= SFLAG_DAMAGEEVENT;
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continue;
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}
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case CON_SPRITEFLAGS:
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if (!g_parsingActorPtr && g_processingState == 0)
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{
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@ -6352,6 +6412,7 @@ static void C_AddDefaultDefinitions(void)
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{ "SFLAG_GREENSLIMEFOOD", SFLAG_GREENSLIMEFOOD },
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{ "SFLAG_REALCLIPDIST", SFLAG_REALCLIPDIST },
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{ "SFLAG_WAKEUPBADGUYS", SFLAG_WAKEUPBADGUYS },
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{ "SFLAG_DAMAGEEVENT", SFLAG_DAMAGEEVENT },
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{ "STR_MAPNAME", STR_MAPNAME },
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{ "STR_MAPFILENAME", STR_MAPFILENAME },
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@ -1247,6 +1247,8 @@ enum ScriptKeywords_t
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CON_SHOWVIEWQ16UNBIASED,// 426
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CON_GETTILEDATA, // 427
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CON_SETTILEDATA, // 428
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CON_DAMAGEEVENTTILE, // 429
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CON_DAMAGEEVENTTILERANGE, // 430
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CON_END
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};
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// KEEPINSYNC with the keyword list in lunatic/con_lang.lua
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@ -581,7 +581,7 @@ static inline void HandleHitWall(hitdata_t *hitData)
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// Maybe damage a ceiling or floor as the consequence of projectile impact.
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// Returns 1 if projectile hit a parallaxed ceiling.
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// NOTE: Compare with Proj_MaybeDamageCF() in actors.c
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static int Proj_MaybeDamageCF2(int const zvel, int const hitSect)
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static int Proj_MaybeDamageCF2(int const spriteNum, int const zvel, int const hitSect)
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{
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Bassert(hitSect >= 0);
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@ -590,7 +590,7 @@ static int Proj_MaybeDamageCF2(int const zvel, int const hitSect)
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if (sector[hitSect].ceilingstat&1)
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return 1;
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Sect_DamageCeilingOrFloor(0, hitSect);
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Sect_DamageCeiling(spriteNum, hitSect);
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}
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else if (zvel > 0)
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{
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@ -601,7 +601,7 @@ static int Proj_MaybeDamageCF2(int const zvel, int const hitSect)
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return 0;
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}
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Sect_DamageCeilingOrFloor(1, hitSect);
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Sect_DamageFloor(spriteNum, hitSect);
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}
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return 0;
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@ -622,7 +622,7 @@ static int P_PostFireHitscan(int const playerNum, int const spriteNum, hitdata_t
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{
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if (hitData->wall == -1 && hitData->sprite == -1)
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{
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if (Proj_MaybeDamageCF2(zvel, hitData->sect))
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if (Proj_MaybeDamageCF2(spriteNum, zvel, hitData->sect))
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{
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sprite[spriteNum].xrepeat = 0;
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sprite[spriteNum].yrepeat = 0;
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@ -746,7 +746,7 @@ static int A_PostFireHitscan(const hitdata_t *hitData, int const spriteNum, int
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}
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else
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{
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if (Proj_MaybeDamageCF2(zvel, hitData->sect))
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if (Proj_MaybeDamageCF2(returnSprite, zvel, hitData->sect))
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{
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sprite[returnSprite].xrepeat = 0;
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sprite[returnSprite].yrepeat = 0;
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@ -1206,7 +1206,7 @@ static int32_t A_ShootHardcoded(int spriteNum, int projecTile, int shootAng, vec
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if (hitData.wall == -1 && hitData.sprite == -1 && hitData.sect >= 0)
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{
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Proj_MaybeDamageCF2(Zvel, hitData.sect);
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Proj_MaybeDamageCF2(otherSprite, Zvel, hitData.sect);
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}
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else if (hitData.sprite >= 0)
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A_DamageObject(hitData.sprite, otherSprite);
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@ -1479,11 +1479,17 @@ static void G_BreakWall(int tileNum, int spriteNum, int wallNum)
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A_SpawnWallGlass(spriteNum,wallNum,10);
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}
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void A_DamageWall(int spriteNum, int wallNum, const vec3_t *vPos, int weaponNum)
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void A_DamageWall_Internal(int spriteNum, int wallNum, const vec3_t *vPos, int weaponNum)
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{
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int16_t sectNum = -1;
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walltype *pWall = &wall[wallNum];
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if ((g_tile[pWall->overpicnum].flags & SFLAG_DAMAGEEVENT) || (g_tile[pWall->picnum].flags & SFLAG_DAMAGEEVENT))
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{
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if (VM_OnEventWithReturn(EVENT_DAMAGEWALL, spriteNum, -1, wallNum) < 0)
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return;
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}
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if (pWall->overpicnum == MIRROR && pWall->pal != 4 &&
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A_CheckSpriteFlags(spriteNum, SFLAG_PROJECTILE) &&
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(SpriteProjectile[spriteNum].workslike & PROJECTILE_RPG))
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@ -1753,19 +1759,53 @@ void A_DamageWall(int spriteNum, int wallNum, const vec3_t *vPos, int weaponNum)
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}
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}
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// NOTE: return value never examined in any of the callers.
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int Sect_DamageCeilingOrFloor(int const dmgFloor, int const sectNum)
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void A_DamageWall(int spriteNum, int wallNum, const vec3_t *vPos, int weaponNum)
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{
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ud.returnvar[0] = -1;
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A_DamageWall_Internal(spriteNum, wallNum, vPos, weaponNum);
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}
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void Sect_DamageFloor_Internal(int const spriteNum, int const sectNum)
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{
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int16_t tileNum = sector[sectNum].floorpicnum;
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if (g_tile[tileNum].flags & SFLAG_DAMAGEEVENT)
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{
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if (VM_OnEventWithReturn(EVENT_DAMAGEFLOOR, spriteNum, -1, sectNum) < 0)
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return;
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}
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// NOTE: pass RETURN in the dist argument, too.
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int const RETURN_in = dmgFloor ? 131072 + sectNum : 65536 + sectNum;
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int32_t const returnValue =
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VM_OnEventWithBoth(EVENT_DAMAGEHPLANE, g_player[screenpeek].ps->i, screenpeek, RETURN_in, RETURN_in);
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int const RETURN_in = 131072 + sectNum;
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/* int32_t const returnValue = */ VM_OnEventWithBoth(EVENT_DAMAGEHPLANE, -1, -1, RETURN_in, RETURN_in);
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#if 0
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// No hard-coded floor damage effects.
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if (returnValue < 0)
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return;
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#endif
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}
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void Sect_DamageFloor(int const spriteNum, int const sectNum)
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{
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ud.returnvar[0] = -1;
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Sect_DamageFloor_Internal(spriteNum, sectNum);
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}
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void Sect_DamageCeiling_Internal(int const spriteNum, int const sectNum)
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{
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int16_t tileNum = sector[sectNum].ceilingpicnum;
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if (g_tile[tileNum].flags & SFLAG_DAMAGEEVENT)
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{
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if (VM_OnEventWithReturn(EVENT_DAMAGECEILING, spriteNum, -1, sectNum) < 0)
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return;
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}
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// NOTE: pass RETURN in the dist argument, too.
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int const RETURN_in = 65536 + sectNum;
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int32_t const returnValue = VM_OnEventWithBoth(EVENT_DAMAGEHPLANE, -1, -1, RETURN_in, RETURN_in);
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if (returnValue < 0)
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return 0;
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if (dmgFloor)
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return 0;
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return;
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int16_t * const pPicnum = §or[sectNum].ceilingpicnum;
|
||||
|
||||
|
@ -1813,19 +1853,27 @@ int Sect_DamageCeilingOrFloor(int const dmgFloor, int const sectNum)
|
|||
T5(i) = 1;
|
||||
}
|
||||
}
|
||||
|
||||
return 1;
|
||||
}
|
||||
}
|
||||
|
||||
return 0;
|
||||
void Sect_DamageCeiling(int const spriteNum, int const sectNum)
|
||||
{
|
||||
ud.returnvar[0] = -1;
|
||||
Sect_DamageCeiling_Internal(spriteNum, sectNum);
|
||||
}
|
||||
|
||||
// hard coded props... :(
|
||||
void A_DamageObject(int spriteNum, int const dmgSrc)
|
||||
void A_DamageObject_Internal(int spriteNum, int const dmgSrc)
|
||||
{
|
||||
if (g_netClient)
|
||||
return;
|
||||
|
||||
if (A_CheckSpriteFlags(spriteNum, SFLAG_DAMAGEEVENT))
|
||||
{
|
||||
if (VM_OnEventWithReturn(EVENT_DAMAGESPRITE, dmgSrc, -1, spriteNum) < 0)
|
||||
return;
|
||||
}
|
||||
|
||||
int radiusDamage = 0;
|
||||
|
||||
spriteNum &= (MAXSPRITES-1);
|
||||
|
@ -2272,6 +2320,9 @@ void A_DamageObject(int spriteNum, int const dmgSrc)
|
|||
actor[spriteNum].extra += sprite[dmgSrc].extra;
|
||||
actor[spriteNum].ang = sprite[dmgSrc].ang;
|
||||
actor[spriteNum].owner = sprite[dmgSrc].owner;
|
||||
|
||||
if(A_CheckSpriteFlags(spriteNum, SFLAG_DAMAGEEVENT))
|
||||
VM_OnEventWithReturn(EVENT_POSTDAMAGESPRITE, dmgSrc, -1, spriteNum);
|
||||
}
|
||||
|
||||
if (sprite[spriteNum].statnum == STAT_PLAYER)
|
||||
|
@ -2294,6 +2345,12 @@ void A_DamageObject(int spriteNum, int const dmgSrc)
|
|||
}
|
||||
}
|
||||
|
||||
void A_DamageObject(int spriteNum, int const dmgSrc)
|
||||
{
|
||||
ud.returnvar[0] = -1;
|
||||
A_DamageObject_Internal(spriteNum, dmgSrc);
|
||||
}
|
||||
|
||||
void G_AlignWarpElevators(void)
|
||||
{
|
||||
for (bssize_t SPRITES_OF(STAT_EFFECTOR, i))
|
||||
|
|
|
@ -118,7 +118,9 @@ void G_ActivateBySector(int sect,int j);
|
|||
int S_FindMusicSFX(int sectNum, int *sndptr);
|
||||
int A_CallSound(int sectNum,int spriteNum);
|
||||
int A_CheckHitSprite(int spriteNum,int16_t *hitSprite);
|
||||
void A_DamageObject_Internal(int spriteNum, int const dmgSrc);
|
||||
void A_DamageObject(int spriteNum,int const dmgSrc);
|
||||
void A_DamageWall_Internal(int spr, int dawallnum, const vec3_t *pos, int atwith);
|
||||
void A_DamageWall(int spr,int dawallnum,const vec3_t *pos,int atwith);
|
||||
int __fastcall A_FindPlayer(const spritetype *pSprite,int32_t *dist);
|
||||
void G_AlignWarpElevators(void);
|
||||
|
@ -139,7 +141,10 @@ int isanearoperator(int lotag);
|
|||
int isanunderoperator(int lotag);
|
||||
int P_ActivateSwitch(int playerNum, int nObject, int nSwitchType);
|
||||
void P_CheckSectors(int snum);
|
||||
int Sect_DamageCeilingOrFloor(int const dmgFloor, int const sectNum);
|
||||
void Sect_DamageFloor_Internal(int const spriteNum, int const sectNum);
|
||||
void Sect_DamageFloor(int const spriteNum, int const sectNum);
|
||||
void Sect_DamageCeiling_Internal(int const spriteNum, int const sectNum);
|
||||
void Sect_DamageCeiling(int const spriteNum, int const sectNum);
|
||||
int SetAnimation(int sectNum,int32_t *animPtr,int goalVal,int animVel);
|
||||
|
||||
#define FORCEFIELD_CSTAT (64+16+4+1)
|
||||
|
|
Loading…
Reference in a new issue