Merge branch 'actions-tweaks' into 'next'

Actions tweaks

This just rewrites the action A_SetTargetsTarget currently, dunno if I'll bother to tweak any more actions in the near future \*shrugs\*

That said, PLEASE check whether the action works properly before accepting the merge. It's been a while since I last did anything with this branch, so I forget entirely whether I tested it or not.

See merge request !27
This commit is contained in:
Nipples the Enchilada 2015-12-30 14:45:37 -05:00
commit 0a0f16a001
1 changed files with 21 additions and 34 deletions

View File

@ -7597,48 +7597,35 @@ void A_SetTargetsTarget(mobj_t *actor)
{
INT32 locvar1 = var1;
INT32 locvar2 = var2;
mobj_t *targetedmobj = NULL;
thinker_t *th;
mobj_t *mo2;
mobj_t *oldtarg = NULL, *newtarg = NULL;
#ifdef HAVE_BLUA
if (LUA_CallAction("A_SetTargetsTarget", actor))
return;
#endif
if ((!locvar1 && (!actor->target)) || (locvar1 && (!actor->tracer)))
// actor's target
if (locvar1) // or tracer
oldtarg = actor->tracer;
else
oldtarg = actor->target;
if (P_MobjWasRemoved(oldtarg))
return;
if ((!locvar1 && !locvar2 && (!actor->target->target))
|| (!locvar1 && locvar2 && (!actor->target->tracer))
|| (locvar1 && !locvar2 && (!actor->tracer->target))
|| (locvar1 && locvar2 && (!actor->tracer->tracer)))
return; // Don't search for nothing.
// scan the thinkers
for (th = thinkercap.next; th != &thinkercap; th = th->next)
{
if (th->function.acp1 != (actionf_p1)P_MobjThinker)
continue;
mo2 = (mobj_t *)th;
if ((!locvar1 && !locvar2 && (mo2 == actor->target->target))
|| (!locvar1 && locvar2 && (mo2 == actor->target->tracer))
|| (locvar1 && !locvar2 && (mo2 == actor->tracer->target))
|| (locvar1 && locvar2 && (mo2 == actor->tracer->tracer)))
{
targetedmobj = mo2;
break;
}
}
if (!targetedmobj)
return; // Oops, nothing found..
if (!locvar1)
P_SetTarget(&actor->target, targetedmobj);
// actor's target's target!
if (locvar2) // or tracer
newtarg = oldtarg->tracer;
else
P_SetTarget(&actor->tracer, targetedmobj);
newtarg = oldtarg->target;
if (P_MobjWasRemoved(newtarg))
return;
// set actor's new target
if (locvar1) // or tracer
P_SetTarget(&actor->tracer, newtarg);
else
P_SetTarget(&actor->target, newtarg);
}
// Function: A_SetObjectFlags