- scriptified P_DropItem.

This commit is contained in:
Christoph Oelckers 2018-12-02 18:31:18 +01:00
commit 93f91d1039
6 changed files with 91 additions and 95 deletions

View file

@ -62,7 +62,6 @@ static FRandom pr_scaredycat ("Anubis");
FRandom pr_chase ("Chase");
static FRandom pr_facetarget ("FaceTarget");
static FRandom pr_railface ("RailFace");
static FRandom pr_dropitem ("DropItem");
static FRandom pr_look2 ("LookyLooky");
static FRandom pr_look3 ("IGotHooky");
static FRandom pr_slook ("SlooK");
@ -79,6 +78,7 @@ static FRandom pr_enemystrafe("EnemyStrafe");
// The result is that they tend to 'glide' across the floor
// so this CVAR allows to switch it off.
CVAR(Bool, nomonsterinterpolation, false, CVAR_GLOBALCONFIG|CVAR_ARCHIVE)
CVAR(Int, sv_dropstyle, 0, CVAR_SERVERINFO | CVAR_ARCHIVE);
//
// P_NewChaseDir related LUT.
@ -3178,90 +3178,19 @@ void ModifyDropAmount(AInventory *inv, int dropamount)
//
//---------------------------------------------------------------------------
CVAR(Int, sv_dropstyle, 0, CVAR_SERVERINFO | CVAR_ARCHIVE);
AActor *P_DropItem (AActor *source, PClassActor *type, int dropamount, int chance)
{
if (type != NULL && pr_dropitem() <= chance)
IFVM(Actor, A_DropItem)
{
AActor *mo;
double spawnz = 0;
if (!(i_compatflags & COMPATF_NOTOSSDROPS))
{
int style = sv_dropstyle;
if (style == 0)
{
style = gameinfo.defaultdropstyle;
}
if (style == 2)
{
spawnz = 24;
}
else
{
spawnz = source->Height / 2;
}
}
mo = Spawn(type, source->PosPlusZ(spawnz), ALLOW_REPLACE);
if (mo != NULL)
{
mo->flags |= MF_DROPPED;
mo->flags &= ~MF_NOGRAVITY; // [RH] Make sure it is affected by gravity
if (!(i_compatflags & COMPATF_NOTOSSDROPS))
{
P_TossItem (mo);
}
if (mo->IsKindOf (RUNTIME_CLASS(AInventory)))
{
AInventory *inv = static_cast<AInventory *>(mo);
ModifyDropAmount(inv, dropamount);
inv->ItemFlags |= IF_TOSSED;
IFVIRTUALPTR(inv, AInventory, SpecialDropAction)
{
VMValue params[2] = { inv, source };
int retval;
VMReturn ret(&retval);
VMCall(func, params, 2, &ret, 1);
if (retval)
{
// The special action indicates that the item should not spawn
inv->Destroy();
return NULL;
}
}
}
return mo;
}
VMValue params[] = { source, type, dropamount, chance };
AActor *retval;
VMReturn ret((void**)&retval);
VMCall(func, params, 4, &ret, 1);
return retval;
}
return NULL;
}
//============================================================================
//
// P_TossItem
//
//============================================================================
void P_TossItem (AActor *item)
{
int style = sv_dropstyle;
if (style==0) style = gameinfo.defaultdropstyle;
if (style==2)
{
item->Vel.X += pr_dropitem.Random2(7);
item->Vel.Y += pr_dropitem.Random2(7);
}
else
{
item->Vel.X += pr_dropitem.Random2() / 256.;
item->Vel.Y += pr_dropitem.Random2() / 256.;
item->Vel.Z = 5. + pr_dropitem() / 64.;
}
}
DEFINE_ACTION_FUNCTION(AActor, A_Pain)
{
PARAM_SELF_PROLOGUE(AActor);