![]() linetarget & weapon & stateinfo != null & stateinfo. only use ammo when actually hitting something! Pitch = AimLineAttack (angle, range, t, 0., ALF_CHECK3D) That can be done with A_CheckIfInventoryĪction void A_CustomPunch( int damage, bool norandom = false, int flags = CPF_USEAMMO, class pufftype = "BulletPuff ", double range = 0, double lifesteal = 0, int lifestealmax = 0, class armorbonustype = "ArmorBonus ", sound MeleeSound = 0, sound MissSound = " ")Īngle = self. the angle from the resulting direction. This original implementation is to aim straight ahead and then offset If (realmisl & flags & FPF_TRANSFERTRANSLATION) Y, spawnheight, t, false, (flags & FPF_NOAUTOAIM) != 0) = SpawnPlayerMissile (missiletype, shootangle, ofs. If (flags & FPF_AIMATANGLE) shootangle += angle Vector2 ofs = AngleToVector(ang, spawnofs_xy) If (useammo & weapon & stateinfo != null & stateinfo. If (numbullets missiletype, double angle = 0, bool useammo = true, double spawnofs_xy = 0, double spawnheight = 0, int flags = 0, double pitch = 0) So use the angle and pitch we passed instead. Arbitary portals will make angle and pitch calculations unreliable. Puff = LineAttack(bangle, range, bslope, 0, 'Hitscan ', pufftype, laflags | LAF_NOINTERACT, t) ĪimBulletMissile(proj, puff, flags, temp, false) Vector2 ofs = AngleToVector(ang, Spawnofs_xy) Īctor proj = SpawnPlayerMissile(missile, bangle, ofs. Let puff = LineAttack(bangle, range, bslope, damage, 'Hitscan ', pufftype, laflags, t) If (pufftype = NULL) pufftype = 'BulletPuff ' Ī_StartSound( weapon. If (!(flags & FBF_NOPITCH)) bslope = BulletSlope() If (range = 0) range = PLAYERMISSILERANGE If ((flags & FBF_USEAMMO) & weapon & stateinfo != null & stateinfo. Int laflags = (flags & FBF_NORANDOMPUFFZ)? LAF_NORANDOMPUFFZ : 0 -Īction void A_FireBullets( double spread_xy, double spread_z, int numbullets, int damageperbullet, class pufftype = "BulletPuff ", int flags = 1, double range = 0, class missile = null, double Spawnheight = 32, double Spawnofs_xy = 0) mStateType = STATE_Psprite & player != null & player. Resets the counter for the above function However, don't reload if we're out of ammo. Go back to the refire frames, instead of continuing on to the reload frames. ReloadCounter + 1) % count Įlse // 0 % 1 = 1? So how do we check if the weapon was never fired? We should only do this when we're not incrementing the counter though. If (!dontincrement || ReloadCounter != 0) mStateType != STATE_Psprite || player = null || player. bAltFire, false, true))Īction state A_CheckForReload( int count, statelabel jump, bool dontincrement = false) ![]() * Total number of packages downloaded in the last seven days.//=Īction state A_JumpIfNoAmmo(statelabel label) The following unofficial repositories are provided as-isĬontact the owner directly for bugs or issues (IE: not bugzilla). Note: If you are using Enterprise Linux, you must have EPEL enabled. Installation InstructionsĮnable this repo via dnf copr enable nalika/gzdoom and dnf install gzdoom - Dependencies, if any are not installed, will be pulled automatically.įreedoom is a weak dependency and is not required. Note: This repo may be superseded by the "doom" repo. Static linking (as pushed by the source code by default).Fallback soundfont to prevent gzdoom crashes when none are available.Experience mind-bending user-created mods, made possible by ZDoom's advanced mapping features and the new ZScript language. In addition to Doom, ZDoom supports Heretic, Hexen, Strife, Chex Quest, and fan-created games like Harmony and Hacx. ZDoom is a source port for the modern era, supporting current hardware and operating systems and sporting a vast array of user options. Its successor ports GZDoom and QZDoom are now maintained by Christoph Oelckers, Braden Obrzut, Rachael Alexanderson, and Magnus Norddahl. ZDoom was originally created by Randi Heit using id Software's and various others' sources. No profit may be made from the sale of it. ZDoom ports may be used and distributed free of charge. It runs on Windows, Linux, and OS X, and adds new features not found in the games as originally published by id Software. ZDoom is a family of enhanced port of the Doom engine to modern operating systems. This copr and rpm builds are built to according to the RPM packaging guidelines.
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