示例#1
0
DEFINE_ACTION_FUNCTION(AActor, A_NoBlocking)
{
	PARAM_SELF_PROLOGUE(AActor);
	PARAM_BOOL_DEF(drop);
	A_Unblock(self, drop);
	return 0;
}
示例#2
0
DEFINE_ACTION_FUNCTION(DPSprite, SetState)
{
	PARAM_SELF_PROLOGUE(DPSprite);
	PARAM_POINTER(state, FState);
	PARAM_BOOL(pending);
	self->SetState(state, pending);
	return 0;
}
示例#3
0
DEFINE_ACTION_FUNCTION(AActor, Teleport)
{
	PARAM_SELF_PROLOGUE(AActor);
	PARAM_FLOAT(x);
	PARAM_FLOAT(y);
	PARAM_FLOAT(z);
	PARAM_ANGLE(an);
	PARAM_INT(flags);
	ACTION_RETURN_BOOL(P_Teleport(self, DVector3(x, y, z), an, flags));
}
示例#4
0
DEFINE_ACTION_FUNCTION(AActor, SpawnTeleportFog)
{
	PARAM_SELF_PROLOGUE(AActor);
	PARAM_FLOAT(x);
	PARAM_FLOAT(y);
	PARAM_FLOAT(z);
	PARAM_BOOL(before);
	PARAM_BOOL(settarget);
	P_SpawnTeleportFog(self, DVector3(x, y, z), before, settarget);
	return 0;
}
示例#5
0
DEFINE_ACTION_FUNCTION(AInventory, A_RestoreSpecialThing1)
{
	PARAM_SELF_PROLOGUE(AInventory);

	self->renderflags &= ~RF_INVISIBLE;
	if (self->DoRespawn ())
	{
		S_Sound (self, CHAN_VOICE, "misc/spawn", 1, ATTN_IDLE);
	}
	return 0;
}
示例#6
0
DEFINE_ACTION_FUNCTION(AActor, VelIntercept)
{
	PARAM_SELF_PROLOGUE(AActor);
	PARAM_OBJECT_NOT_NULL(targ, AActor);
	PARAM_FLOAT(speed);
	PARAM_BOOL(aimpitch);
	PARAM_BOOL(oldvel);
	if (speed < 0)	speed = self->Speed;
	VelIntercept(targ, self, speed, aimpitch, oldvel);
	return 0;
}
示例#7
0
DEFINE_ACTION_FUNCTION(AInventory, A_RestoreSpecialThing2)
{
	PARAM_SELF_PROLOGUE(AInventory);

	self->flags |= MF_SPECIAL;
	if (!(self->GetDefault()->flags & MF_NOGRAVITY))
	{
		self->flags &= ~MF_NOGRAVITY;
	}
	self->SetState (self->SpawnState);
	return 0;
}
示例#8
0
DEFINE_ACTION_FUNCTION(AInventory, A_RestoreSpecialDoomThing)
{
	PARAM_SELF_PROLOGUE(AInventory);

	self->renderflags &= ~RF_INVISIBLE;
	self->flags |= MF_SPECIAL;
	if (!(self->GetDefault()->flags & MF_NOGRAVITY))
	{
		self->flags &= ~MF_NOGRAVITY;
	}
	if (self->DoRespawn ())
	{
		self->SetState (self->SpawnState);
		S_Sound (self, CHAN_VOICE, "misc/spawn", 1, ATTN_IDLE);
		Spawn ("ItemFog", self->Pos(), ALLOW_REPLACE);
	}
	return 0;
}
示例#9
0
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_DropWeaponPieces)
{
	PARAM_SELF_PROLOGUE(AActor);
	PARAM_CLASS(p1, AActor);
	PARAM_CLASS(p2, AActor);
	PARAM_CLASS(p3, AActor);

	for (int i = 0, j = 0; i < 3; ++i)
	{
		PClassActor *cls = j == 0 ?  p1 : j == 1 ? p2 : p3;
		if (cls)
		{
			AActor *piece = Spawn (cls, self->Pos(), ALLOW_REPLACE);
			if (piece != NULL)
			{
				piece->Vel = self->Vel + DAngle(i*120.).ToVector(1);
				piece->flags |= MF_DROPPED;
				j = (j == 0) ? (pr_quietusdrop() & 1) + 1 : 3-j;
			}
		}
	}
	return 0;
}
示例#10
0
DEFINE_ACTION_FUNCTION(AInventory, BecomePickup)
{
	PARAM_SELF_PROLOGUE(AInventory);
	self->BecomePickup();
	return 0;
}
示例#11
0
DEFINE_ACTION_FUNCTION(AInventory, SpecialDropAction)
{
	PARAM_SELF_PROLOGUE(AInventory);
	PARAM_OBJECT_NOT_NULL(dropper, AActor);
	ACTION_RETURN_BOOL(self->SpecialDropAction(dropper));
}
示例#12
0
DEFINE_ACTION_FUNCTION(AAmmo, GetParentAmmo)
{
	PARAM_SELF_PROLOGUE(AAmmo);
	ACTION_RETURN_OBJECT(self->GetParentAmmo());
}