Remove ZPolyobject due to licensing concerns.
This commit is contained in:
parent
e8181b9efc
commit
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14 changed files with 20 additions and 559 deletions
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@ -18,7 +18,6 @@ Most of the work here is original, but there are some notable exceptions:
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- In addition, a whole lot of stock sounds and internet meme sounds have also been used.
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- Some sprites and sounds are taken from (shareware) Wolfenstein 3D.
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- This mod uses Gutamatics, by Gutawer. Big thanks.
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- This mod uses Mikolah's ZPolyobject library. Many thanks too.
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- Title theme, "Traumatic State", by Teque (which a lot of people just know as "the AS-Golgotha music").
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- Intermission theme, "Dragony", also by Teque (very comfy music considering the rest of his repertoire).
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- Startup/credits theme, "Hidden Tune #242", also by Teque too (super comfy music, ideal for this use).
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@ -355,7 +355,6 @@ SWWM_CMAB2 = "For being an amazing friend who believes in me, and for inspiring
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SWWM_CDRAGON2 = "For being a good pet dragon who cares about me.";
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SWWM_CLUCY2 = "For the Tewi font, which I've used for many many years. I hope you're doing well, wherever you are.";
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SWWM_CGUTA2 = "For the Gutamatics library, and for helping me with learning ZScript.";
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SWWM_CMIKO2 = "For the VERY useful ZPolyobject library.";
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SWWM_CKEKS2 = "For assistance with exception handling code, and also for being such a cool Touhou nerd.";
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SWWM_CZN2 = "For slope alignment code, and to Nash also for being a cool smart cactus dude.";
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SWWM_CVAL2 = "For the custom Nashgore footprints, and for being a good friend and cute bun.";
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@ -314,7 +314,6 @@ SWWM_CMAB2 = "Por ser una grandísima amiga que cree en mí, y por inspirarme a
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SWWM_CDRAGON2 = "Por ser un buen dragón mascota que se preocupa por mí.";
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SWWM_CLUCY2 = "Por la fuente Tewi, que he seguido usando todos estos años. Espero que estés donde estés, te encuentres bien.";
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SWWM_CGUTA2 = "Por la librería de Gutamatics, y por ayudarme a aprender ZScript.";
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SWWM_CMIKO2 = "Por la MUY útil librería de ZPolyobject.";
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SWWM_CKEKS2 = "Por asistencia con el código de manejo de excepciones, y también por ser un friki tan guay de Touhou.";
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SWWM_CZN2 = "Por el código para alineación con superficies inclinadas, y a Nash además por ser un molón tío cactus listo.";
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SWWM_CVAL2 = "Por las huellas personalizadas para Nashgore, y por ser una buena amiga y conejita mona.";
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@ -1,3 +1,3 @@
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[default]
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SWWM_MODVER="\cyDEMOLITIONIST \cw1.3pre r543 \cu(Wed 5 Oct 17:10:23 CEST 2022)\c-";
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SWWM_SHORTVER="\cw1.3pre r543 \cu(2022-10-05 17:10:23)\c-";
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SWWM_MODVER="\cyDEMOLITIONIST \cw1.3pre r544 \cu(Fri 7 Oct 00:55:20 CEST 2022)\c-";
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SWWM_SHORTVER="\cw1.3pre r544 \cu(2022-10-07 00:55:20)\c-";
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@ -9,8 +9,6 @@ version "4.9"
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// Gutamatics
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#include "zscript/swwm_Gutamatics/Include.zsc"
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// ZPolyobject
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#include "zscript/swwm_Polyobjects/Polyobjects.zs"
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// utility code
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#include "zscript/utility/swwm_coordutil.zsc"
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#include "zscript/utility/swwm_utility.zsc"
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@ -197,7 +197,6 @@ Class SWWMCreditsMenu : GenericMenu
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cthanks.Push(new("SWWMCreditsEntry").Init("KynikossDragonn","$SWWM_CDRAGON2"));
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cthanks.Push(new("SWWMCreditsEntry").Init("Lucy","$SWWM_CLUCY2"));
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cthanks.Push(new("SWWMCreditsEntry").Init("Gutawer","$SWWM_CGUTA2"));
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cthanks.Push(new("SWWMCreditsEntry").Init("Mikolah","$SWWM_CMIKO2"));
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cthanks.Push(new("SWWMCreditsEntry").Init("KeksDose","$SWWM_CKEKS2"));
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cthanks.Push(new("SWWMCreditsEntry").Init("ZZYZX & Nash","$SWWM_CZN2"));
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cthanks.Push(new("SWWMCreditsEntry").Init("Val Pal","$SWWM_CVAL2"));
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@ -1,48 +0,0 @@
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class swwm_PolyobjectEffector: Thinker abstract
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{
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// Base abstract class for Polyobject Effectors
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// Polyobject Effectors affect how a polyobject behaves.
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// Polyobject Effectors contain a pointer to the next Effector of a polyobject,
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// forming a circular linked list.
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// To add an effector to a polyobject, call AddEffector() on a PolyobjectHandle.
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// To remove an effector, simply call Destroy() on it.
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swwm_PolyobjectHandle Polyobject;
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swwm_PolyobjectEffector Next;
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// OnAdd() is called once after adding the effector to a PolyobjectHandle
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virtual void OnAdd()
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{
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}
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// PolyTick() is called every tic by a PolyobjectHandle
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virtual void PolyTick()
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{
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}
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override void OnDestroy()
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{
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swwm_PolyobjectEffector e = Polyobject.EffectorList;
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if (e != NULL)
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{
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// Find previous effector
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while (e && e.Next != self)
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{
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e = e.Next;
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}
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// Link previous effector to the next effector
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e.Next = Next;
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// Check if this effector is the last one
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if (e == self)
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{
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// Polyobject has no other effectors, set EffectorList to NULL
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Polyobject.EffectorList = NULL;
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}
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}
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Super.OnDestroy();
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}
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}
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@ -1,359 +0,0 @@
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class swwm_PolyobjectHandle: Thinker
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{
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// This thinker keeps track of a polyobject's position, angle, movement speed etc.
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// Instances of this thinker should only be created by the included map postprocessor
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enum EPolyobjType
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{
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POTYP_NORMAL = 9301, // Normal StartSpot
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POTYP_CRUSH = 9302, // Crush StartSpot
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POTYP_HURT = 9303 // Hurt StartSpot
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}
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// Polyobject Number
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int PolyobjectNum;
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// Line defining the polyobject (Polyobj_StartLine, or one of Polyobj_ExplicitLine)
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Line StartLine;
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// [MK] All lines belonging to the polyobject
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Array<Line> Lines;
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// Initial angle of StartLine
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double StartAngle;
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// Last tic angle of StartLine
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double LastAngle;
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// Starting positions of StartLine vertices
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Vector2[2] VertexStartingPos;
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// Last tic positions of StartLine vertices
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Vector2[2] VertexLastPos;
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// Last tic position of the polyobject
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Vector2 LastPos;
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// SoundSequence number
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int SoundSequenceNum;
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// StartSpot position
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Vector2 StartSpotPos;
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// For bounds checking
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double z;
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// Sector the polyobject spawns in ()
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Sector StartSector;
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// Polyobject type (normal, crush, hurt)
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EPolyobjType Type;
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// Mirror Polyobject
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swwm_PolyobjectHandle Mirror;
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// Circular linked list of attached Polyobject Effectors
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swwm_PolyobjectEffector EffectorList;
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// Whether the initalization has finished
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bool IsInitialized;
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// Creates a PolyobjectHandle
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static swwm_PolyobjectHandle Create()
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{
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swwm_PolyobjectHandle po = swwm_PolyobjectHandle(new('swwm_PolyobjectHandle'));
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// Sets the underlying Thinker StatNum to 127 so that LastPos, LastAngle etc. get
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// updated after all the other thinkers.
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po.ChangeStatNum(127);
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return po;
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}
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// Returns a PolyobjectHandle corresponding to the provided polyobject number
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// Returns NULL if no such handler exists.
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static swwm_PolyobjectHandle FindPolyobj(int pobjnum)
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{
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swwm_PolyobjectHandle po;
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let it = ThinkerIterator.Create('swwm_PolyobjectHandle');
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while ((po = swwm_PolyobjectHandle(it.Next())) != NULL)
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{
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if (po.PolyobjectNum == pobjnum)
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return po;
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}
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return NULL;
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}
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// Adds effector to the end of current effector list
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void AddEffector(swwm_PolyobjectEffector effector)
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{
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effector.Polyobject = self;
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// If effector list is empty, new effector becomes head of the list
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if (EffectorList == NULL)
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{
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EffectorList = effector;
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effector.Next = effector;
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}
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else
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{
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swwm_PolyobjectEffector e = EffectorList;
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// Go through every effector until the last item
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while (e.Next != EffectorList)
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{
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e = e.Next;
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}
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effector.Next = EffectorList;
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e.Next = effector;
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}
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if (IsInitialized)
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{
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// If we're initialized, run the OnAdd effect immediately
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effector.OnAdd();
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}
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}
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// Finds effector of specified class, and returns it
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swwm_PolyobjectEffector FindEffector(class<swwm_PolyobjectEffector> effectorclass)
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{
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// No effectors? Nothing to find then
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if (EffectorList == NULL)
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return NULL;
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// Go through each effector
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swwm_PolyobjectEffector e = EffectorList;
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do
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{
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// Effector is of specified class, return it
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if (e is effectorclass)
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return e;
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e = e.Next;
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}
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while (e != EffectorList);
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return NULL;
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}
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override void PostBeginPlay()
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{
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// Initialization shouldn't happen when reentering the map
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if (Level.Time > 0)
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return;
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// Map has no lines corresponding to this polyobject, destroy the handle
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if (StartLine == NULL)
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{
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Destroy();
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return;
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}
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// Using polyobject linedefs is the only way to track polyobject movements.
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// All geometric calculations will be done relative to StartLine.
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// Store initial position and angle
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StartAngle = VectorAngle(StartLine.Delta.x, StartLine.Delta.y);
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VertexStartingPos[0] = VertexLastPos[0] = StartLine.v1.p;
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VertexStartingPos[1] = VertexLastPos[1] = StartLine.v2.p;
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// Now that the map is loaded, it's safe to call effectors' OnAdd() methods
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swwm_PolyobjectEffector e = EffectorList;
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if (e != NULL)
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{
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do
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{
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e.OnAdd();
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e = e.Next;
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}
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while (e != EffectorList);
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}
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// Done initializing
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IsInitialized = true;
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}
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override void Tick()
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{
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// Call PolyTick() for each effector
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if (EffectorList != NULL)
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{
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swwm_PolyobjectEffector e = EffectorList;
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do
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{
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e.PolyTick();
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e = e.Next;
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}
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while (e != EffectorList);
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}
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// Store current position/angle to be used during the next tic
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VertexLastPos[0] = StartLine.v1.p;
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VertexLastPos[1] = StartLine.v2.p;
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LastAngle = GetAngle();
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LastPos = GetPos();
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}
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override void OnDestroy()
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{
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// Clean up effectors first
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swwm_PolyobjectEffector e = EffectorList;
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if (e != NULL)
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{
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swwm_PolyobjectEffector next;
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do
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{
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next = e.Next;
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e.Destroy();
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e = next;
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}
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while (e != EffectorList);
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}
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}
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Sector GetSector()
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{
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if (StartSector == NULL)
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{
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Vector2 SpotPos = StartSpotPos;
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// Sometimes if StartSpot lies on a one-sided linedef, its position is considered
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// out of bounds by GZDoom, which makes Level.PointInSector() produce unexpected
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// results. In that case, we need to compensate.
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if (!Level.IsPointInLevel((SpotPos, z)))
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{
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// Look at points in a 5x5 square around the StartSpot
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for (int x = -2; x <= 2; x++)
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{
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for (int y = -2; y <= 2; y++)
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{
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SpotPos = StartSpotPos + (x, y);
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if (Level.IsPointInLevel((SpotPos, z)))
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{
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// Found a point within bounds, should be good enough
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StartSector = Level.PointInSector(SpotPos);
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break;
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}
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}
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if (StartSector)
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break;
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}
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}
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else
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{
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StartSector = Level.PointInSector(SpotPos);
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}
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}
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return StartSector;
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}
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// Returns initial StartSpot position
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Vector2 GetOrigin()
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{
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return StartSpotPos;
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}
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// Returns current polyobject angle
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double GetAngle()
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{
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double lineangle = VectorAngle(StartLine.Delta.x, StartLine.Delta.y);
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return Actor.DeltaAngle(StartAngle, lineangle);
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}
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// Returns current polyobject startspot position
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Vector2 GetPos()
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{
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let spotdelta = StartSpotPos - VertexStartingPos[0];
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return StartLine.v1.p + Actor.RotateVector(spotdelta, GetAngle());
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}
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// Returns polyobject coordinates relative to the startspot
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Vector2 GetPosDelta()
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{
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return GetPos() - StartSpotPos;
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}
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// Returns last polyobject angle
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double GetLastAngle()
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{
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return LastAngle;
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}
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// Returns last polyobject startspot position
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Vector2 GetLastPos()
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{
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return LastPos;
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}
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// Returns last coordinates relative to the startspot
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Vector2 GetLastPosDelta()
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{
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return LastPos - StartSpotPos;
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}
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// Returns current polyobject velocity
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Vector2 GetVel()
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{
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return StartLine.v1.p - VertexLastPos[0];
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}
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// Returns current polyobject rotation speed
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double GetRotationSpeed()
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{
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return GetAngle() - LastAngle;
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}
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// Returns whether the polyobject has moved from its spawn position
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bool IsAtOrigin()
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{
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return (VertexStartingPos[0] == StartLine.v1.p && VertexStartingPos[1] == StartLine.v2.p);
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}
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// Returns whether the polyobject is in motion
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bool IsMoving()
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{
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return (GetPos() != GetLastPos() || GetAngle() != GetLastAngle());
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}
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// Moves the polyobject to specified location, with specified speed, and plays the
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// specified sound of its sound sequence
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// (i.e. for a door sound sequence, sndseqmode 0 plays the open sound, 1 plays the
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// closing sound)
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void MoveTo(Actor activator, Vector2 dest, int Speed, int sndseqmode = 0)
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{
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// Stop any polyobject movement
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Level.ExecuteSpecial(Polyobj_Stop, activator, StartLine, Line.Front, PolyobjectNum);
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// Move the polyobject
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Level.ExecuteSpecial(Polyobj_OR_MoveTo, activator, StartLine, Line.Front, PolyobjectNum,
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Speed, int(dest.x), int(dest.y));
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// Polyobj_OR_MoveTo ignores the sound sequence set by the polyobject.
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// Play the sound sequence manually inside the sector containing the polyobject.
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if (SoundSequenceNum)
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{
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GetSector().StartSoundSequenceID(CHAN_AUTO, SoundSequenceNum, SeqNode.DOOR, sndseqmode, false);
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}
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}
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}
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// Class for iterating over polyobjects
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class swwm_PolyobjectIterator: Object
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{
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private ThinkerIterator it;
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static swwm_PolyobjectIterator Create()
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{
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let it = New('swwm_PolyobjectIterator');
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it.it = ThinkerIterator.Create('swwm_PolyobjectHandle');
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return it;
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}
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swwm_PolyobjectHandle Next()
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{
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return swwm_PolyobjectHandle(it.Next());
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}
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void Reinit()
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{
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it.Reinit();
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}
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}
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@ -1,123 +0,0 @@
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// Creates a PolyobjectHandle for every polyobject in the map
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class swwm_PolyobjectHandlePostProcessor: LevelPostProcessor
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{
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protected void Apply(Name checksum, String mapname)
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{
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Array<int> pobjnums;
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Array<swwm_PolyobjectHandle> pobjhandles;
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// Make sure initialization doesn't happen when reentering a map
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if (Level.Time > 0)
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return;
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// Look for Polyobject StartSpots and create a handle for each
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for (uint i = 0; i < GetThingCount(); i++)
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{
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// Ignore every thing that isn't a Polyobject StartSpot
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int ednum = GetThingEdNum(i);
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// [MK] hotfix for this to recognize hexen polyobjects
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if (gameinfo.gametype&GAME_Hexen)
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{
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if (ednum == 3001) ednum = swwm_PolyobjectHandle.POTYP_NORMAL;
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else if (ednum == 3002) ednum = swwm_PolyobjectHandle.POTYP_CRUSH;
|
||||
}
|
||||
if (ednum < swwm_PolyobjectHandle.POTYP_NORMAL || ednum > swwm_PolyobjectHandle.POTYP_HURT)
|
||||
continue;
|
||||
|
||||
// Create a PolyobjectHandle
|
||||
swwm_PolyobjectHandle handle = swwm_PolyobjectHandle.Create();
|
||||
|
||||
// Get polyobject number from StartSpot angle
|
||||
handle.PolyobjectNum = GetThingAngle(i);
|
||||
|
||||
// Store StartSpot position
|
||||
Vector3 pos = GetThingPos(i);
|
||||
handle.StartSpotPos = pos.xy;
|
||||
handle.z = pos.z;
|
||||
|
||||
// Store StartSpot type (normal, crush, hurt)
|
||||
handle.Type = ednum;
|
||||
|
||||
// Append polyobject number and corresponding handle to the respective arrays
|
||||
pobjnums.Push(handle.PolyobjectNum);
|
||||
pobjhandles.Push(handle);
|
||||
}
|
||||
|
||||
// Look for Polyobj_StartLine/Polyobj_ExplicitLine lines
|
||||
for (int i = 0; i < Level.Lines.Size(); i++)
|
||||
{
|
||||
Line line = Level.Lines[i];
|
||||
|
||||
// Ignore every line that doesn't have a Polyobj_StartLine or Polyobj_ExplicitLine
|
||||
// line special
|
||||
if (line.Special != Polyobj_StartLine && line.Special != Polyobj_ExplicitLine)
|
||||
continue;
|
||||
|
||||
// Get polyobject number
|
||||
// (Args[0] for both Polyobj_StartLine and Polyobj_ExplicitLine)
|
||||
int pobjnum = line.Args[0];
|
||||
|
||||
// Find the array index of the corresponding handle
|
||||
int pobjhandleindex = pobjnums.Find(pobjnum);
|
||||
if (pobjhandleindex >= pobjnums.Size())
|
||||
continue; // Polyobject doesn't have a corresponding StartSpot
|
||||
|
||||
swwm_PolyobjectHandle handle = pobjhandles[pobjhandleindex];
|
||||
|
||||
// Get mirror polyobject number
|
||||
// (Args[1] for Polyobj_StartLine, Args[2] for Polyobj_ExplicitLine)
|
||||
int mirrorpobjnum = line.Special == Polyobj_StartLine ? line.Args[1] : line.Args[2];
|
||||
if (mirrorpobjnum != 0)
|
||||
{
|
||||
// Find the array index of the mirror polyobject handle
|
||||
int mirrorpobjhandleindex = pobjnums.Find(mirrorpobjnum);
|
||||
if (mirrorpobjhandleindex < pobjnums.Size())
|
||||
{
|
||||
// Mirror polyobject handle exists, store it
|
||||
handle.Mirror = pobjhandles[mirrorpobjhandleindex];
|
||||
}
|
||||
}
|
||||
|
||||
// Get sound sequence number and store it
|
||||
// (Args[2] for Polyobj_StartLine, Args[3] for Polyobj_ExplicitLine)
|
||||
int soundseq = line.Special == Polyobj_StartLine ? line.Args[2] : line.Args[3];
|
||||
handle.SoundSequenceNum = soundseq;
|
||||
|
||||
// Store the line
|
||||
handle.StartLine = line;
|
||||
|
||||
// [MK] the library doesn't store ALL lines belonging to the polyobject, but we need them
|
||||
handle.Lines.Push(line);
|
||||
|
||||
// [MK] collect all connected lines if this is Polyobj_StartLine
|
||||
if ( line.Special != Polyobj_StartLine )
|
||||
continue;
|
||||
|
||||
bool newlines;
|
||||
do
|
||||
{
|
||||
newlines = false;
|
||||
for (int j = 0; j < Level.Lines.Size(); j++)
|
||||
{
|
||||
Line linea = Level.Lines[j];
|
||||
if (handle.Lines.Find(linea) < handle.Lines.Size())
|
||||
continue;
|
||||
bool nomatches = true;
|
||||
for (int k = 0; k < handle.Lines.Size(); k++)
|
||||
{
|
||||
Line lineb = handle.Lines[k];
|
||||
if ((linea.v1 != lineb.v1) && (linea.v1 != lineb.v2) && (linea.v2 != lineb.v1) && (linea.v2 != lineb.v2))
|
||||
continue;
|
||||
nomatches = false;
|
||||
break;
|
||||
}
|
||||
if (nomatches)
|
||||
continue;
|
||||
newlines = true;
|
||||
handle.Lines.Push(linea);
|
||||
}
|
||||
}
|
||||
while (newlines);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
@ -1,3 +0,0 @@
|
|||
#include "zscript/swwm_Polyobjects/PolyobjectHandle.zs"
|
||||
#include "zscript/swwm_Polyobjects/PolyobjectMapPostprocessor.zs"
|
||||
#include "zscript/swwm_Polyobjects/PolyobjectEffector.zs"
|
||||
|
|
@ -1879,7 +1879,7 @@ Class Demolitionist : PlayerPawn
|
|||
}
|
||||
SWWMUtility.MarkAchievement("crush",player);
|
||||
}
|
||||
private void CheckBreakPolyobject( int dmg )
|
||||
/*private void CheckBreakPolyobject( int dmg )
|
||||
{
|
||||
// see if there are any crushing polyobjects currently "encroaching" the player
|
||||
Array<Line> touching;
|
||||
|
|
@ -1919,7 +1919,7 @@ Class Demolitionist : PlayerPawn
|
|||
SWWMUtility.MarkAchievement("crush",player);
|
||||
}
|
||||
}
|
||||
}
|
||||
}*/
|
||||
override int DamageMobj( Actor inflictor, Actor source, int damage, Name mod, int flags, double angle )
|
||||
{
|
||||
// we still have to ENSURE ENTIRELY that this gets nullified (TELEFRAG_DAMAGE overrides damage factors somehow)
|
||||
|
|
@ -1937,7 +1937,7 @@ Class Demolitionist : PlayerPawn
|
|||
if ( !inflictor && !source )
|
||||
{
|
||||
CheckBreakCrusher();
|
||||
CheckBreakPolyobject(damage);
|
||||
//CheckBreakPolyobject(damage);
|
||||
}
|
||||
// break a spike trap
|
||||
else if ( source is 'ThrustFloor' )
|
||||
|
|
|
|||
|
|
@ -31,7 +31,7 @@ Class UglyBoyGetsFuckedUp : Thinker
|
|||
}
|
||||
|
||||
// ensures a polyobj stays out of bounds FOREVER
|
||||
Class SWWMBustedPolyobj : swwm_PolyobjectEffector
|
||||
/*Class SWWMBustedPolyobj : swwm_PolyobjectEffector
|
||||
{
|
||||
Actor whomstdve;
|
||||
|
||||
|
|
@ -44,7 +44,7 @@ Class SWWMBustedPolyobj : swwm_PolyobjectEffector
|
|||
Level.ExecuteSpecial(Polyobj_MoveTo,whomstdve,Polyobject.StartLine,Line.Front,Polyobject.PolyobjectNum,int(dist*8),32000,32000);
|
||||
if ( Polyobject.Mirror ) Level.ExecuteSpecial(Polyobj_Stop,whomstdve,Polyobject.Mirror.StartLine,Line.Front,Polyobject.Mirror.PolyobjectNum);
|
||||
}
|
||||
}
|
||||
}*/
|
||||
|
||||
// prevents floors/ceilings from ever moving again, as they're "broken crushers"
|
||||
Class SWWMCrusherBroken : Thinker
|
||||
|
|
|
|||
|
|
@ -1919,7 +1919,7 @@ Class SWWMUtility
|
|||
}
|
||||
|
||||
// iterate through polyobjects and see if this line is part of one (returning which, if any)
|
||||
static bool IsPolyLine( Line l, out swwm_PolyobjectHandle o )
|
||||
/*static bool IsPolyLine( Line l, out swwm_PolyobjectHandle o )
|
||||
{
|
||||
let pi = swwm_PolyobjectIterator.Create();
|
||||
swwm_PolyobjectHandle p;
|
||||
|
|
@ -1931,12 +1931,12 @@ Class SWWMUtility
|
|||
}
|
||||
o = null;
|
||||
return false;
|
||||
}
|
||||
}*/
|
||||
|
||||
// checks if the specified world coordinate is inside the polyobject
|
||||
// this check is very naive but it should handle most "normal" shapes
|
||||
// (yeah, sorry if you somehow want to play this mod with lilith.pk3)
|
||||
static bool PointInPolyobj( Vector2 p, swwm_PolyobjectHandle o )
|
||||
/*static bool PointInPolyobj( Vector2 p, swwm_PolyobjectHandle o )
|
||||
{
|
||||
// first pass, find which vertex out of all lines is closest
|
||||
Vertex v = o.StartLine.v1;
|
||||
|
|
@ -1972,7 +1972,7 @@ Class SWWMUtility
|
|||
}
|
||||
// is the point behind both lines?
|
||||
return (PointOnLineSide(p,a) && PointOnLineSide(p,b));
|
||||
}
|
||||
}*/
|
||||
|
||||
// full reset of inventory (excluding collectibles, and optionally resetting the score)
|
||||
static play void WipeInventory( Actor mo, bool resetscore = false, bool allplayers = false )
|
||||
|
|
|
|||
|
|
@ -50,7 +50,7 @@ Class BustPoint
|
|||
Class BusterWall : Thinker
|
||||
{
|
||||
Sector hitsector;
|
||||
swwm_PolyobjectHandle hitpoly;
|
||||
//swwm_PolyobjectHandle hitpoly;
|
||||
int accdamage;
|
||||
Array<int> acchits;
|
||||
int hitplane;
|
||||
|
|
@ -91,11 +91,11 @@ Class BusterWall : Thinker
|
|||
|
||||
private void SpawnDebris( bool initial = false )
|
||||
{
|
||||
if ( hitpoly )
|
||||
/*if ( hitpoly )
|
||||
{
|
||||
SpawnDebrisPoly(initial);
|
||||
return;
|
||||
}
|
||||
}*/
|
||||
double x, y, z;
|
||||
for ( z=boundsmin.z; z<boundsmax.z; z+=step.z )
|
||||
for ( y=boundsmin.y; y<boundsmax.y; y+=step.y )
|
||||
|
|
@ -134,7 +134,7 @@ Class BusterWall : Thinker
|
|||
}
|
||||
}
|
||||
|
||||
private void SpawnDebrisPoly( bool initial = false )
|
||||
/*private void SpawnDebrisPoly( bool initial = false )
|
||||
{
|
||||
for ( int i=0; i<polygrid.Size(); i++ ) for ( double z=boundsmin.z; z<boundsmax.z; z+=step.z )
|
||||
{
|
||||
|
|
@ -168,7 +168,7 @@ Class BusterWall : Thinker
|
|||
s.A_SetTranslation('Rubble');
|
||||
}
|
||||
}
|
||||
}
|
||||
}*/
|
||||
|
||||
private static bool IsIOSWall( Line l )
|
||||
{
|
||||
|
|
@ -275,7 +275,7 @@ Class BusterWall : Thinker
|
|||
return Bust(faketracer.Results,accdamage,instigator,x,hitz);
|
||||
}
|
||||
|
||||
static bool BustPolyobj( swwm_PolyobjectHandle p, int accdamage, Actor instigator, Vector3 x )
|
||||
/*static bool BustPolyobj( swwm_PolyobjectHandle p, int accdamage, Actor instigator, Vector3 x )
|
||||
{
|
||||
let ti = ThinkerIterator.Create("BusterWall",STAT_USER);
|
||||
BusterWall iter, bust = null;
|
||||
|
|
@ -391,7 +391,7 @@ Class BusterWall : Thinker
|
|||
for ( int i=0; i<bust.acchits.Size(); i++ )
|
||||
SWWMDamNum.Spawn(bust.acchits[i],level.Vec3Offset(bcenter,SWWMUtility.Vec3FromAngles(FRandom[ScoreBits](0,360),FRandom[ScoreBits](-90,90))*8.),'Wallbust');
|
||||
return true;
|
||||
}
|
||||
}*/
|
||||
|
||||
static bool Bust( TraceResults d, int accdamage, Actor instigator, Vector3 x, double hitz )
|
||||
{
|
||||
|
|
@ -402,8 +402,8 @@ Class BusterWall : Thinker
|
|||
if ( d.HitType == TRACE_HitWall )
|
||||
{
|
||||
// check if it's a polyobject line, if so, switch to the other bust method
|
||||
swwm_PolyObjectHandle p;
|
||||
if ( SWWMUtility.IsPolyLine(d.HitLine,p) ) return BustPolyobj(p,accdamage,instigator,x);
|
||||
//swwm_PolyObjectHandle p;
|
||||
//if ( SWWMUtility.IsPolyLine(d.HitLine,p) ) return BustPolyobj(p,accdamage,instigator,x);
|
||||
// no busting the goat
|
||||
if ( IsIOSWall(d.HitLine) ) return false;
|
||||
// onesided wall? no bust
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue