vkdoom_m/src/playsim/a_morph.cpp
Boondorl 12dc5c1506 Further morphing clean up
Players will now use their Alternative field to check if they're morphed instead of their MorphTics. This makes the current state of morphing more reliable, otherwise setting this to 0 manually without unmorphing could have very odd results. Both monsters and players consider 0 morph time to mean infinite now (previously this only applied to monsters). Player unmorphs no longer die in the case of a failed unmorph on death. Removed inventory swapping on player pointer substitution as it's too messy to do here.
2024-03-01 08:35:31 -05:00

51 lines
1.6 KiB
C++

//-----------------------------------------------------------------------------
//
// Copyright 2018 Christoph Oelckers
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with this program. If not, see http://www.gnu.org/licenses/
//
//-----------------------------------------------------------------------------
//
#include "info.h"
#include "actor.h"
#include "vm.h"
bool P_MorphActor(AActor *activator, AActor *victim, PClassActor *ptype, PClassActor *mtype, int duration, int style, PClassActor *enter_flash, PClassActor *exit_flash)
{
IFVIRTUALPTR(victim, AActor, Morph)
{
VMValue params[] = { victim, activator, ptype, mtype, duration, style, enter_flash, exit_flash };
int retval;
VMReturn ret(&retval);
VMCall(func, params, countof(params), &ret, 1);
return !!retval;
}
return false;
}
bool P_UnmorphActor(AActor *activator, AActor *morphed, int flags, bool force)
{
IFVIRTUALPTR(morphed, AActor, Unmorph)
{
VMValue params[] = { morphed, activator, flags, force };
int retval;
VMReturn ret(&retval);
VMCall(func, params, countof(params), &ret, 1);
return !!retval;
}
return false;
}