Make Flicky color, move direction, and flags configurable by A_FlickyCenter var1

This commit is contained in:
mazmazz 2018-08-12 09:23:50 -04:00
parent f4a813891f
commit 2f6c0d7e4e

View file

@ -10806,7 +10806,16 @@ void P_InternalFlickySetColor(mobj_t *actor, UINT8 extrainfo)
//
// Description: Place flickies in-level.
//
// var1 = if 0, spawns random flicky based on level header. Else, spawns the designated thing type.
// var1:
// Lower 16 bits = if 0, spawns random flicky based on level header. Else, spawns the designated thing type.
// Bits 17-20 = Flicky color, up to 15. Applies to fish.
// Bit 21 = Flag MF_SLIDEME (see below)
// Bit 22 = Flag MF_GRENADEBOUNCE (see below)
// Bit 23 = Flag MF_NOCLIPTHING (see below)
// Bit 24 = Flicky movedir, 0 or 1
//
// If actor is placed from a spawnpoint (map Thing), the Thing's properties take precedence.
//
// var2 = maximum default distance away from spawn the flickies are allowed to travel. If angle != 0, then that's the radius.
//
// If MTF_EXTRA (MF_SLIDEME) is flagged, Flickies move independently of a target. Else, move around the target.
@ -10814,14 +10823,13 @@ void P_InternalFlickySetColor(mobj_t *actor, UINT8 extrainfo)
// If MTF_AMBUSH (MF_NOCLIPTHING) is flagged, Flickies hop in-place.
// If MTF_AMBUSH (MF_NOCLIPTHING) and MTF_OBJECTSPECIAL (MF_GRENADEBOUNCE) is flagged, Flickies stand in-place without gravity.
//
// actor->friction = X origin
// actor->movefactor = Y origin
// actor->radius = Z origin
//
void A_FlickyCenter(mobj_t *actor)
{
INT32 locvar1 = var1;
INT32 locvar2 = var2;
UINT16 flickytype = (locvar1 & 0xFFFF);
UINT8 flickycolor = ((locvar1 >> 16) & 0xFF);
UINT8 flickyflags = ((locvar1 >> 20) & 0xF);
#ifdef HAVE_BLUA
if (LUA_CallAction("A_FlickyCenter", actor))
return;
@ -10843,6 +10851,21 @@ void A_FlickyCenter(mobj_t *actor)
actor->movefactor = actor->spawnpoint->y*FRACUNIT;
actor->watertop = actor->spawnpoint->z*FRACUNIT;
}
else
{
actor->flags &= ~(MF_SLIDEME|MF_GRENADEBOUNCE|MF_NOCLIPTHING);
actor->flags |= (
((flickyflags & 1) ? MF_SLIDEME : 0)
| ((flickyflags & 2) ? MF_GRENADEBOUNCE : 0)
| ((flickyflags & 4) ? MF_NOCLIPTHING : 0)
);
actor->extravalue1 = 0; // move sign from var1 bit 24, distance from var2
actor->extravalue2 = flickycolor;
actor->friction = actor->x;
actor->movefactor = actor->y;
actor->watertop = actor->z;
locvar1 = flickytype;
}
if (actor->flags & MF_SLIDEME)
{
@ -10860,7 +10883,12 @@ void A_FlickyCenter(mobj_t *actor)
actor->tracer->fuse = FRACUNIT;
if ((actor->flags & MF_GRENADEBOUNCE) && !(actor->flags & MF_SLIDEME))
actor->tracer->movedir = actor->extravalue1 >= 0 ? 1 : -1;
{
if (!actor->spawnpoint)
actor->tracer->movedir = (flickyflags & 8) ? 1 : -1;
else
actor->tracer->movedir = actor->extravalue1 >= 0 ? 1 : -1;
}
}
if (locvar1 == MT_FLICKY_08)