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Update quake radii from int -> double
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Also enables static portal-aware distance checks as cam view offsets will now properly go through them when shaking
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Boondorl authored and madame-rachelle committed Mar 28, 2024
1 parent 96594e0 commit 3e939b0
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Showing 5 changed files with 19 additions and 19 deletions.
4 changes: 2 additions & 2 deletions src/playsim/a_sharedglobal.h
Expand Up @@ -139,8 +139,8 @@ class DEarthquake : public DThinker
public:
static const int DEFAULT_STAT = STAT_EARTHQUAKE;
void Construct(AActor *center, double intensityX, double intensityY, double intensityZ, int duration,
int damrad, int tremrad, FSoundID quakesfx, int flags,
double waveSpeedX, double waveSpeedY, double waveSpeedZ, int falloff, int highpoint, double rollIntensity, double rollWave, double damageMultiplier, double thrustMultiplier, int damage);
double damrad, double tremrad, FSoundID quakesfx, int flags,
double waveSpeedX, double waveSpeedY, double waveSpeedZ, double falloff, int highpoint, double rollIntensity, double rollWave, double damageMultiplier, double thrustMultiplier, int damage);

void Serialize(FSerializer &arc);
void Tick ();
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16 changes: 8 additions & 8 deletions src/playsim/mapthinkers/a_quake.cpp
Expand Up @@ -51,8 +51,8 @@ IMPLEMENT_POINTERS_END
//==========================================================================

void DEarthquake::Construct(AActor *center, double intensityX, double intensityY, double intensityZ, int duration,
int damrad, int tremrad, FSoundID quakesound, int flags,
double waveSpeedX, double waveSpeedY, double waveSpeedZ, int falloff, int highpoint,
double damrad, double tremrad, FSoundID quakesound, int flags,
double waveSpeedX, double waveSpeedY, double waveSpeedZ, double falloff, int highpoint,
double rollIntensity, double rollWave, double damageMultiplier, double thrustMultiplier, int damage)
{
m_QuakeSFX = quakesound;
Expand Down Expand Up @@ -185,7 +185,7 @@ void DEarthquake::DoQuakeDamage(DEarthquake *quake, AActor *victim, bool falloff

if (!quake || !victim) return;

dist = quake->m_Spot->Distance2D(victim, true);
dist = quake->m_Spot->Distance2D(victim);
thrustfalloff = falloff ? GetFalloff(dist, m_DamageRadius) : 1.0;
// Check if in damage radius
if (dist < m_DamageRadius && victim->Z() <= victim->floorz)
Expand Down Expand Up @@ -355,8 +355,8 @@ int DEarthquake::StaticGetQuakeIntensities(double ticFrac, AActor *victim, FQuak
{
double dist;

if (quake->m_Flags & QF_3D) dist = quake->m_Spot->Distance3D(victim, true);
else dist = quake->m_Spot->Distance2D(victim, true);
if (quake->m_Flags & QF_3D) dist = quake->m_Spot->Distance3D(victim);
else dist = quake->m_Spot->Distance2D(victim);

if (dist < quake->m_TremorRadius)
{
Expand Down Expand Up @@ -429,8 +429,8 @@ int DEarthquake::StaticGetQuakeIntensities(double ticFrac, AActor *victim, FQuak
//==========================================================================

bool P_StartQuakeXYZ(FLevelLocals *Level, AActor *activator, int tid, double intensityX, double intensityY, double intensityZ, int duration,
int damrad, int tremrad, FSoundID quakesfx, int flags,
double waveSpeedX, double waveSpeedY, double waveSpeedZ, int falloff, int highpoint,
double damrad, double tremrad, FSoundID quakesfx, int flags,
double waveSpeedX, double waveSpeedY, double waveSpeedZ, double falloff, int highpoint,
double rollIntensity, double rollWave, double damageMultiplier, double thrustMultiplier, int damage)
{
AActor *center;
Expand Down Expand Up @@ -463,7 +463,7 @@ bool P_StartQuakeXYZ(FLevelLocals *Level, AActor *activator, int tid, double int
return res;
}

bool P_StartQuake(FLevelLocals * Level, AActor * activator, int tid, double intensity, int duration, int damrad, int tremrad, FSoundID quakesfx)
bool P_StartQuake(FLevelLocals * Level, AActor * activator, int tid, double intensity, int duration, double damrad, double tremrad, FSoundID quakesfx)
{ //Maintains original behavior by passing 0 to intensityZ, flags, and everything else after QSFX.
return P_StartQuakeXYZ(Level, activator, tid, intensity, intensity, 0, duration, damrad, tremrad, quakesfx, 0, 0, 0, 0, 0, 0, 0, 0, 1.0, 0.5, 0);
}
10 changes: 5 additions & 5 deletions src/playsim/p_actionfunctions.cpp
Expand Up @@ -3322,8 +3322,8 @@ DEFINE_ACTION_FUNCTION(AActor, A_Quake)
PARAM_SELF_PROLOGUE(AActor);
PARAM_FLOAT (intensity);
PARAM_INT (duration);
PARAM_INT (damrad);
PARAM_INT (tremrad);
PARAM_FLOAT (damrad);
PARAM_FLOAT (tremrad);
PARAM_SOUND (sound);

P_StartQuake(self->Level, self, 0, intensity, duration, damrad, tremrad, sound);
Expand All @@ -3345,14 +3345,14 @@ DEFINE_ACTION_FUNCTION(AActor, A_QuakeEx)
PARAM_FLOAT(intensityY);
PARAM_FLOAT(intensityZ);
PARAM_INT(duration);
PARAM_INT(damrad);
PARAM_INT(tremrad);
PARAM_FLOAT(damrad);
PARAM_FLOAT(tremrad);
PARAM_SOUND(sound);
PARAM_INT(flags);
PARAM_FLOAT(mulWaveX);
PARAM_FLOAT(mulWaveY);
PARAM_FLOAT(mulWaveZ);
PARAM_INT(falloff);
PARAM_FLOAT(falloff);
PARAM_INT(highpoint);
PARAM_FLOAT(rollIntensity);
PARAM_FLOAT(rollWave);
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4 changes: 2 additions & 2 deletions src/playsim/p_spec.h
Expand Up @@ -164,7 +164,7 @@ void P_TerminateScript (FLevelLocals *Level, int script, const char *map);
//
// [RH] p_quake.c
//
bool P_StartQuakeXYZ(FLevelLocals *Level, AActor *activator, int tid, double intensityX, double intensityY, double intensityZ, int duration, int damrad, int tremrad, FSoundID quakesfx, int flags, double waveSpeedX, double waveSpeedY, double waveSpeedZ, int falloff, int highpoint, double rollIntensity, double rollWave, double damageMultiplier, double thrustMultiplier, int damage);
bool P_StartQuake(FLevelLocals *Level, AActor *activator, int tid, double intensity, int duration, int damrad, int tremrad, FSoundID quakesfx);
bool P_StartQuakeXYZ(FLevelLocals *Level, AActor *activator, int tid, double intensityX, double intensityY, double intensityZ, int duration, double damrad, double tremrad, FSoundID quakesfx, int flags, double waveSpeedX, double waveSpeedY, double waveSpeedZ, double falloff, int highpoint, double rollIntensity, double rollWave, double damageMultiplier, double thrustMultiplier, int damage);
bool P_StartQuake(FLevelLocals *Level, AActor *activator, int tid, double intensity, int duration, double damrad, double tremrad, FSoundID quakesfx);

#endif
4 changes: 2 additions & 2 deletions wadsrc/static/zscript/actors/actor.zs
Expand Up @@ -1248,8 +1248,8 @@ class Actor : Thinker native
deprecated("2.3", "User variables are deprecated in ZScript. Actor variables are directly accessible") native void A_SetUserArray(name varname, int index, int value);
deprecated("2.3", "User variables are deprecated in ZScript. Actor variables are directly accessible") native void A_SetUserVarFloat(name varname, double value);
deprecated("2.3", "User variables are deprecated in ZScript. Actor variables are directly accessible") native void A_SetUserArrayFloat(name varname, int index, double value);
native void A_Quake(double intensity, int duration, int damrad, int tremrad, sound sfx = "world/quake");
native void A_QuakeEx(double intensityX, double intensityY, double intensityZ, int duration, int damrad, int tremrad, sound sfx = "world/quake", int flags = 0, double mulWaveX = 1, double mulWaveY = 1, double mulWaveZ = 1, int falloff = 0, int highpoint = 0, double rollIntensity = 0, double rollWave = 0, double damageMultiplier = 1, double thrustMultiplier = 0.5, int damage = 0);
native void A_Quake(double intensity, int duration, double damrad, double tremrad, sound sfx = "world/quake");
native void A_QuakeEx(double intensityX, double intensityY, double intensityZ, int duration, double damrad, double tremrad, sound sfx = "world/quake", int flags = 0, double mulWaveX = 1, double mulWaveY = 1, double mulWaveZ = 1, double falloff = 0, int highpoint = 0, double rollIntensity = 0, double rollWave = 0, double damageMultiplier = 1, double thrustMultiplier = 0.5, int damage = 0);
action native void A_SetTics(int tics);
native void A_DamageSelf(int amount, name damagetype = "none", int flags = 0, class<Actor> filter = null, name species = "None", int src = AAPTR_DEFAULT, int inflict = AAPTR_DEFAULT);
native void A_DamageTarget(int amount, name damagetype = "none", int flags = 0, class<Actor> filter = null, name species = "None", int src = AAPTR_DEFAULT, int inflict = AAPTR_DEFAULT);
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