- Added rollIntensity and rollWave to A_QuakeEx.

- Instead of moving the camera around, it rolls the camera.
- This only has an effect in GZDoom.
This commit is contained in:
MajorCooke 2016-04-25 09:56:01 -05:00 committed by Christoph Oelckers
commit c972caa9f3
9 changed files with 44 additions and 17 deletions

View file

@ -2388,6 +2388,7 @@ static bool InitSpawnedItem(AActor *self, AActor *mo, int flags)
if (flags & SIXF_TRANSFERROLL)
{
mo->Angles.Roll = self->Angles.Roll;
mo->Angles.CamRoll = self->Angles.CamRoll;
}
if (flags & SIXF_ISTARGET)
@ -4985,7 +4986,10 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_QuakeEx)
PARAM_FLOAT_OPT(mulWaveZ) { mulWaveZ = 1.; }
PARAM_INT_OPT(falloff) { falloff = 0; }
PARAM_INT_OPT(highpoint) { highpoint = 0; }
P_StartQuakeXYZ(self, 0, intensityX, intensityY, intensityZ, duration, damrad, tremrad, sound, flags, mulWaveX, mulWaveY, mulWaveZ, falloff, highpoint);
PARAM_INT_OPT(rollIntensity) { rollIntensity = 0; }
PARAM_FLOAT_OPT(rollWave) { rollWave = 0.; }
P_StartQuakeXYZ(self, 0, intensityX, intensityY, intensityZ, duration, damrad, tremrad, sound, flags, mulWaveX, mulWaveY, mulWaveZ, falloff, highpoint,
rollIntensity, rollWave);
return 0;
}