IMPORTANT NOTE: I uncommented some code depending on the missing x86.cpp file to allow this to compile, These changes must be reverted as soon as this file is added (see v_palette.cpp and win32/i_system.cpp.)
- Removed AT_GAME_SET because it's no longer used anywhere. - Converted the last remaining global classes to DECORATE. - Fixed: Inventory.PickupFlash requires an class name as parameter not an integer. Some Hexen definitions got it wrong. - Converted Hexen's Pig to DECORATE. - Replaced the ActorInfo definitions of all internal inventory classes with DECORATE definitions. - Added option to specify a powerup's duration in second by using a negative number. SVN r1137 (trunk)
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50 changed files with 866 additions and 638 deletions
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@ -2079,6 +2079,14 @@ static void WeaponKickback (FScanner &sc, AWeapon *defaults, Baggage &bag)
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defaults->Kickback=sc.Number;
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}
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//==========================================================================
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//
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//==========================================================================
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static void WeaponDefKickback (FScanner &sc, AWeapon *defaults, Baggage &bag)
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{
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defaults->Kickback = gameinfo.defKickback;
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}
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//==========================================================================
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//
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//==========================================================================
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@ -2151,6 +2159,20 @@ static void PowerupColor (FScanner &sc, APowerupGiver *defaults, Baggage &bag)
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int g;
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int b;
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int alpha;
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PalEntry * pBlendColor;
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if (bag.Info->Class->IsDescendantOf(RUNTIME_CLASS(APowerup)))
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{
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pBlendColor = &((APowerup*)defaults)->BlendColor;
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}
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else if (bag.Info->Class->IsDescendantOf(RUNTIME_CLASS(APowerupGiver)))
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{
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pBlendColor = &((APowerupGiver*)defaults)->BlendColor;
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}
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else
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{
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sc.ScriptError("\"%s\" requires an actor of type \"Powerup\"\n", sc.String);
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}
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if (sc.CheckNumber())
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{
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@ -2197,8 +2219,8 @@ static void PowerupColor (FScanner &sc, APowerupGiver *defaults, Baggage &bag)
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sc.MustGetFloat();
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alpha=int(sc.Float*255);
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alpha=clamp<int>(alpha, 0, 255);
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if (alpha!=0) defaults->BlendColor = MAKEARGB(alpha, r, g, b);
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else defaults->BlendColor = 0;
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if (alpha!=0) *pBlendColor = MAKEARGB(alpha, r, g, b);
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else *pBlendColor = 0;
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}
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//==========================================================================
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@ -2206,8 +2228,23 @@ static void PowerupColor (FScanner &sc, APowerupGiver *defaults, Baggage &bag)
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//==========================================================================
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static void PowerupDuration (FScanner &sc, APowerupGiver *defaults, Baggage &bag)
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{
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int *pEffectTics;
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if (bag.Info->Class->IsDescendantOf(RUNTIME_CLASS(APowerup)))
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{
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pEffectTics = &((APowerup*)defaults)->EffectTics;
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}
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else if (bag.Info->Class->IsDescendantOf(RUNTIME_CLASS(APowerupGiver)))
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{
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pEffectTics = &((APowerupGiver*)defaults)->EffectTics;
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}
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else
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{
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sc.ScriptError("\"%s\" requires an actor of type \"Powerup\"\n", sc.String);
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}
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sc.MustGetNumber();
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defaults->EffectTics = sc.Number;
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*pEffectTics = sc.Number>=0? sc.Number : -sc.Number*TICRATE;
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}
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//==========================================================================
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@ -2748,8 +2785,8 @@ static const ActorProps props[] =
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{ "powermorph.morphstyle", (apf)PowerMorphMorphStyle, RUNTIME_CLASS(APowerMorph) },
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{ "powermorph.playerclass", (apf)PowerMorphPlayerClass, RUNTIME_CLASS(APowerMorph) },
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{ "powermorph.unmorphflash", (apf)PowerMorphUnMorphFlash, RUNTIME_CLASS(APowerMorph) },
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{ "powerup.color", (apf)PowerupColor, RUNTIME_CLASS(APowerupGiver) },
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{ "powerup.duration", (apf)PowerupDuration, RUNTIME_CLASS(APowerupGiver) },
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{ "powerup.color", (apf)PowerupColor, RUNTIME_CLASS(AInventory) },
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{ "powerup.duration", (apf)PowerupDuration, RUNTIME_CLASS(AInventory) },
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{ "powerup.mode", (apf)PowerupMode, RUNTIME_CLASS(APowerupGiver) },
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{ "powerup.type", (apf)PowerupType, RUNTIME_CLASS(APowerupGiver) },
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{ "projectile", ActorProjectile, RUNTIME_CLASS(AActor) },
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@ -2782,6 +2819,7 @@ static const ActorProps props[] =
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{ "weapon.ammouse", (apf)WeaponAmmoUse1, RUNTIME_CLASS(AWeapon) },
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{ "weapon.ammouse1", (apf)WeaponAmmoUse1, RUNTIME_CLASS(AWeapon) },
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{ "weapon.ammouse2", (apf)WeaponAmmoUse2, RUNTIME_CLASS(AWeapon) },
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{ "weapon.defaultkickback", (apf)WeaponDefKickback, RUNTIME_CLASS(AWeapon) },
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{ "weapon.kickback", (apf)WeaponKickback, RUNTIME_CLASS(AWeapon) },
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{ "weapon.readysound", (apf)WeaponReadySound, RUNTIME_CLASS(AWeapon) },
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{ "weapon.selectionorder", (apf)WeaponSelectionOrder, RUNTIME_CLASS(AWeapon) },
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