- Added rollIntensity and rollWave to A_QuakeEx.
- Instead of moving the camera around, it rolls the camera. - This only has an effect in GZDoom.
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9 changed files with 44 additions and 17 deletions
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@ -2388,6 +2388,7 @@ static bool InitSpawnedItem(AActor *self, AActor *mo, int flags)
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if (flags & SIXF_TRANSFERROLL)
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{
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mo->Angles.Roll = self->Angles.Roll;
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mo->Angles.CamRoll = self->Angles.CamRoll;
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}
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if (flags & SIXF_ISTARGET)
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@ -4985,7 +4986,10 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_QuakeEx)
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PARAM_FLOAT_OPT(mulWaveZ) { mulWaveZ = 1.; }
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PARAM_INT_OPT(falloff) { falloff = 0; }
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PARAM_INT_OPT(highpoint) { highpoint = 0; }
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P_StartQuakeXYZ(self, 0, intensityX, intensityY, intensityZ, duration, damrad, tremrad, sound, flags, mulWaveX, mulWaveY, mulWaveZ, falloff, highpoint);
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PARAM_INT_OPT(rollIntensity) { rollIntensity = 0; }
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PARAM_FLOAT_OPT(rollWave) { rollWave = 0.; }
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P_StartQuakeXYZ(self, 0, intensityX, intensityY, intensityZ, duration, damrad, tremrad, sound, flags, mulWaveX, mulWaveY, mulWaveZ, falloff, highpoint,
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rollIntensity, rollWave);
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return 0;
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}
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