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https://github.com/ZDoom/Raze.git
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allow Blood to compile with NOONE_EXTENSIONS disabled.
This commit is contained in:
parent
c4ded2f133
commit
495e236764
14 changed files with 189 additions and 145 deletions
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@ -1,6 +1,13 @@
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#ifdef NOONE_EXTENSIONS
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#undef NOONE_EXTENSIONS
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#endif
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/*
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#ifndef NOONE_EXTENSIONS
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#define NOONE_EXTENSIONS
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#endif
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*/
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#include "src/actor.cpp"
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#include "src/ai.cpp"
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@ -3487,7 +3487,7 @@ void MoveDude(DBloodActor* actor)
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trTriggerSprite(coll.actor(), kCmdSpriteTouch, actor);
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#else
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if (hitActor->hasX() && hitActor->xspr.Touch && !hitActor->xspr.state && !hitActor->xspr.isTriggered)
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trTriggerSprite(coll.actor, kCmdSpriteTouch);
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trTriggerSprite(coll.actor(), kCmdSpriteTouch);
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#endif
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if (pDudeInfo->lockOut && hitActor->hasX() && hitActor->xspr.Push && !hitActor->xspr.key && !hitActor->xspr.DudeLockout && !hitActor->xspr.state && !hitActor->xspr.busy && !pPlayer)
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@ -4636,6 +4636,32 @@ static void actCheckTraps()
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//
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//---------------------------------------------------------------------------
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bool IsBurningDude(DBloodActor* actor)
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{
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if (actor == NULL) return false;
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switch (actor->GetType())
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{
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case kDudeBurningInnocent:
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case kDudeBurningCultist:
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case kDudeBurningZombieAxe:
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case kDudeBurningZombieButcher:
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case kDudeBurningTinyCaleb:
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case kDudeBurningBeast:
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#ifdef NOONE_EXTENSIONS
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case kDudeModernCustomBurning:
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#endif
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return true;
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}
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return false;
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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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static void actCheckDudes()
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{
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BloodStatIterator it(kStatDude);
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@ -1612,8 +1612,8 @@ void aiProcessDudes(void)
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actor->xspr.aiState->thinkFunc(actor);
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}
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switch (actor->GetType()) {
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#ifdef NOONE_EXTENSIONS
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switch (actor->GetType()) {
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case kDudeModernCustom:
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case kDudeModernCustomBurning: {
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GENDUDEEXTRA* pExtra = &actor->genDudeExtra;
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@ -1630,8 +1630,8 @@ void aiProcessDudes(void)
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RecoilDude(actor);
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break;
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}
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#endif
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default:
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#endif
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if (actor->xspr.stateTimer == 0 && actor->xspr.aiState && actor->xspr.aiState->nextState) {
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if (actor->xspr.aiState->stateTicks > 0)
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aiNewState(actor, actor->xspr.aiState->nextState);
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@ -1644,8 +1644,10 @@ void aiProcessDudes(void)
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actor->xspr.data3 = actor->cumulDamage;
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RecoilDude(actor);
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}
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#ifdef NOONE_EXTENSIONS
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break;
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}
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#endif
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}
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it.Reset(kStatDude);
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@ -1936,4 +1938,5 @@ void aiInitSprite(DBloodActor* actor)
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#endif
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}
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END_BLD_NS
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@ -120,6 +120,7 @@ static tspritetype* viewAddEffect(tspriteArray& tsprites, int nTSprite, VIEW_EFF
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auto pTTex = TexMan.GetGameTexture(pTSprite->spritetexture());
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switch (nViewEffect)
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{
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#ifdef NOONE_EXTENSIONS
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case kViewEffectSpotProgress: {
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int perc = (100 * owneractor->xspr.data3) / kMaxPatrolSpotValue;
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int width = (94 * owneractor->xspr.data3) / kMaxPatrolSpotValue;
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@ -142,6 +143,7 @@ static tspritetype* viewAddEffect(tspriteArray& tsprites, int nTSprite, VIEW_EFF
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pNSprite2->shade = -128;
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break;
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}
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#endif
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case kViewEffectAtom:
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for (int i = 0; i < 16; i++)
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{
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@ -874,10 +876,12 @@ void viewProcessSprites(tspriteArray& tsprites, const DVector3& cPos, DAngle cA,
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}
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}
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#ifdef NOONE_EXTENSIONS
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if (gModernMap && owneractor->hasX()) { // add target spot indicator for patrol dudes
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if (owneractor->xspr.dudeFlag4 && aiInPatrolState(owneractor->xspr.aiState) && owneractor->xspr.data3 > 0 && owneractor->xspr.data3 <= kMaxPatrolSpotValue)
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viewAddEffect(tsprites, nTSprite, kViewEffectSpotProgress);
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}
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#endif
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break;
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}
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case kStatTraps: {
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@ -57,6 +57,7 @@ BEGIN_BLD_NS
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IMPLEMENT_CLASS(DBloodActor, false, true)
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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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@ -67,6 +68,7 @@ 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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IMPLEMENT_POINTERS_END
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@ -110,26 +112,30 @@ size_t DBloodActor::PropagateMark()
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if (hit.hit.type == kHitSprite) GC::Mark(hit.hit.hitActor);
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if (hit.ceilhit.type == kHitSprite) GC::Mark(hit.ceilhit.hitActor);
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if (hit.florhit.type == kHitSprite) GC::Mark(hit.florhit.hitActor);
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#ifdef NOONE_EXTENSIONS
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condition[0].Mark();
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condition[1].Mark();
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#endif
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return Super::PropagateMark();
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}
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static void markgcroots()
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{
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#ifdef NOONE_EXTENSIONS
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GC::MarkArray(gProxySpritesList, gProxySpritesCount);
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GC::MarkArray(gSightSpritesList, gSightSpritesCount);
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GC::MarkArray(gPhysSpritesList, gPhysSpritesCount);
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GC::MarkArray(gImpactSpritesList, gImpactSpritesCount);
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MarkSprInSect();
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for (auto& evobj : rxBucket)
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{
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evobj.Mark();
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}
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for (auto& cond : gConditions)
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{
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for (auto& obj : cond.objects) obj.obj.Mark();
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}
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MarkSprInSect();
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#endif
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for (auto& evobj : rxBucket)
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{
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evobj.Mark();
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}
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MarkSeq();
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}
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@ -61,7 +61,6 @@ Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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BEGIN_BLD_NS
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// ai callbacks
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DEF_ANIMATOR(aiGenDudeMoveForward)
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DEF_ANIMATOR(aiMoveDodge)
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DEF_ANIMATOR(aiMoveForward)
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DEF_ANIMATOR(aiMoveTurn)
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@ -117,7 +116,6 @@ DEF_ANIMATOR(entryEStand)
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DEF_ANIMATOR(entryEZombie)
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DEF_ANIMATOR(entryFStatue)
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DEF_ANIMATOR(entrySStatue)
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DEF_ANIMATOR(forcePunch)
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DEF_ANIMATOR(gargMoveDodgeDown)
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DEF_ANIMATOR(gargMoveDodgeUp)
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DEF_ANIMATOR(gargMoveFly)
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@ -175,9 +173,6 @@ DEF_ANIMATOR(sub_72580)
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DEF_ANIMATOR(sub_725A4)
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DEF_ANIMATOR(sub_72850)
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DEF_ANIMATOR(tchernobogThinkChase)
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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(zombaThinkChase)
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DEF_ANIMATOR(zombaThinkGoto)
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DEF_ANIMATOR(zombaThinkPonder)
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@ -241,11 +236,6 @@ DEF_ANIMATOR(FireballTrapSeqCallback)
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DEF_ANIMATOR(MGunFireSeqCallback)
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DEF_ANIMATOR(MGunOpenSeqCallback)
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// nnext
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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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// event callbacks
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DEF_ANIMATOR(fxFlameLick) // 0
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@ -269,10 +259,22 @@ DEF_ANIMATOR(fxPodBloodSpray) // 18
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DEF_ANIMATOR(fxPodBloodSplat) // 19
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DEF_ANIMATOR(LeechStateTimer) // 20
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DEF_ANIMATOR(DropVoodooCb) // unused
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DEF_ANIMATOR(callbackMakeMissileBlocking) // 23
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DEF_ANIMATOR(callbackMissileBurst)
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DEF_ANIMATOR(callbackMakeMissileBlocking)
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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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DEF_ANIMATOR(callbackUniMissileBurst)
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#endif
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enum EFeatureFlags
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{
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@ -29,11 +29,13 @@ public:
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TObjPtr<DBloodActor*> ownerActor; // was previously stored in the sprite's owner field.
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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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TObjPtr<DBloodActor*> prevmarker; // needed by the nnext marker code. This originally hijacked targetX in XSPRITE
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DVector3 basePoint;
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EventObject condition[2];
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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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// transient data (not written to savegame)
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@ -828,4 +828,64 @@ void DropVoodooCb(DBloodActor* actor) // unused
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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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//---------------------------------------------------------------------------
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void callbackMissileBurst(DBloodActor* actor) // 22
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{
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if (!actor) return;
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if (actor->spr.statnum != kStatProjectile) return;
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auto nAngVec = actor->vel.XY().Angle().ToVector();
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double nRadius = FixedToFloat(0x55555);
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for (int i = 0; i < 8; i++)
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{
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auto burstactor = actSpawnSprite(actor, kStatProjectile, actor->GetClass(), actor->GetType());
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if (!burstactor) break;
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burstactor->spr.shade = actor->spr.shade;
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burstactor->spr.setspritetexture(actor->spr.spritetexture());
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burstactor->spr.cstat = actor->spr.cstat;
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if ((burstactor->spr.cstat & CSTAT_SPRITE_BLOCK))
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{
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burstactor->spr.cstat &= ~CSTAT_SPRITE_BLOCK; // we don't want missiles impact each other
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evPostActor(burstactor, 100, AF(callbackMakeMissileBlocking)); // so set blocking flag a bit later
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}
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burstactor->spr.pal = actor->spr.pal;
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burstactor->clipdist = actor->clipdist * 0.25;
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burstactor->spr.flags = actor->spr.flags;
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burstactor->spr.scale = actor->spr.scale;
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burstactor->spr.scale *= 0.5;
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burstactor->spr.Angles.Yaw = actor->spr.Angles.Yaw + DAngle::fromDeg(actor->FloatVar("angleofs"));
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burstactor->SetOwner(actor);
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IFVIRTUALPTRNAME(burstactor, NAME_BloodMissileBase, initMissile) // note: delete the name if this get scriptified.
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{
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VMValue p[] = { burstactor, actor };
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VMCall(func, p, 2, nullptr, 0);
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}
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auto spAngVec = DAngle::fromBam(i << 29).ToVector().Rotated90CW() * nRadius;
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if (i & 1) spAngVec *= 0.5;
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burstactor->vel += DVector3(DVector2(0, spAngVec.X).Rotated(nAngVec.X, nAngVec.Y), spAngVec.Y);
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evPostActor(burstactor, 960, AF(RemoveActor));
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}
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evPostActor(actor, 0, AF(RemoveActor));
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}
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void callbackMakeMissileBlocking(DBloodActor* actor) // 23
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{
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if (!actor || actor->spr.statnum != kStatProjectile) return;
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actor->spr.cstat |= CSTAT_SPRITE_BLOCK;
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}
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END_BLD_NS
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@ -143,7 +143,7 @@ void hudDraw(DBloodPlayer* pPlayer, sectortype* pSector, double bobx, double bob
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pPlayer->qavTimer = pPlayer->weaponTimer = pPlayer->curWeapon = 0;
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}
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#else
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WeaponDraw(pPlayer, nShade, cX, cY, nPalette);
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WeaponDraw(pPlayer, nShade, cXY.X, cXY.Y, nPalette, angle);
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#endif
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}
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if (gViewPos == 0 && pPlayer->GetActor()->xspr.burnTime > 60)
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@ -324,6 +324,35 @@ static AISTATE* const allAIStates[] =
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&tcherno13A9F0,
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&tcherno13AA0C,
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&tcherno13AA28,
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&zombieAIdle,
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&zombieAChase,
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&zombieAPonder,
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&zombieAGoto,
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&zombieAHack,
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&zombieASearch,
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&zombieARecoil,
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&zombieATeslaRecoil,
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&zombieARecoil2,
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&zombieAStand,
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&zombieEIdle,
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&zombieEUp2,
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&zombieEUp,
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&zombie2Idle,
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&zombie2Search,
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&zombieSIdle,
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&zombie13AC2C,
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&zombieFIdle,
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&zombieFChase,
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&zombieFGoto,
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&zombieFDodge,
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&zombieFHack,
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&zombieFPuke,
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&zombieFThrow,
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&zombieFSearch,
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&zombieFRecoil,
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&zombieFTeslaRecoil,
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#ifdef NOONE_EXTENSIONS
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&genDudeIdleL,
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&genDudeIdleW,
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&genDudeSearchL,
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@ -359,33 +388,8 @@ static AISTATE* const allAIStates[] =
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&genDudeThrow,
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&genDudeThrow2,
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&genDudePunch,
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&zombieAIdle,
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&zombieAChase,
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&zombieAPonder,
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&zombieAGoto,
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&zombieAHack,
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&zombieASearch,
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&zombieARecoil,
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&zombieATeslaRecoil,
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&zombieARecoil2,
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&zombieAStand,
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&zombieEIdle,
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&zombieEUp2,
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&zombieEUp,
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&zombie2Idle,
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&zombie2Search,
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&zombieSIdle,
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&zombie13AC2C,
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&zombieFIdle,
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&zombieFChase,
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&zombieFGoto,
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&zombieFDodge,
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&zombieFHack,
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&zombieFPuke,
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&zombieFThrow,
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&zombieFSearch,
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&zombieFRecoil,
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&zombieFTeslaRecoil,
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#endif
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};
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//---------------------------------------------------------------------------
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@ -409,11 +413,13 @@ FSerializer& Serialize(FSerializer& arc, const char* keyname, AISTATE*& w, AISTA
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}
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i++;
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}
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#ifdef NOONE_EXTENSIONS
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if (w >= genPatrolStates && w < genPatrolStates + kPatrolStateSize)
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{
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i = int(w - genPatrolStates) + 1000;
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arc(keyname, i);
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}
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#endif
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}
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else
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{
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@ -422,10 +428,12 @@ FSerializer& Serialize(FSerializer& arc, const char* keyname, AISTATE*& w, AISTA
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{
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w = allAIStates[i];
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}
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#ifdef NOONE_EXTENSIONS
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else if (i >= 1000 && i < 1000 + kPatrolStateSize)
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{
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w = genPatrolStates + (i - 1000);
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}
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#endif
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else
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{
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w = nullptr;
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@ -6552,7 +6552,7 @@ void useUniMissileGen(DBloodActor* sourceactor, DBloodActor* actor)
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// add bursting for missiles
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if (missileactor->GetType() != kMissileFlareAlt && sourceactor->xspr.data4 > 0)
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evPostActor(missileactor, ClipHigh(sourceactor->xspr.data4, 500), AF(callbackUniMissileBurst));
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evPostActor(missileactor, ClipHigh(sourceactor->xspr.data4, 500), AF(callbackMissileBurst));
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}
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}
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@ -7439,30 +7439,6 @@ DBloodPlayer* getPlayerById(int id)
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return NULL;
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}
|
||||
|
||||
//---------------------------------------------------------------------------
|
||||
//
|
||||
//
|
||||
//
|
||||
//---------------------------------------------------------------------------
|
||||
|
||||
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)
|
||||
|
|
|
@ -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
|
||||
|
|
|
@ -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:
|
||||
|
|
|
@ -119,9 +119,12 @@ class BloodActor : CoreActor native
|
|||
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();
|
||||
|
@ -324,6 +319,19 @@ 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;
|
||||
|
|
Loading…
Reference in a new issue