- scriptified A_FireShotgun and A_FireChaingun.
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9 changed files with 247 additions and 243 deletions
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@ -15,6 +15,7 @@
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#include "doomstat.h"
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*/
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void P_SetSafeFlash(AWeapon *weapon, player_t *player, FState *flashstate, int index);
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static FRandom pr_saw ("Saw");
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static FRandom pr_fireshotgun2 ("FireSG2");
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static FRandom pr_fireplasma ("FirePlasma");
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@ -38,28 +39,6 @@ enum SAW_Flags
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};
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static FRandom pr_gunshot("GunShot");
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//
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// P_GunShot
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//
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void P_GunShot(AActor *mo, bool accurate, PClassActor *pufftype, DAngle pitch)
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{
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DAngle angle;
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int damage;
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damage = 5 * (pr_gunshot() % 3 + 1);
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angle = mo->Angles.Yaw;
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if (!accurate)
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{
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angle += pr_gunshot.Random2() * (5.625 / 256);
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}
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P_LineAttack(mo, angle, PLAYERMISSILERANGE, pitch, damage, NAME_Hitscan, pufftype);
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}
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DEFINE_ACTION_FUNCTION(AActor, A_Saw)
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{
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PARAM_ACTION_PROLOGUE(AActor);
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@ -199,40 +178,6 @@ DEFINE_ACTION_FUNCTION(AActor, A_Saw)
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return 0;
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}
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//
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// A_FireShotgun
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//
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DEFINE_ACTION_FUNCTION(AActor, A_FireShotgun)
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{
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PARAM_ACTION_PROLOGUE(AActor);
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int i;
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player_t *player;
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if (nullptr == (player = self->player))
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{
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return 0;
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}
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S_Sound (self, CHAN_WEAPON, "weapons/shotgf", 1, ATTN_NORM);
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AWeapon *weapon = self->player->ReadyWeapon;
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if (weapon != nullptr && ACTION_CALL_FROM_PSPRITE())
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{
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if (!weapon->DepleteAmmo (weapon->bAltFire, true, 1))
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return 0;
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P_SetPsprite(player, PSP_FLASH, weapon->FindState(NAME_Flash), true);
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}
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player->mo->PlayAttacking2 ();
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DAngle pitch = P_BulletSlope (self);
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for (i = 0; i < 7; i++)
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{
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P_GunShot (self, false, PClass::FindActor(NAME_BulletPuff), pitch);
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}
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return 0;
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}
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//
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// A_FireShotgun2
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//
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@ -283,98 +228,6 @@ DEFINE_ACTION_FUNCTION(AActor, A_FireShotgun2)
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return 0;
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}
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//------------------------------------------------------------------------------------
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//
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// Setting a random flash like some of Doom's weapons can easily crash when the
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// definition is overridden incorrectly so let's check that the state actually exists.
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// Be aware though that this will not catch all DEHACKED related problems. But it will
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// find all DECORATE related ones.
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//
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//------------------------------------------------------------------------------------
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void P_SetSafeFlash(AWeapon *weapon, player_t *player, FState *flashstate, int index)
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{
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PClassActor *cls = weapon->GetClass();
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while (cls != RUNTIME_CLASS(AWeapon))
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{
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if (flashstate >= cls->OwnedStates && flashstate < cls->OwnedStates + cls->NumOwnedStates)
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{
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// The flash state belongs to this class.
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// Now let's check if the actually wanted state does also
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if (flashstate + index < cls->OwnedStates + cls->NumOwnedStates)
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{
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// we're ok so set the state
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P_SetPsprite(player, PSP_FLASH, flashstate + index, true);
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return;
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}
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else
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{
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// oh, no! The state is beyond the end of the state table so use the original flash state.
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P_SetPsprite(player, PSP_FLASH, flashstate, true);
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return;
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}
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}
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// try again with parent class
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cls = static_cast<PClassActor *>(cls->ParentClass);
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}
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// if we get here the state doesn't seem to belong to any class in the inheritance chain
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// This can happen with Dehacked if the flash states are remapped.
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// The only way to check this would be to go through all Dehacked modifiable actors, convert
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// their states into a single flat array and find the correct one.
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// Rather than that, just check to make sure it belongs to something.
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if (FState::StaticFindStateOwner(flashstate + index) == NULL)
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{ // Invalid state. With no index offset, it should at least be valid.
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index = 0;
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}
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P_SetPsprite(player, PSP_FLASH, flashstate + index, true);
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}
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//
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// A_FireCGun
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//
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DEFINE_ACTION_FUNCTION(AActor, A_FireCGun)
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{
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PARAM_ACTION_PROLOGUE(AActor);
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player_t *player;
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if (self == nullptr || nullptr == (player = self->player))
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{
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return 0;
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}
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AWeapon *weapon = player->ReadyWeapon;
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if (weapon != nullptr && ACTION_CALL_FROM_PSPRITE())
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{
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if (!weapon->DepleteAmmo (weapon->bAltFire, true, 1))
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return 0;
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S_Sound (self, CHAN_WEAPON, "weapons/chngun", 1, ATTN_NORM);
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FState *flash = weapon->FindState(NAME_Flash);
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if (flash != nullptr)
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{
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// [RH] Fix for Sparky's messed-up Dehacked patch! Blargh!
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FState * atk = weapon->FindState(NAME_Fire);
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int theflash = clamp (int(player->GetPSprite(PSP_WEAPON)->GetState() - atk), 0, 1);
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if (flash[theflash].sprite != flash->sprite)
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{
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theflash = 0;
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}
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P_SetSafeFlash (weapon, player, flash, theflash);
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}
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}
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player->mo->PlayAttacking2 ();
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P_GunShot (self, !player->refire, PClass::FindActor(NAME_BulletPuff), P_BulletSlope (self));
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return 0;
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}
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//
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// A_FireMissile
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//
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