- Added MF6_FORCEPAIN flag that forces the target to go into the pain state

regardless of pain chance.
- Changed screenblocks CVAR to be settable per game.
- Added SpawnSpotForced and SpawnSpotFacingForced ACS functions.
- Added pushfactor actor property.


SVN r1638 (trunk)
This commit is contained in:
Christoph Oelckers 2009-06-05 21:44:34 +00:00
commit d30e304a7f
10 changed files with 48 additions and 18 deletions

View file

@ -2230,7 +2230,7 @@ void DLevelScript::ReplaceTextures (int fromnamei, int tonamei, int flags)
}
}
int DLevelScript::DoSpawn (int type, fixed_t x, fixed_t y, fixed_t z, int tid, int angle)
int DLevelScript::DoSpawn (int type, fixed_t x, fixed_t y, fixed_t z, int tid, int angle, bool force)
{
const PClass *info = PClass::FindClass (FBehavior::StaticLookupString (type));
AActor *actor = NULL;
@ -2243,7 +2243,7 @@ int DLevelScript::DoSpawn (int type, fixed_t x, fixed_t y, fixed_t z, int tid, i
{
DWORD oldFlags2 = actor->flags2;
actor->flags2 |= MF2_PASSMOBJ;
if (P_TestMobjLocation (actor))
if (force || P_TestMobjLocation (actor))
{
actor->angle = angle << 24;
actor->tid = tid;
@ -2274,7 +2274,7 @@ int DLevelScript::DoSpawn (int type, fixed_t x, fixed_t y, fixed_t z, int tid, i
return spawncount;
}
int DLevelScript::DoSpawnSpot (int type, int spot, int tid, int angle)
int DLevelScript::DoSpawnSpot (int type, int spot, int tid, int angle, bool force)
{
FActorIterator iterator (spot);
AActor *aspot;
@ -2282,12 +2282,12 @@ int DLevelScript::DoSpawnSpot (int type, int spot, int tid, int angle)
while ( (aspot = iterator.Next ()) )
{
spawned += DoSpawn (type, aspot->x, aspot->y, aspot->z, tid, angle);
spawned += DoSpawn (type, aspot->x, aspot->y, aspot->z, tid, angle, force);
}
return spawned;
}
int DLevelScript::DoSpawnSpotFacing (int type, int spot, int tid)
int DLevelScript::DoSpawnSpotFacing (int type, int spot, int tid, bool force)
{
FActorIterator iterator (spot);
AActor *aspot;
@ -2295,7 +2295,7 @@ int DLevelScript::DoSpawnSpotFacing (int type, int spot, int tid)
while ( (aspot = iterator.Next ()) )
{
spawned += DoSpawn (type, aspot->x, aspot->y, aspot->z, tid, aspot->angle >> 24);
spawned += DoSpawn (type, aspot->x, aspot->y, aspot->z, tid, aspot->angle >> 24, force);
}
return spawned;
}
@ -2802,6 +2802,8 @@ enum EACSFunctions
ACSF_SetAirSupply,
ACSF_SetSkyScrollSpeed,
ACSF_GetArmorType,
ACSF_SpawnSpotForced,
ACSF_SpawnSpotFacingForced,
};
int DLevelScript::SideFromID(int id, int side)
@ -2960,6 +2962,12 @@ int DLevelScript::CallFunction(int argCount, int funcIndex, SDWORD *args)
return 0;
}
case ACSF_SpawnSpotForced:
return DoSpawnSpot(args[0], args[1], args[2], args[3], true);
case ACSF_SpawnSpotFacingForced:
return DoSpawnSpotFacing(args[0], args[1], args[2], true);
default:
break;
}
@ -4952,27 +4960,27 @@ int DLevelScript::RunScript ()
break;
case PCD_SPAWN:
STACK(6) = DoSpawn (STACK(6), STACK(5), STACK(4), STACK(3), STACK(2), STACK(1));
STACK(6) = DoSpawn (STACK(6), STACK(5), STACK(4), STACK(3), STACK(2), STACK(1), false);
sp -= 5;
break;
case PCD_SPAWNDIRECT:
PushToStack (DoSpawn (pc[0], pc[1], pc[2], pc[3], pc[4], pc[5]));
PushToStack (DoSpawn (pc[0], pc[1], pc[2], pc[3], pc[4], pc[5], false));
pc += 6;
break;
case PCD_SPAWNSPOT:
STACK(4) = DoSpawnSpot (STACK(4), STACK(3), STACK(2), STACK(1));
STACK(4) = DoSpawnSpot (STACK(4), STACK(3), STACK(2), STACK(1), false);
sp -= 3;
break;
case PCD_SPAWNSPOTDIRECT:
PushToStack (DoSpawnSpot (pc[0], pc[1], pc[2], pc[3]));
PushToStack (DoSpawnSpot (pc[0], pc[1], pc[2], pc[3], false));
pc += 4;
break;
case PCD_SPAWNSPOTFACING:
STACK(3) = DoSpawnSpotFacing (STACK(3), STACK(2), STACK(1));
STACK(3) = DoSpawnSpotFacing (STACK(3), STACK(2), STACK(1), false);
sp -= 2;
break;