From 495e2367641401bc3ce9101a6a1721d35e1ee34c Mon Sep 17 00:00:00 2001 From: Christoph Oelckers Date: Sat, 7 Oct 2023 21:32:03 +0200 Subject: [PATCH] allow Blood to compile with NOONE_EXTENSIONS disabled. --- source/games/blood/all.cpp | 7 ++ source/games/blood/src/actor.cpp | 28 ++++++- source/games/blood/src/ai.cpp | 7 +- source/games/blood/src/animatesprite.cpp | 4 + source/games/blood/src/blood.cpp | 16 ++-- source/games/blood/src/blood.h | 26 +++--- source/games/blood/src/bloodactor.h | 6 +- source/games/blood/src/callback.cpp | 60 +++++++++++++ source/games/blood/src/hudsprites.cpp | 2 +- source/games/blood/src/loadsave.cpp | 62 ++++++++------ source/games/blood/src/nnexts.cpp | 84 +------------------ source/games/blood/src/nnexts.h | 4 +- source/games/blood/src/triggers.cpp | 2 +- .../static/zscript/games/blood/bloodactor.zs | 26 ++++-- 14 files changed, 189 insertions(+), 145 deletions(-) diff --git a/source/games/blood/all.cpp b/source/games/blood/all.cpp index 4d987c715..cb7913770 100644 --- a/source/games/blood/all.cpp +++ b/source/games/blood/all.cpp @@ -1,6 +1,13 @@ + +#ifdef NOONE_EXTENSIONS +#undef NOONE_EXTENSIONS +#endif + +/* #ifndef NOONE_EXTENSIONS #define NOONE_EXTENSIONS #endif +*/ #include "src/actor.cpp" #include "src/ai.cpp" diff --git a/source/games/blood/src/actor.cpp b/source/games/blood/src/actor.cpp index 2f4670046..64254e3ec 100644 --- a/source/games/blood/src/actor.cpp +++ b/source/games/blood/src/actor.cpp @@ -3487,7 +3487,7 @@ void MoveDude(DBloodActor* actor) trTriggerSprite(coll.actor(), kCmdSpriteTouch, actor); #else if (hitActor->hasX() && hitActor->xspr.Touch && !hitActor->xspr.state && !hitActor->xspr.isTriggered) - trTriggerSprite(coll.actor, kCmdSpriteTouch); + trTriggerSprite(coll.actor(), kCmdSpriteTouch); #endif if (pDudeInfo->lockOut && hitActor->hasX() && hitActor->xspr.Push && !hitActor->xspr.key && !hitActor->xspr.DudeLockout && !hitActor->xspr.state && !hitActor->xspr.busy && !pPlayer) @@ -4636,6 +4636,32 @@ static void actCheckTraps() // //--------------------------------------------------------------------------- +bool IsBurningDude(DBloodActor* actor) +{ + if (actor == NULL) return false; + switch (actor->GetType()) + { + case kDudeBurningInnocent: + case kDudeBurningCultist: + case kDudeBurningZombieAxe: + case kDudeBurningZombieButcher: + case kDudeBurningTinyCaleb: + case kDudeBurningBeast: +#ifdef NOONE_EXTENSIONS + case kDudeModernCustomBurning: +#endif + return true; + } + + return false; +} + +//--------------------------------------------------------------------------- +// +// +// +//--------------------------------------------------------------------------- + static void actCheckDudes() { BloodStatIterator it(kStatDude); diff --git a/source/games/blood/src/ai.cpp b/source/games/blood/src/ai.cpp index 383c2620a..13c5c8054 100644 --- a/source/games/blood/src/ai.cpp +++ b/source/games/blood/src/ai.cpp @@ -1612,8 +1612,8 @@ void aiProcessDudes(void) actor->xspr.aiState->thinkFunc(actor); } - switch (actor->GetType()) { #ifdef NOONE_EXTENSIONS + switch (actor->GetType()) { case kDudeModernCustom: case kDudeModernCustomBurning: { GENDUDEEXTRA* pExtra = &actor->genDudeExtra; @@ -1630,8 +1630,8 @@ void aiProcessDudes(void) RecoilDude(actor); break; } -#endif default: +#endif if (actor->xspr.stateTimer == 0 && actor->xspr.aiState && actor->xspr.aiState->nextState) { if (actor->xspr.aiState->stateTicks > 0) aiNewState(actor, actor->xspr.aiState->nextState); @@ -1644,8 +1644,10 @@ void aiProcessDudes(void) actor->xspr.data3 = actor->cumulDamage; RecoilDude(actor); } +#ifdef NOONE_EXTENSIONS break; } +#endif } it.Reset(kStatDude); @@ -1936,4 +1938,5 @@ void aiInitSprite(DBloodActor* actor) #endif } + END_BLD_NS diff --git a/source/games/blood/src/animatesprite.cpp b/source/games/blood/src/animatesprite.cpp index 986a2acad..3875b79cb 100644 --- a/source/games/blood/src/animatesprite.cpp +++ b/source/games/blood/src/animatesprite.cpp @@ -120,6 +120,7 @@ static tspritetype* viewAddEffect(tspriteArray& tsprites, int nTSprite, VIEW_EFF auto pTTex = TexMan.GetGameTexture(pTSprite->spritetexture()); switch (nViewEffect) { +#ifdef NOONE_EXTENSIONS case kViewEffectSpotProgress: { int perc = (100 * owneractor->xspr.data3) / kMaxPatrolSpotValue; int width = (94 * owneractor->xspr.data3) / kMaxPatrolSpotValue; @@ -142,6 +143,7 @@ static tspritetype* viewAddEffect(tspriteArray& tsprites, int nTSprite, VIEW_EFF pNSprite2->shade = -128; break; } +#endif case kViewEffectAtom: for (int i = 0; i < 16; i++) { @@ -874,10 +876,12 @@ void viewProcessSprites(tspriteArray& tsprites, const DVector3& cPos, DAngle cA, } } +#ifdef NOONE_EXTENSIONS if (gModernMap && owneractor->hasX()) { // add target spot indicator for patrol dudes if (owneractor->xspr.dudeFlag4 && aiInPatrolState(owneractor->xspr.aiState) && owneractor->xspr.data3 > 0 && owneractor->xspr.data3 <= kMaxPatrolSpotValue) viewAddEffect(tsprites, nTSprite, kViewEffectSpotProgress); } +#endif break; } case kStatTraps: { diff --git a/source/games/blood/src/blood.cpp b/source/games/blood/src/blood.cpp index 8355f1f99..a9925c663 100644 --- a/source/games/blood/src/blood.cpp +++ b/source/games/blood/src/blood.cpp @@ -57,6 +57,7 @@ BEGIN_BLD_NS IMPLEMENT_CLASS(DBloodActor, false, true) IMPLEMENT_POINTERS_START(DBloodActor) +#ifdef NOONE_EXTENSIONS IMPLEMENT_POINTER(prevmarker) IMPLEMENT_POINTER(ownerActor) IMPLEMENT_POINTER(genDudeExtra.pLifeLeech) @@ -67,6 +68,7 @@ IMPLEMENT_POINTER(genDudeExtra.slave[3]) IMPLEMENT_POINTER(genDudeExtra.slave[4]) IMPLEMENT_POINTER(genDudeExtra.slave[5]) IMPLEMENT_POINTER(genDudeExtra.slave[6]) +#endif IMPLEMENT_POINTER(xspr.burnSource) IMPLEMENT_POINTER(xspr.target) IMPLEMENT_POINTERS_END @@ -110,26 +112,30 @@ size_t DBloodActor::PropagateMark() if (hit.hit.type == kHitSprite) GC::Mark(hit.hit.hitActor); if (hit.ceilhit.type == kHitSprite) GC::Mark(hit.ceilhit.hitActor); if (hit.florhit.type == kHitSprite) GC::Mark(hit.florhit.hitActor); +#ifdef NOONE_EXTENSIONS condition[0].Mark(); condition[1].Mark(); +#endif return Super::PropagateMark(); } static void markgcroots() { +#ifdef NOONE_EXTENSIONS GC::MarkArray(gProxySpritesList, gProxySpritesCount); GC::MarkArray(gSightSpritesList, gSightSpritesCount); GC::MarkArray(gPhysSpritesList, gPhysSpritesCount); GC::MarkArray(gImpactSpritesList, gImpactSpritesCount); - MarkSprInSect(); - for (auto& evobj : rxBucket) - { - evobj.Mark(); - } for (auto& cond : gConditions) { for (auto& obj : cond.objects) obj.obj.Mark(); } + MarkSprInSect(); +#endif + for (auto& evobj : rxBucket) + { + evobj.Mark(); + } MarkSeq(); } diff --git a/source/games/blood/src/blood.h b/source/games/blood/src/blood.h index 075773370..6b85176a5 100644 --- a/source/games/blood/src/blood.h +++ b/source/games/blood/src/blood.h @@ -61,7 +61,6 @@ Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. BEGIN_BLD_NS // ai callbacks -DEF_ANIMATOR(aiGenDudeMoveForward) DEF_ANIMATOR(aiMoveDodge) DEF_ANIMATOR(aiMoveForward) DEF_ANIMATOR(aiMoveTurn) @@ -117,7 +116,6 @@ DEF_ANIMATOR(entryEStand) DEF_ANIMATOR(entryEZombie) DEF_ANIMATOR(entryFStatue) DEF_ANIMATOR(entrySStatue) -DEF_ANIMATOR(forcePunch) DEF_ANIMATOR(gargMoveDodgeDown) DEF_ANIMATOR(gargMoveDodgeUp) DEF_ANIMATOR(gargMoveFly) @@ -175,9 +173,6 @@ DEF_ANIMATOR(sub_72580) DEF_ANIMATOR(sub_725A4) DEF_ANIMATOR(sub_72850) DEF_ANIMATOR(tchernobogThinkChase) -DEF_ANIMATOR(unicultThinkChase) -DEF_ANIMATOR(unicultThinkGoto) -DEF_ANIMATOR(unicultThinkSearch) DEF_ANIMATOR(zombaThinkChase) DEF_ANIMATOR(zombaThinkGoto) DEF_ANIMATOR(zombaThinkPonder) @@ -241,11 +236,6 @@ DEF_ANIMATOR(FireballTrapSeqCallback) DEF_ANIMATOR(MGunFireSeqCallback) DEF_ANIMATOR(MGunOpenSeqCallback) -// nnext -DEF_ANIMATOR(genDudeAttack1) -DEF_ANIMATOR(punchCallback) -DEF_ANIMATOR(ThrowCallback1) -DEF_ANIMATOR(ThrowCallback2) // event callbacks DEF_ANIMATOR(fxFlameLick) // 0 @@ -269,10 +259,22 @@ DEF_ANIMATOR(fxPodBloodSpray) // 18 DEF_ANIMATOR(fxPodBloodSplat) // 19 DEF_ANIMATOR(LeechStateTimer) // 20 DEF_ANIMATOR(DropVoodooCb) // unused +DEF_ANIMATOR(callbackMakeMissileBlocking) // 23 +DEF_ANIMATOR(callbackMissileBurst) -DEF_ANIMATOR(callbackMakeMissileBlocking) +#ifdef NOONE_EXTENSIONS +DEF_ANIMATOR(forcePunch) +DEF_ANIMATOR(aiGenDudeMoveForward) +DEF_ANIMATOR(unicultThinkChase) +DEF_ANIMATOR(unicultThinkGoto) +DEF_ANIMATOR(unicultThinkSearch) +DEF_ANIMATOR(genDudeAttack1) +DEF_ANIMATOR(punchCallback) +DEF_ANIMATOR(ThrowCallback1) +DEF_ANIMATOR(ThrowCallback2) DEF_ANIMATOR(callbackGenDudeUpdate) -DEF_ANIMATOR(callbackUniMissileBurst) +#endif + enum EFeatureFlags { diff --git a/source/games/blood/src/bloodactor.h b/source/games/blood/src/bloodactor.h index ba6393bfd..f291c853b 100644 --- a/source/games/blood/src/bloodactor.h +++ b/source/games/blood/src/bloodactor.h @@ -29,11 +29,13 @@ public: TObjPtr ownerActor; // was previously stored in the sprite's owner field. // nnext stuff. For now not exported to scripting. +#ifdef NOONE_EXTENSIONS SPRITEMASS spriteMass; GENDUDEEXTRA genDudeExtra; - TObjPtr prevmarker; // needed by the nnext marker code. This originally hijacked targetX in XSPRITE - DVector3 basePoint; EventObject condition[2]; + TObjPtr prevmarker; // needed by the nnext marker code. This originally hijacked targetX in XSPRITE +#endif + DVector3 basePoint; int16_t dmgControl[kDamageMax]; // combination of the ones in DUDEINFO, THINGINFO and GENDUDEEXTRA, needs to be modifiable // transient data (not written to savegame) diff --git a/source/games/blood/src/callback.cpp b/source/games/blood/src/callback.cpp index e78738538..dbaa4ae83 100644 --- a/source/games/blood/src/callback.cpp +++ b/source/games/blood/src/callback.cpp @@ -828,4 +828,64 @@ void DropVoodooCb(DBloodActor* actor) // unused } } +//--------------------------------------------------------------------------- +// +// +// +//--------------------------------------------------------------------------- + +void callbackMissileBurst(DBloodActor* actor) // 22 +{ + if (!actor) return; + if (actor->spr.statnum != kStatProjectile) return; + auto nAngVec = actor->vel.XY().Angle().ToVector(); + double nRadius = FixedToFloat(0x55555); + + for (int i = 0; i < 8; i++) + { + auto burstactor = actSpawnSprite(actor, kStatProjectile, actor->GetClass(), actor->GetType()); + if (!burstactor) break; + + burstactor->spr.shade = actor->spr.shade; + burstactor->spr.setspritetexture(actor->spr.spritetexture()); + + + burstactor->spr.cstat = actor->spr.cstat; + if ((burstactor->spr.cstat & CSTAT_SPRITE_BLOCK)) + { + burstactor->spr.cstat &= ~CSTAT_SPRITE_BLOCK; // we don't want missiles impact each other + evPostActor(burstactor, 100, AF(callbackMakeMissileBlocking)); // so set blocking flag a bit later + } + + burstactor->spr.pal = actor->spr.pal; + burstactor->clipdist = actor->clipdist * 0.25; + burstactor->spr.flags = actor->spr.flags; + burstactor->spr.scale = actor->spr.scale; + burstactor->spr.scale *= 0.5; + + burstactor->spr.Angles.Yaw = actor->spr.Angles.Yaw + DAngle::fromDeg(actor->FloatVar("angleofs")); + burstactor->SetOwner(actor); + + IFVIRTUALPTRNAME(burstactor, NAME_BloodMissileBase, initMissile) // note: delete the name if this get scriptified. + { + VMValue p[] = { burstactor, actor }; + VMCall(func, p, 2, nullptr, 0); + } + + auto spAngVec = DAngle::fromBam(i << 29).ToVector().Rotated90CW() * nRadius; + if (i & 1) spAngVec *= 0.5; + burstactor->vel += DVector3(DVector2(0, spAngVec.X).Rotated(nAngVec.X, nAngVec.Y), spAngVec.Y); + evPostActor(burstactor, 960, AF(RemoveActor)); + } + evPostActor(actor, 0, AF(RemoveActor)); +} + + +void callbackMakeMissileBlocking(DBloodActor* actor) // 23 +{ + if (!actor || actor->spr.statnum != kStatProjectile) return; + actor->spr.cstat |= CSTAT_SPRITE_BLOCK; +} + + END_BLD_NS diff --git a/source/games/blood/src/hudsprites.cpp b/source/games/blood/src/hudsprites.cpp index 0845f48f5..e010f4559 100644 --- a/source/games/blood/src/hudsprites.cpp +++ b/source/games/blood/src/hudsprites.cpp @@ -143,7 +143,7 @@ void hudDraw(DBloodPlayer* pPlayer, sectortype* pSector, double bobx, double bob pPlayer->qavTimer = pPlayer->weaponTimer = pPlayer->curWeapon = 0; } #else - WeaponDraw(pPlayer, nShade, cX, cY, nPalette); + WeaponDraw(pPlayer, nShade, cXY.X, cXY.Y, nPalette, angle); #endif } if (gViewPos == 0 && pPlayer->GetActor()->xspr.burnTime > 60) diff --git a/source/games/blood/src/loadsave.cpp b/source/games/blood/src/loadsave.cpp index c399386eb..2af26a071 100644 --- a/source/games/blood/src/loadsave.cpp +++ b/source/games/blood/src/loadsave.cpp @@ -324,6 +324,35 @@ static AISTATE* const allAIStates[] = &tcherno13A9F0, &tcherno13AA0C, &tcherno13AA28, + &zombieAIdle, + &zombieAChase, + &zombieAPonder, + &zombieAGoto, + &zombieAHack, + &zombieASearch, + &zombieARecoil, + &zombieATeslaRecoil, + &zombieARecoil2, + &zombieAStand, + &zombieEIdle, + &zombieEUp2, + &zombieEUp, + &zombie2Idle, + &zombie2Search, + &zombieSIdle, + &zombie13AC2C, + &zombieFIdle, + &zombieFChase, + &zombieFGoto, + &zombieFDodge, + &zombieFHack, + &zombieFPuke, + &zombieFThrow, + &zombieFSearch, + &zombieFRecoil, + &zombieFTeslaRecoil, + +#ifdef NOONE_EXTENSIONS &genDudeIdleL, &genDudeIdleW, &genDudeSearchL, @@ -359,33 +388,8 @@ static AISTATE* const allAIStates[] = &genDudeThrow, &genDudeThrow2, &genDudePunch, - &zombieAIdle, - &zombieAChase, - &zombieAPonder, - &zombieAGoto, - &zombieAHack, - &zombieASearch, - &zombieARecoil, - &zombieATeslaRecoil, - &zombieARecoil2, - &zombieAStand, - &zombieEIdle, - &zombieEUp2, - &zombieEUp, - &zombie2Idle, - &zombie2Search, - &zombieSIdle, - &zombie13AC2C, - &zombieFIdle, - &zombieFChase, - &zombieFGoto, - &zombieFDodge, - &zombieFHack, - &zombieFPuke, - &zombieFThrow, - &zombieFSearch, - &zombieFRecoil, - &zombieFTeslaRecoil, +#endif + }; //--------------------------------------------------------------------------- @@ -409,11 +413,13 @@ FSerializer& Serialize(FSerializer& arc, const char* keyname, AISTATE*& w, AISTA } i++; } +#ifdef NOONE_EXTENSIONS if (w >= genPatrolStates && w < genPatrolStates + kPatrolStateSize) { i = int(w - genPatrolStates) + 1000; arc(keyname, i); } +#endif } else { @@ -422,10 +428,12 @@ FSerializer& Serialize(FSerializer& arc, const char* keyname, AISTATE*& w, AISTA { w = allAIStates[i]; } +#ifdef NOONE_EXTENSIONS else if (i >= 1000 && i < 1000 + kPatrolStateSize) { w = genPatrolStates + (i - 1000); } +#endif else { w = nullptr; diff --git a/source/games/blood/src/nnexts.cpp b/source/games/blood/src/nnexts.cpp index 04956dfef..797a9a713 100644 --- a/source/games/blood/src/nnexts.cpp +++ b/source/games/blood/src/nnexts.cpp @@ -6552,7 +6552,7 @@ void useUniMissileGen(DBloodActor* sourceactor, DBloodActor* actor) // add bursting for missiles if (missileactor->GetType() != kMissileFlareAlt && sourceactor->xspr.data4 > 0) - evPostActor(missileactor, ClipHigh(sourceactor->xspr.data4, 500), AF(callbackUniMissileBurst)); + evPostActor(missileactor, ClipHigh(sourceactor->xspr.data4, 500), AF(callbackMissileBurst)); } } @@ -7439,30 +7439,6 @@ DBloodPlayer* getPlayerById(int id) return NULL; } -//--------------------------------------------------------------------------- -// -// -// -//--------------------------------------------------------------------------- - -bool IsBurningDude(DBloodActor* actor) -{ - if (actor == NULL) return false; - switch (actor->GetType()) - { - case kDudeBurningInnocent: - case kDudeBurningCultist: - case kDudeBurningZombieAxe: - case kDudeBurningZombieButcher: - case kDudeBurningTinyCaleb: - case kDudeBurningBeast: - case kDudeModernCustomBurning: - return true; - } - - return false; -} - bool IsKillableDude(DBloodActor* actor) { switch (actor->GetType()) @@ -9163,58 +9139,6 @@ void levelEndLevelCustom(int nLevel) gNextLevel = FindMapByIndex(currentLevel->cluster, nLevel + 1); } -//--------------------------------------------------------------------------- -// -// -// -//--------------------------------------------------------------------------- - -void callbackUniMissileBurst(DBloodActor* actor) // 22 -{ - if (!actor) return; - if (actor->spr.statnum != kStatProjectile) return; - auto nAngVec = actor->vel.XY().Angle().ToVector(); - double nRadius = FixedToFloat(0x55555); - - for (int i = 0; i < 8; i++) - { - auto burstactor = actSpawnSprite(actor, kStatProjectile, actor->GetClass(), actor->GetType()); - if (!burstactor) break; - - burstactor->spr.shade = actor->spr.shade; - burstactor->spr.setspritetexture(actor->spr.spritetexture()); - - - burstactor->spr.cstat = actor->spr.cstat; - if ((burstactor->spr.cstat & CSTAT_SPRITE_BLOCK)) - { - burstactor->spr.cstat &= ~CSTAT_SPRITE_BLOCK; // we don't want missiles impact each other - evPostActor(burstactor, 100, AF(callbackMakeMissileBlocking)); // so set blocking flag a bit later - } - - burstactor->spr.pal = actor->spr.pal; - burstactor->clipdist = actor->clipdist * 0.25; - burstactor->spr.flags = actor->spr.flags; - burstactor->spr.scale = actor->spr.scale; - burstactor->spr.scale *= 0.5; - - burstactor->spr.Angles.Yaw = actor->spr.Angles.Yaw + DAngle::fromDeg(actor->FloatVar("angleofs")); - burstactor->SetOwner(actor); - - IFVIRTUALPTRNAME(burstactor, NAME_BloodMissileBase, initMissile) // note: delete the name if this get scriptified. - { - VMValue p[] = { burstactor, actor }; - VMCall(func, p, 2, nullptr, 0); - } - - auto spAngVec = DAngle::fromBam(i << 29).ToVector().Rotated90CW() * nRadius; - if (i & 1) spAngVec *= 0.5; - burstactor->vel += DVector3(DVector2(0, spAngVec.X).Rotated(nAngVec.X, nAngVec.Y), spAngVec.Y); - evPostActor(burstactor, 960, AF(RemoveActor)); - } - evPostActor(actor, 0, AF(RemoveActor)); -} - //--------------------------------------------------------------------------- // @@ -9222,12 +9146,6 @@ void callbackUniMissileBurst(DBloodActor* actor) // 22 // //--------------------------------------------------------------------------- -void callbackMakeMissileBlocking(DBloodActor* actor) // 23 -{ - if (!actor || actor->spr.statnum != kStatProjectile) return; - actor->spr.cstat |= CSTAT_SPRITE_BLOCK; -} - void callbackGenDudeUpdate(DBloodActor* actor) // 24 { if (actor) diff --git a/source/games/blood/src/nnexts.h b/source/games/blood/src/nnexts.h index 68565f3e5..505910bc7 100644 --- a/source/games/blood/src/nnexts.h +++ b/source/games/blood/src/nnexts.h @@ -351,7 +351,7 @@ void playerQavScenePlay(DBloodPlayer* pPlayer); void playerQavSceneDraw(DBloodPlayer* pPlayer, int shade, double xpos, double ypos, int palnum, DAngle angle); void playerQavSceneReset(DBloodPlayer* pPlayer); // ------------------------------------------------------------------------- // -void callbackUniMissileBurst(DBloodActor* actor); +void callbackMissileBurst(DBloodActor* actor); void callbackMakeMissileBlocking(DBloodActor* actor); void callbackGenDudeUpdate(DBloodActor* actor); // ------------------------------------------------------------------------- // @@ -423,7 +423,6 @@ bool isMovableSector(int nType); bool isMovableSector(sectortype* pSect); void killEffectGenCallbacks(DBloodActor* actor); bool xsprIsFine(DBloodActor* pSpr); -#endif inline bool valueIsBetween(int val, int min, int max) { @@ -437,3 +436,4 @@ inline bool valueIsBetween(int val, int min, int max) //////////////////////////////////////////////////////////////////////////////////// END_BLD_NS +#endif diff --git a/source/games/blood/src/triggers.cpp b/source/games/blood/src/triggers.cpp index 065c059a7..66a565ba3 100644 --- a/source/games/blood/src/triggers.cpp +++ b/source/games/blood/src/triggers.cpp @@ -2208,7 +2208,7 @@ void trProcessBusy(void) if (!gModernMap || !gBusy[i].sect->xs().pauseMotion) nStatus = gBusyProc[gBusy[i].type](gBusy[i].sect, gBusy[i].busy, nullptr); else nStatus = 3; // allow to pause/continue motion for sectors any time by sending special command #else - nStatus = gBusyProc[gBusy[i].type](gBusy[i].at0, gBusy[i].at8); + nStatus = gBusyProc[gBusy[i].type](gBusy[i].sect, gBusy[i].busy, nullptr); #endif switch (nStatus) { case 1: diff --git a/wadsrc/static/zscript/games/blood/bloodactor.zs b/wadsrc/static/zscript/games/blood/bloodactor.zs index ff3e87c19..a3f675aa1 100644 --- a/wadsrc/static/zscript/games/blood/bloodactor.zs +++ b/wadsrc/static/zscript/games/blood/bloodactor.zs @@ -118,10 +118,13 @@ class BloodActor : CoreActor native kStatPathMarker = 16, kStatFree = 1024, }; + + states + { + } // all callbacks, this is to allow using VM functions for all of them -native void aiGenDudeMoveForward(); native void aiMoveDodge(); native void aiMoveForward(); native void aiMoveTurn(); @@ -177,7 +180,6 @@ native void entryEStand(); native void entryEZombie(); native void entryFStatue(); native void entrySStatue(); -native void forcePunch(); native void gargMoveDodgeDown(); native void gargMoveDodgeUp(); native void gargMoveFly(); @@ -235,9 +237,6 @@ native void sub_72580(); native void sub_725A4(); native void sub_72850(); native void tchernobogThinkChase(); -native void unicultThinkChase(); -native void unicultThinkGoto(); -native void unicultThinkSearch(); native void zombaThinkChase(); native void zombaThinkGoto(); native void zombaThinkPonder(); @@ -289,10 +288,6 @@ native void SpidBirthSeqCallback(); native void tchernobogFire(); native void tchernobogBurnSeqCallback(); native void tchernobogBurnSeqCallback2(); -native void genDudeAttack1(); -native void punchCallback(); -native void ThrowCallback1(); -native void ThrowCallback2(); native void HackSeqCallback(); native void StandSeqCallback(); native void zombfHackSeqCallback(); @@ -324,7 +319,20 @@ native void fxPodBloodSpray(); // 18 native void fxPodBloodSplat(); // 19 native void LeechStateTimer(); // 20 native void DropVoodooCb(); // unused +native void callbackMakeMissileBlocking(); // 23 +native void callbackMissileBurst(); + +//native void unicultThinkChase(); +//native void unicultThinkGoto(); +//native void unicultThinkSearch(); +//native void forcePunch(); +//native void aiGenDudeMoveForward(); +//native void genDudeAttack1(); +//native void punchCallback(); +//native void ThrowCallback1(); +//native void ThrowCallback2(); + native double dudeSlope; native readonly bool hasx; native bool explosionhackflag; // this originally hijacked the target field which is not safe when working with pointers.