[Duplicate] A_FireBullets FBF_NOFLASH

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A_FireBullets FBF_NOFLASH

Postby kgsws-CZ » Tue Jun 08, 2010 6:37 pm

New flag (FBF_NOFLASH) to function A_FireBullets. It will prevent player going into Attacking2 state.
Very simple:
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if(!(Flags & FBF_NOFLASH)) static_cast<APlayerPawn *>(self)->PlayAttacking2 ();
Mod of file "thingdef_codeptr.cpp" in function "A_FireBullets" + it needs to define "FBF_NOFLASH" of course.

Here is possible use:
Code: Select allExpand view
      Ready:
         RLGG A 1 A_WeaponReady
         RLGG A 0 A_FireBullets(0, 0, 1, 0, "LaserBeam", FBF_NOFLASH)
      Loop
Last edited by kgsws-CZ on Tue Jun 08, 2010 7:54 pm, edited 1 time in total.
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Re: A_FireBullets FBF_NOFLASH

Postby Xaser » Tue Jun 08, 2010 7:19 pm

Hello, proper laser sight implementation! It's been a long while in the making... *Xaser supports*
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Re: A_FireBullets FBF_NOFLASH

Postby NeuralStunner » Tue Jun 08, 2010 7:20 pm

This sounds useful. (I've had a bit of trouble with this myself.) This would go nicely in the new Flags parameter (formerly known as the UseAmmo Boolean). :)
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Re: A_FireBullets FBF_NOFLASH

Postby Spleen » Tue Jun 08, 2010 8:05 pm

Could you please re-submit this to the code submissions subforum? Would increase the chance of a developer seeing it. :D
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Re: A_FireBullets FBF_NOFLASH

Postby Zhs2 » Sun Jun 13, 2010 2:05 pm

As well as in diff format so that Graf can't bitch? :biggrin:
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Re: A_FireBullets FBF_NOFLASH

Postby ZDG » Mon Jun 14, 2010 1:41 pm

Xaser wrote:Hello, proper laser sight implementation! It's been a long while in the making... *Xaser supports*

I never tought i would bug like that, but since i'm gonna make something like Xaser said, i heavily support this.
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Re: A_FireBullets FBF_NOFLASH

Postby Major Cooke » Tue Jun 15, 2010 7:09 am

I also foresee this as a useful flag for other things such as A_FireCustomMissile, among other things for sure.
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Re: A_FireBullets FBF_NOFLASH

Postby NeuralStunner » Tue Jun 15, 2010 3:20 pm

Major Cooke wrote:I also foresee this as a useful flag for other things such as A_FireCustomMissile, among other things for sure.

AFAIK that one doesn't trigger PlayerPawn states itself.
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