Merge branch 'master' into scripting

Conflicts:
	src/actor.h
	src/g_doom/a_doomweaps.cpp
	src/p_local.h
	src/p_map.cpp
	src/sdl/i_main.cpp
	src/thingdef/thingdef_codeptr.cpp
This commit is contained in:
Randy Heit 2013-06-25 19:23:01 -05:00
commit 4deeb8d8ae
50 changed files with 825 additions and 576 deletions

View file

@ -1495,6 +1495,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CustomPunch)
angle_t angle;
int pitch;
AActor * linetarget;
int actualdamage;
if (!norandom)
damage *= pr_cwpunch() % 8 + 1;
@ -1515,13 +1516,13 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CustomPunch)
pufftype = PClass::FindActor(NAME_BulletPuff);
int puffFlags = LAF_ISMELEEATTACK | (flags & CPF_NORANDOMPUFFZ)? LAF_NORANDOMPUFFZ : 0;
P_LineAttack (self, angle, range, pitch, damage, NAME_Melee, pufftype, puffFlags, &linetarget);
P_LineAttack (self, angle, range, pitch, damage, NAME_Melee, pufftype, puffFlags, &linetarget, &actualdamage);
// turn to face target
if (linetarget)
{
if (lifesteal)
P_GiveBody (self, (damage * lifesteal) >> FRACBITS);
if (lifesteal && !(linetarget->flags5 & MF5_DONTDRAIN))
P_GiveBody (self, (actualdamage * lifesteal) >> FRACBITS);
if (weapon != NULL)
{
@ -2681,6 +2682,69 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CheckSightOrRange)
return numret;
}
//===========================================================================
//
// A_CheckRange
// Jumps if this actor is out of range of all players.
//
//===========================================================================
static bool DoCheckRange(AActor *self, AActor *camera, double range)
{
if (camera == NULL)
{
return false;
}
// Check distance first, since it's cheaper than checking sight.
double dx = self->x - camera->x;
double dy = self->y - camera->y;
double dz;
fixed_t eyez = (camera->z + camera->height - (camera->height>>2)); // same eye height as P_CheckSight
if (eyez > self->z + self->height){
dz = self->z + self->height - eyez;
}
else if (eyez < self->z){
dz = self->z - eyez;
}
else{
dz = 0;
}
if ((dx*dx) + (dy*dy) + (dz*dz) <= range){
// Within range
return true;
}
return false;
}
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CheckRange)
{
PARAM_ACTION_PROLOGUE;
PARAM_FLOAT(range);
PARAM_STATE(jump);
ACTION_SET_RESULT(false); // Jumps should never set the result for inventory state chains!
range = range * range * (double(FRACUNIT) * FRACUNIT); // no need for square roots
for (int i = 0; i < MAXPLAYERS; ++i)
{
if (playeringame[i])
{
// Always check from each player.
if (DoCheckRange(self, players[i].mo, range))
{
return numret;
}
// If a player is viewing from a non-player, check that too.
if (players[i].camera != NULL && players[i].camera->player == NULL &&
DoCheckRange(self, players[i].camera, range))
{
return numret;
}
}
}
ACTION_JUMP(jump);
return numret;
}
//===========================================================================
//