Merge remote-tracking branch 'remotes/ZDoom/gzdoom/staging' into gzd_staging

This commit is contained in:
nashmuhandes 2023-08-22 09:09:51 +08:00
commit 9e0bf90be6
177 changed files with 4290 additions and 12626 deletions

View file

@ -309,7 +309,7 @@ static bool UnravelVarArgAJump(FxVMFunctionCall *func, FCompileContext &ctx)
static bool AJumpProcessing(FxVMFunctionCall *func, FCompileContext &ctx)
{
// Unfortunately the PrintableName is the only safe thing to catch this special case here.
if (func->Function->Variants[0].Implementation->PrintableName.CompareNoCase("Actor.A_Jump [Native]") == 0)
if (stricmp(func->Function->Variants[0].Implementation->QualifiedName, "Actor.A_Jump") == 0)
{
// Unravel the varargs part of this function here so that the VM->native interface does not have to deal with it anymore.
if (func->ArgList.Size() > 2)

View file

@ -347,6 +347,11 @@ static FFlagDef ActorFlagDefs[]=
DEFINE_FLAG(MF8, ADDLIGHTLEVEL, AActor, flags8),
DEFINE_FLAG(MF8, ONLYSLAMSOLID, AActor, flags8),
DEFINE_FLAG(MF9, SHADOWAIM, AActor, flags9),
DEFINE_FLAG(MF9, DOSHADOWBLOCK, AActor, flags9),
DEFINE_FLAG(MF9, SHADOWBLOCK, AActor, flags9),
DEFINE_FLAG(MF9, SHADOWAIMVERT, AActor, flags9),
// Effect flags
DEFINE_FLAG(FX, VISIBILITYPULSE, AActor, effects),
DEFINE_FLAG2(FX_ROCKET, ROCKETTRAIL, AActor, effects),
@ -355,8 +360,7 @@ static FFlagDef ActorFlagDefs[]=
DEFINE_FLAG(RF, FORCEYBILLBOARD, AActor, renderflags),
DEFINE_FLAG(RF, FORCEXYBILLBOARD, AActor, renderflags),
DEFINE_FLAG(RF, ROLLSPRITE, AActor, renderflags), // [marrub] roll the sprite billboard
// [fgsfds] Flat sprites
DEFINE_FLAG(RF, FLATSPRITE, AActor, renderflags),
DEFINE_FLAG(RF, FLATSPRITE, AActor, renderflags), // [fgsfds] Flat sprites
DEFINE_FLAG(RF, WALLSPRITE, AActor, renderflags),
DEFINE_FLAG(RF, DONTFLIP, AActor, renderflags),
DEFINE_FLAG(RF, ROLLCENTER, AActor, renderflags),

View file

@ -988,6 +988,7 @@ DEFINE_PROPERTY(clearflags, 0, Actor)
defaults->flags6 = 0;
defaults->flags7 = 0;
defaults->flags8 = 0;
defaults->flags9 = 0;
}
//==========================================================================

View file

@ -1302,7 +1302,8 @@ DEFINE_ACTION_FUNCTION_NATIVE(AActor, GetRadiusDamage, P_GetRadiusDamage)
PARAM_INT(distance);
PARAM_INT(fulldmgdistance);
PARAM_BOOL(oldradiusdmg);
ACTION_RETURN_INT(P_GetRadiusDamage(self, thing, damage, distance, fulldmgdistance, oldradiusdmg));
PARAM_BOOL(circular);
ACTION_RETURN_INT(P_GetRadiusDamage(self, thing, damage, distance, fulldmgdistance, oldradiusdmg, circular));
}
static int RadiusAttack(AActor *self, AActor *bombsource, int bombdamage, int bombdistance, int damagetype, int flags, int fulldamagedistance, int species)
@ -1538,20 +1539,21 @@ DEFINE_ACTION_FUNCTION_NATIVE(AActor, LookForPlayers, P_LookForPlayers)
ACTION_RETURN_BOOL(P_LookForPlayers(self, allaround, params));
}
static int CheckMonsterUseSpecials(AActor *self)
static int CheckMonsterUseSpecials(AActor *self, line_t *blocking)
{
spechit_t spec;
int good = 0;
if (!(self->flags6 & MF6_NOTRIGGER))
{
auto checkLine = blocking ? blocking : self->BlockingLine;
while (spechit.Pop (spec))
{
// [RH] let monsters push lines, as well as use them
if (((self->flags4 & MF4_CANUSEWALLS) && P_ActivateLine (spec.line, self, 0, SPAC_Use)) ||
((self->flags2 & MF2_PUSHWALL) && P_ActivateLine (spec.line, self, 0, SPAC_Push)))
{
good |= spec.line == self->BlockingLine ? 1 : 2;
good |= spec.line == checkLine ? 1 : 2;
}
}
}
@ -1563,8 +1565,9 @@ static int CheckMonsterUseSpecials(AActor *self)
DEFINE_ACTION_FUNCTION_NATIVE(AActor, CheckMonsterUseSpecials, CheckMonsterUseSpecials)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_POINTER(blocking, line_t);
ACTION_RETURN_INT(CheckMonsterUseSpecials(self));
ACTION_RETURN_INT(CheckMonsterUseSpecials(self, blocking));
}
DEFINE_ACTION_FUNCTION_NATIVE(AActor, A_Wander, A_Wander)
@ -1860,6 +1863,15 @@ DEFINE_ACTION_FUNCTION(AActor, PlayBounceSound)
return 0;
}
DEFINE_ACTION_FUNCTION(AActor, ReflectOffActor)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_OBJECT(blocking, AActor);
ACTION_RETURN_BOOL(P_ReflectOffActor(self, blocking));
}
static int isFrozen(AActor *self)
{
@ -2045,6 +2057,7 @@ DEFINE_FIELD(AActor, lastbump)
DEFINE_FIELD(AActor, DesignatedTeam)
DEFINE_FIELD(AActor, BlockingMobj)
DEFINE_FIELD(AActor, BlockingLine)
DEFINE_FIELD(AActor, MovementBlockingLine)
DEFINE_FIELD(AActor, Blocking3DFloor)
DEFINE_FIELD(AActor, BlockingCeiling)
DEFINE_FIELD(AActor, BlockingFloor)
@ -2108,6 +2121,8 @@ DEFINE_FIELD_NAMED(AActor, ViewAngles.Yaw, viewangle)
DEFINE_FIELD_NAMED(AActor, ViewAngles.Pitch, viewpitch)
DEFINE_FIELD_NAMED(AActor, ViewAngles.Roll, viewroll)
DEFINE_FIELD(AActor, LightLevel)
DEFINE_FIELD(AActor, ShadowAimFactor)
DEFINE_FIELD(AActor, ShadowPenaltyFactor)
DEFINE_FIELD_X(FCheckPosition, FCheckPosition, thing);
DEFINE_FIELD_X(FCheckPosition, FCheckPosition, pos);