- Removed A_JumpSet and merged its functionality with A_Jump by turning

A_Jump into a varargs function.
- Fixed: P_MorphPlayer() should check that the desired type is actually a
  PlayerPawn.
- Added an optional parameter to the morphme ccmd that specifies the player
  class to morph into.
- Changed the SetActorPitch, SetActorAngle, Thing_Spawn*, Thing_Projectile*,
  and Thing_Move functions so that TID 0 affects the activator.


SVN r362 (trunk)
This commit is contained in:
Randy Heit 2006-10-27 03:03:34 +00:00
commit bcca366e8f
13 changed files with 168 additions and 71 deletions

View file

@ -1138,14 +1138,14 @@ FUNC(LS_Thing_Damage)
FUNC(LS_Thing_Projectile)
// Thing_Projectile (tid, type, angle, speed, vspeed)
{
return P_Thing_Projectile (arg0, arg1, NULL, BYTEANGLE(arg2), arg3<<(FRACBITS-3),
return P_Thing_Projectile (arg0, it, arg1, NULL, BYTEANGLE(arg2), arg3<<(FRACBITS-3),
arg4<<(FRACBITS-3), 0, NULL, 0, 0, false);
}
FUNC(LS_Thing_ProjectileGravity)
// Thing_ProjectileGravity (tid, type, angle, speed, vspeed)
{
return P_Thing_Projectile (arg0, arg1, NULL, BYTEANGLE(arg2), arg3<<(FRACBITS-3),
return P_Thing_Projectile (arg0, it, arg1, NULL, BYTEANGLE(arg2), arg3<<(FRACBITS-3),
arg4<<(FRACBITS-3), 0, NULL, 1, 0, false);
}
@ -1315,35 +1315,35 @@ FUNC(LS_Thing_Hate)
FUNC(LS_Thing_ProjectileAimed)
// Thing_ProjectileAimed (tid, type, speed, target, newtid)
{
return P_Thing_Projectile (arg0, arg1, NULL, 0, arg2<<(FRACBITS-3), 0, arg3, it, 0, arg4, false);
return P_Thing_Projectile (arg0, it, arg1, NULL, 0, arg2<<(FRACBITS-3), 0, arg3, it, 0, arg4, false);
}
FUNC(LS_Thing_ProjectileIntercept)
// Thing_ProjectileIntercept (tid, type, speed, target, newtid)
{
return P_Thing_Projectile (arg0, arg1, NULL, 0, arg2<<(FRACBITS-3), 0, arg3, it, 0, arg4, true);
return P_Thing_Projectile (arg0, it, arg1, NULL, 0, arg2<<(FRACBITS-3), 0, arg3, it, 0, arg4, true);
}
// [BC] added newtid for next two
FUNC(LS_Thing_Spawn)
// Thing_Spawn (tid, type, angle, newtid)
{
return P_Thing_Spawn (arg0, arg1, BYTEANGLE(arg2), true, arg3);
return P_Thing_Spawn (arg0, it, arg1, BYTEANGLE(arg2), true, arg3);
}
FUNC(LS_Thing_SpawnNoFog)
// Thing_SpawnNoFog (tid, type, angle, newtid)
{
return P_Thing_Spawn (arg0, arg1, BYTEANGLE(arg2), false, arg3);
return P_Thing_Spawn (arg0, it, arg1, BYTEANGLE(arg2), false, arg3);
}
FUNC(LS_Thing_SpawnFacing)
// Thing_SpawnFacing (tid, type, nofog, newtid)
{
return P_Thing_Spawn (arg0, arg1, ANGLE_MAX, arg2 ? false : true, arg3);
return P_Thing_Spawn (arg0, it, arg1, ANGLE_MAX, arg2 ? false : true, arg3);
}
static bool DoThingRaise(AActor * thing)
static bool DoThingRaise(AActor *thing)
{
if (thing == NULL)
return false; // not valid
@ -1448,7 +1448,7 @@ FUNC(LS_Thing_SetGoal)
FUNC(LS_Thing_Move) // [BC]
// Thing_Move (tid, mapspot, nofog)
{
return P_Thing_Move (arg0, arg1, arg2 ? false : true);
return P_Thing_Move (arg0, it, arg1, arg2 ? false : true);
}
FUNC(LS_Thing_SetTranslation)