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Dehacked CustomBulletAttack features

 
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Body-Guard
Unstoppable!


Joined: 08 Jan 2006
Location: Hungary

PostPosted: Wed Jun 29, 2022 10:09 am    Post subject: Dehacked CustomBulletAttack features Reply with quote

ZDaemon has CPA_CustomBulletAttack and CPW_CustomBulletAttack dehacked codepointers. It works great, however it lacks some features which would be really useful.

Feature for both CPA and CPW CustomBulletAttack:
1) new flag: CBAF_NOEXTREMEDEATH
Bullet attacks with this flag set will not cause actors to enter extreme death state even when the bullet's damage is high enough to cause gibbing

Feature for CPW_CustomBulletAttack only:
2)currently if CBAF_USEAMMO is set, the player's bullet inventory is checked/depleted by 1 per each shot. There is no option to check for any other ammo type or to use more than 1 ammo per shot.
Similarly to CPW_CustomMissile, Args9 could be defined so that it would specifiy the amount of ammo used per shot. Args10 would specify the ammo to be checked/used according
to the following convention:
1: Bullets
2: Shotgun Shells
3: Energy Cells
4: Rockets
5: Wand Crystals
6: Ethereal Arrows
7: Dragon Claw/Blaster orbs
8: Hellstaff/Skullrod runes
9: Phoenix Rod orbs
10: Mace Spheres
11: Blue Mana
12: Green Mana

Note that Args10 as a keyword does not exist yet, it would need to be added alongside Args1....9.


Feature 2) could be worked around by using CPW_CustomMissile with a dummy projectile on a 0 duration frame just before calling CPW_CustomBulletAttack. This lets the modder to use the more generalized ammo checking and depleting features of custom missile to replicate the requested extension of CPW_CustomBulletAttack. While this may work, it would be nice to get a straightforward implementation of these features for CPW_CustomBulletAttack as well.


Documentation:
Some explicit documentation on how to calculate horizontal/vertical spread and range for bullet attacks, and how to calculate pitch, angle, spawn offset and height for custom missile would be really appreciated, as it is not explained in the changelog.
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