Merge commit 'ec58178695' into scripting

Conflicts:
	src/p_enemy.cpp
	src/p_enemy.h
	wadsrc/static/actors/constants.txt

(Scripting branch update part 1)
This commit is contained in:
Christoph Oelckers 2015-04-28 09:34:51 +02:00
commit 56989d3422
19 changed files with 170 additions and 58 deletions

View file

@ -681,6 +681,7 @@ void AActor::RemoveInventory (AInventory *item)
*invp = item->Inventory;
item->DetachFromOwner ();
item->Owner = NULL;
item->Inventory = NULL;
break;
}
}
@ -2063,8 +2064,6 @@ fixed_t P_XYMovement (AActor *mo, fixed_t scrollx, fixed_t scrolly)
// Don't change the angle if there's THRUREFLECT on the monster.
if (!(BlockingMobj->flags7 & MF7_THRUREFLECT))
{
//int dir;
//angle_t delta;
angle = R_PointToAngle2(BlockingMobj->x, BlockingMobj->y, mo->x, mo->y);
bool dontReflect = (mo->AdjustReflectionAngle(BlockingMobj, angle));
// Change angle for deflection/reflection
@ -2091,12 +2090,21 @@ fixed_t P_XYMovement (AActor *mo, fixed_t scrollx, fixed_t scrolly)
}
else
{
mo->angle = angle;
angle >>= ANGLETOFINESHIFT;
mo->velx = FixedMul(mo->Speed >> 1, finecosine[angle]);
mo->vely = FixedMul(mo->Speed >> 1, finesine[angle]);
mo->velz = -mo->velz / 2;
if (BlockingMobj->flags7 & MF7_MIRRORREFLECT && (tg || blockingtg))
{
mo->angle += ANGLE_180;
mo->velx = -mo->velx / 2;
mo->vely = -mo->vely / 2;
mo->velz = -mo->velz / 2;
}
else
{
mo->angle = angle;
angle >>= ANGLETOFINESHIFT;
mo->velx = FixedMul(mo->Speed >> 1, finecosine[angle]);
mo->vely = FixedMul(mo->Speed >> 1, finesine[angle]);
mo->velz = -mo->velz / 2;
}
}
}
else
@ -3040,11 +3048,8 @@ bool AActor::AdjustReflectionAngle (AActor *thing, angle_t &angle)
{
if (flags2 & MF2_DONTREFLECT) return true;
if (thing->flags7 & MF7_THRUREFLECT) return false;
if (thing->flags7 & MF7_MIRRORREFLECT)
angle += ANGLE_180;
// Change angle for reflection
else if (thing->flags4&MF4_SHIELDREFLECT)
if (thing->flags4&MF4_SHIELDREFLECT)
{
// Shield reflection (from the Centaur
if (abs (angle - thing->angle)>>24 > 45)
@ -3067,15 +3072,23 @@ bool AActor::AdjustReflectionAngle (AActor *thing, angle_t &angle)
else
angle -= ANG45;
}
else if (thing->flags7 & MF7_AIMREFLECT)
else
{
angle += ANGLE_1 * ((pr_reflect() % 16) - 8);
}
//Always check for AIMREFLECT, no matter what else is checked above.
if (thing->flags7 & MF7_AIMREFLECT)
{
if (this->target != NULL)
{
A_Face(this, this->target);
}
else if (thing->target != NULL)
{
A_Face(this, thing->target);
}
}
else
angle += ANGLE_1 * ((pr_reflect()%16)-8);
return false;
}