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work on aicdud.cpp
This commit is contained in:
parent
4f338ab8a2
commit
158cdff069
16 changed files with 1557 additions and 2800 deletions
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@ -656,7 +656,7 @@ set( NOT_COMPILED_SOURCE_FILES
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games/blood/src/airat.cpp
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games/blood/src/aispid.cpp
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games/blood/src/aitchern.cpp
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games/blood/src/aiunicult.cpp
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games/blood/src/aicdud.cpp
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games/blood/src/aizomba.cpp
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games/blood/src/aizombf.cpp
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games/blood/src/animatesprite.cpp
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@ -39,6 +39,7 @@ void MarkVerticesForSector(int sector);
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static constexpr double zmaptoworld = (1 / 256.); // this for necessary conversions to convert map data to floating point representation.
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static constexpr double maptoworld = (1 / 16.); // this for necessary conversions to convert map data to floating point representation.
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static constexpr double REPEAT_SCALE = (1 / 64.); // map's 'repeat' values use 2.6 fixed point.
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static constexpr double CLIPDIST_SCALE = 0.25;
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static constexpr double INV_REPEAT_SCALE = 64;
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// These are refactoring markers that should be eliminated.
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@ -29,7 +29,7 @@
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#include "src/airat.cpp"
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#include "src/aispid.cpp"
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#include "src/aitchern.cpp"
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#include "src/aiunicult.cpp"
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#include "src/aicdud.cpp"
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#include "src/aizomba.cpp"
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#include "src/aizombf.cpp"
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#include "src/animatesprite.cpp"
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@ -32,7 +32,6 @@ Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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#include "blood.h"
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#include "texids.h"
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#ifdef NOONE_EXTENSIONS
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#include "aicdud.h"
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#include "nnexts.h"
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#include "nnextcdud.h"
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#endif
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1451
source/games/blood/src/aicdud.cpp
Normal file
1451
source/games/blood/src/aicdud.cpp
Normal file
File diff suppressed because it is too large
Load diff
File diff suppressed because it is too large
Load diff
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@ -158,40 +158,6 @@ struct GENDUDESND
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extern const GENDUDESND gCustomDudeSnd[];
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// temporary, until normal DUDEEXTRA gets refactored
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struct GENDUDEEXTRA
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{
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double clipdist;
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uint16_t availDeaths[kDamageMax]; // list of seqs with deaths for each damage type
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uint32_t moveSpeed;
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double fireDist; // counts from sprite size
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double throwDist; // counts from sprite size
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uint16_t curWeapon; // data1 duplicate to avoid potential problems when changing data dynamically
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uint16_t weaponType;
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uint16_t baseDispersion;
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uint16_t slaveCount; // how many dudes is summoned
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TObjPtr<DBloodActor*> pLifeLeech; // spritenum of dropped dude's leech
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TObjPtr<DBloodActor*> slave[kGenDudeMaxSlaves]; // index of the ones dude is summon
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bool updReq[kGenDudePropertyMax]; // update requests
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union
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{
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struct
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{
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bool sndPlaying : 1; // indicate if sound of AISTATE currently playing
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bool forcePunch : 1; // indicate if there is no fire trigger in punch state seq
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bool isMelee : 1;
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bool canBurn : 1; // can turn in Burning dude or not
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bool canElectrocute : 1;
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bool canAttack : 1;
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bool canRecoil : 1;
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bool canWalk : 1;
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bool canDuck : 1;
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bool canSwim : 1;
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bool canFly : 1;
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};
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int flags;
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};
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};
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DBloodActor* getNextIncarnation(DBloodActor* actor);
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void killDudeLeech(DBloodActor* pLeech);
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@ -60,14 +60,6 @@ IMPLEMENT_POINTERS_START(DBloodActor)
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#ifdef NOONE_EXTENSIONS
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IMPLEMENT_POINTER(prevmarker)
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IMPLEMENT_POINTER(ownerActor)
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IMPLEMENT_POINTER(genDudeExtra.pLifeLeech)
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IMPLEMENT_POINTER(genDudeExtra.slave[0])
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IMPLEMENT_POINTER(genDudeExtra.slave[1])
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IMPLEMENT_POINTER(genDudeExtra.slave[2])
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IMPLEMENT_POINTER(genDudeExtra.slave[3])
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IMPLEMENT_POINTER(genDudeExtra.slave[4])
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IMPLEMENT_POINTER(genDudeExtra.slave[5])
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IMPLEMENT_POINTER(genDudeExtra.slave[6])
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#endif
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IMPLEMENT_POINTER(xspr.burnSource)
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IMPLEMENT_POINTER(xspr.target)
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@ -60,6 +60,9 @@ Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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BEGIN_BLD_NS
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// Define VM entry points for all callback functions so that we can
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// a) later seamlessly call scripted functions where callbacks are used and
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// b) get a means to serialize callback pointers.
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// ai callbacks
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DEF_ANIMATOR(aiMoveDodge)
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DEF_ANIMATOR(aiMoveForward)
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@ -180,11 +183,37 @@ DEF_ANIMATOR(zombaThinkSearch)
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DEF_ANIMATOR(zombfThinkChase)
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DEF_ANIMATOR(zombfThinkGoto)
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DEF_ANIMATOR(zombfThinkSearch)
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#ifdef NOONE_EXTENSIONS
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// patrol
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DEF_ANIMATOR(aiPatrolMove)
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DEF_ANIMATOR(aiPatrolThink)
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DEF_ANIMATOR(aiPatrolRandGoalAng)
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DEF_ANIMATOR(aiPatrolTurn)
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// custom dude
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DEF_ANIMATOR(resetTarget)
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DEF_ANIMATOR(moveStop)
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DEF_ANIMATOR(thinkSearch)
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DEF_ANIMATOR(maybeThinkSearch)
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DEF_ANIMATOR(thinkChase)
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DEF_ANIMATOR(thinkFlee)
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DEF_ANIMATOR(thinkTarget)
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DEF_ANIMATOR(thinkMorph)
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DEF_ANIMATOR(thinkDying)
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DEF_ANIMATOR(enterBurnSearchWater)
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DEF_ANIMATOR(enterMorph)
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DEF_ANIMATOR(enterDying)
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DEF_ANIMATOR(enterDeath)
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DEF_ANIMATOR(enterSleep)
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DEF_ANIMATOR(enterWake)
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DEF_ANIMATOR(turnToTarget)
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DEF_ANIMATOR(moveTurn)
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DEF_ANIMATOR(moveDodge)
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DEF_ANIMATOR(moveForward)
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DEF_ANIMATOR(moveKnockout)
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#endif
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// seq callbacks
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DEF_ANIMATOR(FireballSeqCallback)
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DEF_ANIMATOR(Fx33Callback)
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@ -240,6 +269,9 @@ DEF_ANIMATOR(PlayerKneelsOver)
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DEF_ANIMATOR(FireballTrapSeqCallback)
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DEF_ANIMATOR(MGunFireSeqCallback)
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DEF_ANIMATOR(MGunOpenSeqCallback)
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#ifdef NOONE_EXTENSIONS
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DEF_ANIMATOR(weaponShot)
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#endif
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// event callbacks
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@ -269,20 +301,6 @@ DEF_ANIMATOR(callbackMakeMissileBlocking) // 23
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DEF_ANIMATOR(fxPodGreenBloodSpray) // 24
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#ifdef NOONE_EXTENSIONS
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DEF_ANIMATOR(forcePunch)
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DEF_ANIMATOR(aiGenDudeMoveForward)
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DEF_ANIMATOR(unicultThinkChase)
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DEF_ANIMATOR(unicultThinkGoto)
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DEF_ANIMATOR(unicultThinkSearch)
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DEF_ANIMATOR(genDudeAttack1)
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DEF_ANIMATOR(punchCallback)
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DEF_ANIMATOR(ThrowCallback1)
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DEF_ANIMATOR(ThrowCallback2)
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DEF_ANIMATOR(callbackGenDudeUpdate)
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#endif
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enum EFeatureFlags
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{
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kFeatureCustomAmmoCount = 1,
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@ -23,6 +23,7 @@ public:
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double dudeSlope; // Q18.14 format
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bool hasx;
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bool explosionhackflag; // this originally hijacked the target field which is not safe when working with pointers.
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bool chasehackflag; // replaces hackery with non-serializable state data.
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XSPRITE xspr;
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SPRITEHIT hit;
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DUDEEXTRA dudeExtra;
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@ -31,12 +32,11 @@ public:
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// nnext stuff. For now not exported to scripting.
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#ifdef NOONE_EXTENSIONS
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SPRITEMASS spriteMass;
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GENDUDEEXTRA genDudeExtra;
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EventObject condition[4];
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TObjPtr<DBloodActor*> prevmarker; // needed by the nnext marker code. This originally hijacked targetX in XSPRITE
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#endif
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DVector3 basePoint;
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int16_t dmgControl[kDamageMax]; // combination of the ones in DUDEINFO, THINGINFO and GENDUDEEXTRA, needs to be modifiable
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int16_t dmgControl[kDamageMax]; // combination of the ones in DUDEINFO, THINGINFO, needs to be modifiable
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// transient data (not written to savegame)
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int cumulDamage;
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@ -60,6 +60,30 @@ bool CheckProximity(DBloodActor* actor, const DVector3& pos, sectortype* pSector
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return 0;
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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bool CheckProximityPoint(double nX1, double nY1, double nZ1, double nX2, double nY2, double nZ2, double nDist)
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{
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double oX = abs(nX2 - nX1);
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if (oX >= nDist)
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return 0;
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double oY = abs(nY2 - nY1);
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if (oY >= nDist)
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return 0;
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if (nZ2 != nZ1)
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{
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double oZ = abs(nZ2 - nZ1);
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if (oZ >= nDist)
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return 0;
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}
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if (oX * oX + oY * oY > nDist * nDist) return 0;
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return 1;
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}
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//---------------------------------------------------------------------------
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//
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// Note: This function features some very bad math.
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bool CheckProximity(DBloodActor* pSprite, const DVector3& pos, sectortype* pSector, int nDist);
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bool CheckProximityPoint(double nX1, double nY1, double nZ1, double nX2, double nY2, double nZ2, double nDist);
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int HitScan(DBloodActor* pSprite, double z, const DVector3& pos, unsigned int nMask, double range = 0);
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int VectorScan(DBloodActor* pSprite, double nOffset, double nZOffset, const DVector3& vel, double nRange, int ac);
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@ -487,6 +487,7 @@ void DBloodActor::Serialize(FSerializer& arc)
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("dudeslope", dudeSlope)
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("dudeextra", dudeExtra)
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("explosionflag", explosionhackflag)
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("chasehackflag", chasehackflag)
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("spritehit", hit)
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("owneractor", ownerActor)
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.Array("dmgcontrol", dmgControl, kDamageMax);
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{
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arc//("spritemass", spriteMass) // should always be cached and not written out.
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("prevmarker", prevmarker)
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.Array("conditions", condition, 2);
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.Array("conditions", condition, 4);
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// GenDudeExtra only contains valid info for kDudeModernCustom and kDudeModernCustomBurning so only save when needed as these are not small.
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if (GetType() == kDudeModernCustom)
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{
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arc("gendudeextra", genDudeExtra);
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}
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}
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#endif
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}
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@ -62,11 +62,12 @@ kCdudeFXEffectBase = 0,
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kCudeFXEffectCallbackBase = 512,
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kCdudeGIBEffectBase = 1024,
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kCdudeMinSeeDist = 3000,
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kCdudeMinHearDist = (kCdudeMinSeeDist >> 1),
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kCdudeBurningHealth = (25 << 4),
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};
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constexpr double kCdudeMinSeeDist = 3000 * inttoworld;
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constexpr double kCdudeMinHearDist = (kCdudeMinSeeDist * 0.5);
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class CUSTOMDUDE;
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extern VMFunction* nCdudeAppearanceCallback;
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extern VMFunction* gCdudeCustomCallback[];
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@ -380,13 +381,13 @@ class ARG_PICK_WEAPON
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{
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public:
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DAngle angle;
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double distance;
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double _distance;
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uint8_t dudeHealth;
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uint8_t targHealth;
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ARG_PICK_WEAPON(DBloodActor* actor, DBloodActor* target)
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{
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DVector2 distv = target->spr.pos.XY() - actor->spr.pos.XY();
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distance = distv.Length();
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_distance = distv.Length();
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angle = absangle(distv.Angle(), actor->spr.Angles.Yaw);
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dudeHealth = CountHealthPerc(actor);
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targHealth = CountHealthPerc(target);
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@ -394,7 +395,7 @@ class ARG_PICK_WEAPON
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ARG_PICK_WEAPON(DBloodActor* actor, DBloodActor* target, double nDist, DAngle nAng)
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{
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distance = nDist;
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_distance = nDist;
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angle = nAng;
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dudeHealth = CountHealthPerc(actor);
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targHealth = CountHealthPerc(target);
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@ -647,14 +648,14 @@ class CUSTOMDUDE_WEAPON
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CUSTOMDUDE_SOUND sound;
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struct SHOT
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{
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unsigned int velocity;
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double _velocity;
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signed int slope;
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uint16_t targetFollow : 12;
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uint16_t clipdist : 8;
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uint16_t impact : 2;
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int16_t remTime : 14;
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DAngle targetFollow;
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uint8_t clipdist;
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uint8_t impact;
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int16_t remTime;
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APPEARANCE appearance;
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POINT3D offset;
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DVector3 offset;
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}
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shot;
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struct AMMO
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targHpRange[1] = 255;
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shot.remTime = -1;
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shot.velocity = INT32_MAX;
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shot._velocity = FLT_MAX;
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shot.slope = INT32_MAX;
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}
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char HaveAmmmo(void) { return (!ammo.total || ammo.cur); }
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int GetDistance(void) { return ClipLow(distRange[1] - distRange[0], 0); }
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int GetDistanceF(void) { return maptoworld * ClipLow(distRange[1] - distRange[0], 0); }
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int GetNumshots(void) { return (ammo.total) ? ClipHigh(ammo.cur, numshots) : numshots; }
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char IsTimeout(void) { return ((unsigned int)PlayClock < cooldown.clock); }
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char HaveSlope(void) { return (shot.slope != INT32_MAX); }
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char HaveVelocity(void) { return (shot.velocity != INT32_MAX); }
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char HaveVelocity(void) { return (shot._velocity != FLT_MAX); }
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};
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@ -818,8 +820,8 @@ class CUSTOMDUDE_EFFECT
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unsigned short id[kCdudeMaxEffects];
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unsigned int clock;
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signed int liveTime;
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double velocity;
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double velocitySlope;
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double _velocity;
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double _velocitySlope;
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DAngle angle;
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uint8_t posture;
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uint8_t medium;
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@ -837,7 +839,7 @@ class CUSTOMDUDE_EFFECT
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{
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memset(this, 0, sizeof(CUSTOMDUDE_EFFECT));
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angle = DAngle360;
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velocity = -1;
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_velocity = -1;
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chance = 0x10000;
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srcVelocity = 1;
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@ -890,9 +892,9 @@ class CUSTOMDUDE_EFFECT
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void Setup(DBloodActor* pSrc, DBloodActor* pEff, bool relVel)
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{
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DVector3 dvel(0, 0, velocitySlope);
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DVector3 dvel(0, 0, _velocitySlope);
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DAngle nAng = ((angle != DAngle360) ? (pSrc->spr.Angles.Yaw + angle) : RandomAngle()).Normalized360();
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double nVel = velocity;
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double nVel = _velocity;
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int rp = Random(15);
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pEff->ownerActor = pSrc;
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@ -1184,7 +1186,7 @@ class CUSTOMDUDE
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uint8_t numWeapons;
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DUDEEXTRA* pExtra;
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DUDEINFO* pInfo;
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DBloodActor* pSpr;
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DBloodActor* pSpr; // this is our owner so no TObjPtr is needed
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TObjPtr<DBloodActor *> pLeech;
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CUSTOMDUDE_WEAPON weapons[kCdudeMaxWeapons]; // the weapons it may have
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CUSTOMDUDE_WEAPON* pWeapon; // pointer to current weapon
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@ -1203,11 +1205,14 @@ class CUSTOMDUDE
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unsigned int mass ; // mass in KG
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FTextureID largestPic ; // in all states to compare on crouching
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sectortype* prevSector ; // the recent sector dude was in
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double seeDist ; // dudeInfo duplicate for sleeping
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double hearDist ; // dudeInfo duplicate for sleeping
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double _seeDist ; // dudeInfo duplicate for sleeping
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double _hearDist ; // dudeInfo duplicate for sleeping
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DAngle periphery ; // dudeInfo duplicate for sleeping
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unsigned int fallHeight ; // in pixels
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signed int nextDude ; // -1: none, <-1: vdude, >=0: ins, >=kMaxSprites: cdude
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TObjPtr<DBloodActor*> NextDude;
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int NextDudeType;
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//signed int nextDude ; // -1: none, <-1: vdude, >=0: ins, >=kMaxSprites: cdude
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//----------------------------------------------------------------------------------------------------
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void PlaySound(int nState) { return (sound[nState].Play(pSpr)); }
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int GetStateSeq(int nState, int nPosture) { return states[nState][nPosture].seqId; }
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@ -1244,7 +1249,7 @@ class CUSTOMDUDE
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char IsTooTight(void);
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//----------------------------------------------------------------------------------------------------
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CUSTOMDUDE_WEAPON* PickWeapon(ARG_PICK_WEAPON* pArg);
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int AdjustSlope(int nTarget, int zOffs);
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int AdjustSlope(DBloodActor* nTarget, int zOffs);
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char AdjustSlope(int nDist, int* nSlope);
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//----------------------------------------------------------------------------------------------------
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void InitSprite(void);
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@ -1255,7 +1260,7 @@ class CUSTOMDUDE
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int Damage(DBloodActor* nFrom, int nDmgType, int nDmg);
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void Kill(DBloodActor* nFrom, int nDmgType, int nDmg);
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//----------------------------------------------------------------------------------------------------
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char CanMove(sectortype* pXSect, char Crusher, char Water, char Uwater, char Depth, int bottom, int floorZ);
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||||
char CanMove(sectortype* pXSect, bool Crusher, bool Water, bool Uwater, bool Depth, double bottom, double floorZ);
|
||||
char FindState(AISTATE* pState, int* nStateType, int* nPosture);
|
||||
void NewState(int nStateType, int nTimeOverride = -1);
|
||||
char NewState(AISTATE* pState);
|
||||
|
|
|
@ -817,7 +817,7 @@ bool nnExtIsImmune(DBloodActor* actor, int dmgType, int minScale)
|
|||
else if (actor->IsDudeActor())
|
||||
{
|
||||
if (actor->IsPlayerActor()) return (getPlayer(actor)->damageControl[dmgType]);
|
||||
else if (actor->GetType() == kDudeModernCustom) return (cdudeGet(actor)->GetDamage(-1, dmgType) <= minScale);
|
||||
else if (actor->GetType() == kDudeModernCustom) return (cdudeGet(actor)->GetDamage(nullptr, dmgType) <= minScale);
|
||||
return (actor->dmgControl[dmgType] <= minScale);
|
||||
}
|
||||
}
|
||||
|
@ -1667,8 +1667,6 @@ int getSpriteMassBySize(DBloodActor* actor)
|
|||
switch (actor->GetType())
|
||||
{
|
||||
case kDudeModernCustom:
|
||||
seqId = actor->xspr.data2;
|
||||
clipDist = actor->genDudeExtra.clipdist;
|
||||
break;
|
||||
default:
|
||||
seqId = getDudeInfo(actor)->seqStartID;
|
||||
|
@ -2643,19 +2641,6 @@ void useObjResizer(DBloodActor* sourceactor, int targType, sectortype* targSect,
|
|||
}
|
||||
}
|
||||
|
||||
#if 0
|
||||
if (fit && (targetactor->GetType() == kDudeModernCustom)
|
||||
{
|
||||
// request properties update for custom dude
|
||||
|
||||
targetactor->genDudeExtra.updReq[kGenDudePropertySpriteSize] = true;
|
||||
targetactor->genDudeExtra.updReq[kGenDudePropertyAttack] = true;
|
||||
targetactor->genDudeExtra.updReq[kGenDudePropertyMass] = true;
|
||||
targetactor->genDudeExtra.updReq[kGenDudePropertyDmgScale] = true;
|
||||
evPostActor(targetactor, kGenDudeUpdTimeRate, AF(callbackGenDudeUpdate));
|
||||
}
|
||||
#endif
|
||||
|
||||
if (valueIsBetween(sourceactor->xspr.data3, -1, 32767))
|
||||
targetactor->spr.xoffset = ClipRange(sourceactor->xspr.data3, 0, 255);
|
||||
|
||||
|
@ -8747,7 +8732,7 @@ char nnExtOffsetSprite(DBloodActor* pSpr, const DVector3& opos)
|
|||
//
|
||||
//---------------------------------------------------------------------------
|
||||
|
||||
void nnExtScaleVelocity(DBloodActor* pSpr, int nVel, const DVector3& vel, int which)
|
||||
void nnExtScaleVelocity(DBloodActor* pSpr, double nVel, const DVector3& vel, int which)
|
||||
{
|
||||
if (which & 0x01)
|
||||
{
|
||||
|
@ -8767,7 +8752,7 @@ void nnExtScaleVelocity(DBloodActor* pSpr, int nVel, const DVector3& vel, int wh
|
|||
//
|
||||
//---------------------------------------------------------------------------
|
||||
|
||||
void nnExtScaleVelocityRel(DBloodActor* pSpr, int nVel, const DVector3& vel, int which)
|
||||
void nnExtScaleVelocityRel(DBloodActor* pSpr, double nVel, const DVector3& vel, int which)
|
||||
{
|
||||
if (which & 0x01)
|
||||
{
|
||||
|
@ -8919,34 +8904,6 @@ int nnExtDudeStartHealth(DBloodActor* pSpr, int nHealth)
|
|||
return getDudeInfo(pSpr->GetType())->startHealth << 4;
|
||||
}
|
||||
|
||||
//---------------------------------------------------------------------------
|
||||
//
|
||||
//
|
||||
//
|
||||
//---------------------------------------------------------------------------
|
||||
|
||||
FSerializer& Serialize(FSerializer& arc, const char* keyname, GENDUDEEXTRA& w, GENDUDEEXTRA* def)
|
||||
{
|
||||
if (arc.BeginObject(keyname))
|
||||
{
|
||||
arc ("clipdist", w.clipdist)
|
||||
.Array("availdeaths", w.availDeaths, kDamageMax)
|
||||
("movespeed", w.moveSpeed)
|
||||
("firedist", w.fireDist)
|
||||
("throwdist", w.throwDist)
|
||||
("curweapon", w.curWeapon)
|
||||
("weapontype", w.weaponType)
|
||||
("basedispersion", w.baseDispersion)
|
||||
("slavecount", w.slaveCount)
|
||||
("lifeleech", w.pLifeLeech)
|
||||
.Array("slaves", w.slave, w.slaveCount)
|
||||
.Array("updreq", w.updReq, kGenDudePropertyMax)
|
||||
("flags", w.flags)
|
||||
.EndObject();
|
||||
}
|
||||
return arc;
|
||||
}
|
||||
|
||||
#if 0 // no need to save if we ensure it never gets accessed directly without validating the content
|
||||
FSerializer& Serialize(FSerializer& arc, const char* keyname, SPRITEMASS& w, SPRITEMASS* def)
|
||||
{
|
||||
|
@ -8967,6 +8924,8 @@ FSerializer& Serialize(FSerializer& arc, const char* keyname, SPRITEMASS& w, SPR
|
|||
}
|
||||
#endif
|
||||
|
||||
void SerializeConditions(FSerializer& arc);
|
||||
|
||||
void SerializeNNExts(FSerializer& arc)
|
||||
{
|
||||
if (arc.BeginObject("nnexts"))
|
||||
|
@ -8979,6 +8938,7 @@ void SerializeNNExts(FSerializer& arc)
|
|||
("eventredirects", gEventRedirectsUsed);
|
||||
|
||||
gSprNSect.Serialize(arc);
|
||||
SerializeConditions(arc);
|
||||
arc.EndObject();
|
||||
}
|
||||
}
|
||||
|
|
|
@ -1849,6 +1849,13 @@ FSerializer& Serialize(FSerializer& arc, const char* keyname, TRACKING_CONDITION
|
|||
return arc;
|
||||
}
|
||||
|
||||
void SerializeConditions(FSerializer& arc)
|
||||
{
|
||||
// if this gets run before loading a map it needs to run the one-time init code before deserializing the data.
|
||||
if (arc.isReading() && gConditions.Size() == 0) conditionInitData();
|
||||
arc("conditions", gTrackingConditionsList);
|
||||
}
|
||||
|
||||
|
||||
static void TriggerObject(EventObject nSerial, DBloodActor* pCond)
|
||||
{
|
||||
|
|
Loading…
Reference in a new issue